C.A.R.S.

Maybe the next Assetto Corsa. Maybe not.
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Re: C.A.R.S.

Post by Dr. Pain »

:rofl:

It was so long ago I forgot what the return was. From what I've been reading there might be more payments over the next year but not sure how much it will be. So if you buy it En-J you'll be giving yourself back a millipoof of a euro.

I'm out of pocket by $4 USD as I had to buy the game @ 1/2 price rather than getting it free. Still $4 for the game, I cant complain! :D
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Re: C.A.R.S.

Post by Shaun »

Yeah got the 27.50 which i also thought would be more. Woo hoo in any case? Lol
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Re: C.A.R.S.

Post by Dr. Pain »

There must be more coming as 12 euro & 27.50 euro is for 250K units shipped across 4 platforms. It's sold a lot more than that. Team members should get 110 euro for a million copies sold.
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Re: C.A.R.S.

Post by Shaun »

Maybe they are paying the 110 out in 3 month increments
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Re: C.A.R.S.

Post by Dr. Pain »

Seems so, which makes sense I guess considering how much they'd have to pay out.
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Re: C.A.R.S.

Post by Cursed »

I got EU49.50.

There's been posts on the old PCARS forum concerning payments and what is coming. This first payment they pledged would be 110% of what you bought into the project with. Next quarter will be the first division based on sales numbers, I believe. Apparently the timing of getting payments from Bandai-Namco from purchases necessitated this approach.
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Re: C.A.R.S.

Post by richo »

Yes 49.50EU here and there's a fair chance they will get most of it back in DLC payments :)
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Re: C.A.R.S.

Post by ysu »

Hey I got 49.50, too. Not bad at all, free game!
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Re: C.A.R.S.

Post by Duke »

Slightly Mad Studios’ best-selling Project CARS title is now available for a reduced price on Steam.
The WMD-powered simulation is part of a WEEKEND DEAL, selling for USD$41.97 right now. That's 40% off on the normal retail price for the PC version.
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Re: C.A.R.S.

Post by Duke »

Slightly Mad Studios have announced a major new addition to Project CARS as the WMD-powered title is becoming an official eSport!
Earlier this year, Project CARS had a presence at Gamergy in Madrid and the Gamescom in Cologne as the studio tested how the WMD-powered title would work in an eSport environment.

Met by plenty of enthusiasm and major crowd interest, the studio is now taken the next step by joining forces wit the Electronic Sports League to make Project CARS an official and professional eSport.
The first step of Project CARS’ extensive eSport initiative is due to kick off later today with the first of several online competitions, followed by a live event at EGX in September.

More information on today’s ESL Project CARS Kick Off Cup is available here, for more Project CARS eSport events make sure to check out the title’s events schedule as well.
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Re: C.A.R.S.

Post by wobblysauce »

Yep, £11 here also.
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Re: C.A.R.S.

Post by Duke »

Slightly Mad Studios has announced that Project Cars will be receiving three expansion before Christmas, including a "huge" track pack.

As part of the so-called "On Demand" program, the popular racing game is going to be expanded with two track packs and a "special fan-requested" car pack.
The first expansion is coming "soon" according to the official website, and that will be followed by the car pack. The final DLC will be a "huge track expansion" and is expected in November.

This is just a tease, for all intents and purposes, since no more details about those expansions are known yet. there has been no mention of the names of the packs, what's in them or whether they will be free content drops or paid DLC packs.
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Re: C.A.R.S.

Post by Dr. Pain »

I'm hoping they put in some tracks like Rouen and Suzuka. Rouen was so fast but most fun in the older cars where aero wasn't gluing them to the track.
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Re: C.A.R.S.

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Slightly Mad Studios have revealed the change-log for version 4.0, detailing all the fixes, improvements and new features that will be added to the title with this update:

New & Enhanced Feature Summary
• Online – added support for ‘Force Default Setups’ in Multiplayer restrictions screen.
• Online – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.
• Online – lobby search settings are now saved between sessions.
• Career – mandatory pitstop opening lap will now scale when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for
the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop.
• HUD – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD, messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.
• GUI – added a game version number display to the main menu.
• Assists – Enhanced Brake Assistance system so that people who are unable to use
brake controllers at all can still play the game with this assist enabled.
• Assists – the Best Line assist now provides an option to only show the braking areas
• Tracks – Movable trackside objects and broken-off car parts will now be removed from the track after impacts.

Online
• New – added support for ‘Force Default Setups’ in Multiplayer restrictions screen.
• New – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.
• New – lobby search settings are now saved between sessions.
• Fixed an issue where the AI could remain stuck on the grid after the previous host left the session.
• Fixed an issue where the player was unable to select the Bentley GT3 in online races.
• Fixed an issue in Create Lobby where selecting Vehicle ‘view details’ would reset the class filter.
• Fixed an issue where the in-game chat box would scroll when the player pressed the accelerator and brake controls.
• Various tweaks to the behaviour of cars that are terminally damaged, and cars will no longer try to teleport to the garage if there are no pit lanes.
• Fixed an issue where the player could drive out of the garage again after retiring from a race.
• Further tweaks and improvements to the online lobby Car Class GUI – classes are now sorted alphabetically; changes are now only apply once the player accepts the new settings; ‘Create’ options defaults to ‘Any’ class; fixes an issue where the host would see only one vehicle in the quick vehicle chooser list if identical vehicles was
set to ‘yes’.
• Fixed the rolling start option so that toggling the rolling start flag correctly updates MP game data.

Time Trial
• The standings info on the pause screen now shows real-time updated lap and standings info, and sorts the order of all active participants based on lap times.
• Fixed an issue where the player’s best of session ghost time didn’t always exactly match his actual best of session time.

Pitting, Tuning, Setups, Strategy
• Fixed an issue where a selected tyre option saved to a setup prior to Patch 3.0 would cause a game crash after applying Patch 3.0 and using that saved setup.
• Fixed an issue where tyre pressures were not resetting properly when returning to pits.
• Fixed an issue where brake temperatures were being reset when the player entered the pits, leading to unexpected braking behaviour.
• Adjustments to fuel calculations when returning to pits during a practice session – when calculating the required fuel when the player returns to the pits, the estimated fuel levels are used for consistency.

Physics & AI
• Tyres – small adjustment to peak slip ratio or P Zero Trofeo, Faretti Track, and other soft-track road tires for road cars.
• Various improvements to AI navigation when entering and leaving the pit boxes.
• Improved the transition from road to off-road as certain off-road surfaces caused too much jarring on the steering.

Cut Track / Off Track System
• Sakitto International – further tweaks to the downhill Esses, to keep the AI on track when attempting bad passes that were causing the AI to hit the exit barriers.
• Various tracks – Nordschleife, Greenwood Karting, Silverstone National, Dubai GP, Barcelona National, Nurburgring Sprint Short – cut-track improvements based on latest community feedback.

Career
• Fixed an issue where the player would be placed first on the grid of race two in a multi-race round, after being disqualified from the first race. Disqualified drivers will now be placed at the back of the grid.
• DLC Career Accolades are now only present if the appropriate DLC pack is installed. This fixes an issue where the player was unable to do 100% completion of accolades due to non-purchased DLCs accolades also being present.
• Fixed an issue where bonus points were not being awarded for Kart series and some invitational events.
• Fixed a bug where the invitational events that require winning team championships weren’t always unlocking.
• DLC Career Accolades – translated (non-English) strings added for Invitational Accolade – 320 Touring Challenge
• Fix to make sure player is placed last after skipping/simulating, in races where the second-best qualifying time is used for grid placement for the 2nd race (this was affecting Formula Rookie, LMP1-3, GT5 and Touring races).
• New – mandatory pitstop opening lap will now scale as well when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop
• Improved Contract system to allow for extra entry level contract awards when progressing to a new motorsport, or when only being offered a renewal for the current motorsport.
• Improved the AI logic during races with Mandatory pit stops so that they will pick a more optimal time to stop when there is also changing weather at play.

Audio
• Tweaks to the Ginetta GT3, Clio and Bentley Speed 8.

GUI, HUD, Telemetry

• New – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.
• New – added a game version number display to the main menu.
• New – the Best Line assist now provides an option to only show the braking areas.
• Rebalanced the point at which Forecast weather becomes Current weather in the UI display so that the info display changeover better matches what the player is seeing in-game.
• Track temperature is now displayed on all in-game menus.
• Fixed an issue where the Time Progression slider skipped every 2nd option when moving the slider left or right.
• Track temperature will now display correctly based on the unit system and language selected by the player.
• Fixed an issue where the tyre wear meters on the HUD telemetry screen were flipped for the right front and left rear tyres.
• Track Temperature and Weather information are now positioned uniformly across all in-game screens.
• Removed redundant leading zeros from the KERS motec display.
• Fixed an issue where accessing the map or telemetry in the monitor screen would disable the player HUD in game.
• Enabled scrolling of the drivers list on the post race Standings screen.
• Vehicle Class icons – updated vintage F1 and vintage GT class icons.
• New GUI image with real-world livery for Ford Capri Group5.

Replays
• Replays – fixed an issue where vehicle damage would automatically be repaired when watching a replay.

Controls & FFB
• Steering wheel angle now reverted to always centering during pause / pits / menus / etc. An alternative fix is now implemented to prevent the jolting when un-pausing the game.
• Fixed an issue where force feedback was still active when an AI team mate was driving the player’s car.
• Fixed an issue where calibrating the pedals could at times cause the pedals to function incorrectly.
• Logitech – updated pedal mappings for the G29 to match the latest hardware revisions.
• Fanatec – added use of accelerator rumble on CSW Base v2.
• Fanatec – CSR Elite 2nd dpad removed (as per SDK change); handbrake now works when attached to pedals via wheel base; added support for CSP connected via USB.
• Fanatec – upgraded to SDK 1.6.1 – fixes reversing of the CSS shifter gear up / down sequential mode.
• Fixed an issue with the Fanatec CSS connected via USB to the PS4, the wheel paddles stopped functioning.

Vehicles
• Audi A1 Quattro – changed class to Road C1.
• Audi R18 e-tron – added hybrid/KERS readout to cockpit display.
• BAC Mono – fixed duplicate material name causing a problem on painted cockpit parts.
• BMW 2002 Turbo – tweaked default tyres and brake balance so that the default setup provides a better overall performance versus the other cars in its class.
• BMW 320TC – fixed the top speed statistic displayed in the front-end.
• Caterham SP300R – added push-to-pass boost gauge to cockpit display and enabled exhaust backfire.
• Ford Escort and Mustang 2+2 Fastback – tweaks to help reduce climbing other vehicles during side-to-side contact.
• Ford Mustang 2+2 Fastback – fix for shadow flicker on AI cars.
• Ford Capri Group5 – fixed offset rear fenders.
• Ford Mustang GT 2015 – reduced FFB tire force multiplier by 25%.
• Gumpert Apollo – re-added four exhausts.
• Marek/RWD LMP cars – improved the default view position.
• Ruf CTR – recalibrated engine boost and allow up to 1.4bar boost in setup to match original car. Stock boost of 1.1bar provides around 470hp as advertised.
• Added hybrid boost gauge to display for McLaren P1, Marek RP339h LMP1, RWD P30 LMP1.

Tracks
• Le Mans – lowered the entry part of the kerb in the Mulsanne corner to fix the issue where cars would register a collision with the kerb.

General
• New – movable trackside objects and broken-off car parts will now be removed from the track after impacts.
• Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled.
• Reworked the stretched headlight reflections to be more accurate to real life.
• Fixed an issue where the Driving Line assist would become invisible when particles were set to off.
• Ensure that players cannot turn on assists using hotkeys in community events, when the assists have been explicitly disabled for the event in question.
• Fix further cases where the pre-race cameras would at times cut into the track surface.
• Fixed an issue where vehicle windows would at times not render correctly when using centre cockpit cam and helmet cam.
• Tweaks to gamma settings to closer match the PC and Xbox One platforms.
• Fixed a potential crash when returning from in-game to main menu.
• Fixed an issue with the rendering of shadow edges, improving overall shadow rendering.
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Re: C.A.R.S.

Post by Dr. Pain »

I tried this after FNF. Drove a Ruf GT-3 @ Brands and it felt really good. Felt better than before but I'm not sure if it's just me though. One thing I did notice was the dynamic racing line is on by default and so were the on screen displays for data.
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Re: C.A.R.S.

Post by Duke »

Slightly Mad Studios have released a new monthly “On Demand” series Project CARS DLC pack. This time SMS introduces the Aston Martin Track Expansion. This DLC contains three new cars and a new track called Mojave.

And it does not stop there. The Aston Martin Track also brings you the next Free Project Cars vehicle. The classic 1952 Mercedes 300SL (W194) – and grab the third pack of Community Liveries that includes five real-life Zakspeed Capri Group 5 designs as well as the official Project CARS SMS-R livery sported in real-life by the Marc Cars Australia team in the International Endurance Series.”

The Aston Martin Track Expansion DLC is on sale for USD$5.99 (~AUD$8.60) -

Included cars:
1959 Aston Martin DBR1
2009 Aston Martin DBR1-2 LMP
2014 Aston Martin Vantage GTE
1952 Mercedes 300SL (Free Car)

The Project CARS Mojave track is a private testing ground secluded in the wilderness of Nevada. The Mojave circuit comprises of five race layouts and a special open Test Track layout allowing players to freely practice and test their car’s performance/handling via Banked Oval, Drag Strip, Hillclimb, Skid Pan, and Tight Corner sections.
The Mojave track features six layouts:
Boa Ascent
Cougar Ridge
Coyote NooseGila
Crest
Mojave Test Track
Sidewinder

Both the Aston Martin Vantage GTE and DBR 1-2 can be used in career with brand-new contracts that further expand your possibilities, whilst three new invitational events take you to Mojave.
invitational events

Boa Ascent Challenge – A single race around a hill-climb style track
Date – June 4th
Location – Mojave Boa Ascent
Unlock Criteria – Win the LMP3 US Rookie Cup

Coyote Noose Showdown – A single race event
Date – July 15th
Location – Mojave Coyote Noose
Unlock Criteria – Win the Formula C US Series

Mojave Trifauna Trophy – A three round trophy series
Date – July 29th
Location – Mojave Sidewinder, Gila Crest, Cougar Ridge
Unlock Criteria – Win the GT4 US Trophy

New motorsport contracts:
Class – LMP1
Vehicle – Aston_Martin_DBR1-2
Team – TeamSBV

Class – GT3
Vehicle – Aston_Martin_Vantage_GTE
Team – Marionette
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Re: C.A.R.S.

Post by norbs »

The 2 1950s cars are fucking awesome!!!!!

more more more.
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Re: C.A.R.S.

Post by Dr. Pain »

They are so fucking COOL!!!!!!! :happybanana:

I was sliding the DBR-1 at 200 kph and it felt so good. I really like the V8 Vantage GTE too. Sounds so good and drives like a dream. What a great pack! :)
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Re: C.A.R.S.

Post by norbs »

The new tracks are terrific. So much elevation change.

testing tonight. :)
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Re: C.A.R.S.

Post by Dr. Pain »

Testing sounds good. :)

What you can't see in this pic is the massive shit eating grin me and my little pixel mate have :D

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Re: C.A.R.S.

Post by Cursed »

Cool. According to Steam this one is already in my library!
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Re: C.A.R.S.

Post by Exar Kun »

Cursed wrote:Cool. According to Steam this one is already in my library!
Yup - how long do they keep giving us DLC for?
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Re: C.A.R.S.

Post by ysu »

I gave it a drive today, I have to say it's very nice. Tried those 50's cars, and they're a hoot indeed.
I feel pCars have really moved forward.
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Re: C.A.R.S.

Post by Cursed »

Exar Kun wrote:Yup - how long do they keep giving us DLC for?
I recall that I read somewhere that we'd get anything free if it was substantially developed before the initial game release. I'm not sure if there's any other criteria.
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Re: C.A.R.S.

Post by Dr. Pain »

Only the Merc 300SL is free. Got to buy the Aston's and the tracks.
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