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Project CARS - Patch 2.0 Release Notes Revealed

Projection CARS – Patch 2.0 Release Notes Revealed

Following the recent announcement of Projection CARS 2, Slightly Mad Studios has revealed the Patch notes for Projection Cars v2.0. The patch has not notwithstanding been submitted to Sony or Microsoft, then it could take a while before information technology is bachelor. Changes seem very promising with performance increases ranging from 5% to a massive 17% boost.

Project CARS – Patch 2.0 – Release Notes

Performance Improvements

  • PC – up to 5% frame rate improvement when using Ultra settings
  • XB1 – upward to 17% frame rate comeback in extreme conditions
    Online & Community Events
  • Multiplayer search filter 'Skill' now finds games based upon certain foyer game configuration criteria. For instance, "Pro" setting now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth.
  • Community events page – when an event cannot exist entered, information technology will now display the reason why: 'Coming Soon' forth with a countdown, or 'Expired'.
  • Online – Ensure that vehicle light repairs are synchronized in MP races then that repaired headlights are visible by other racers.
  • Xbox I – fix attempt for a hard-to-reproduce issue where the game would at times freeze or crash when 8 or more players joined a session all at once.
  • Xbox One – stock-still an effect that at times would preclude a player from establishing full connectivity when leaving a vestibule and trying to reconnect to information technology.
  • PS4 – fixed an consequence where, subsequently the PS4 resumes from Rest Fashion, no network features can be used.
    Controls – All platforms
  • Adjustments made to the gears organization, to foreclose gears beingness skipped nether certain weather. This addresses an issue where gears would at times jump direct down to 1st, potentially causing engine blowouts.
  • Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds.
  • Added support for the employ of all active controllers for menu input. You tin for example now use a steering cycle to race, and a gamepad to control the menus and photograph mode.
  • Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached.
  • Fixed an event in Strength Feedback calibration that would foreclose a histrion from setting "Soft Clipping (Half Input)" back to 0 afterward modifying it from the original value.
    Controls – PS4
  • Thrustmaster T100 Force Feedback improvements.
  • Fixed the Forcefulness Feedback dynamics for wheels with concrete steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and like wheels.
  • Added a Motion Sensor controller contour.
  • Fixed a crash effect when disconnecting and reconnecting Fanatec wheels.
  • Enable support for USB keyboards to exist used for in-game controls.
    Controls – Xbox 1
  • Built in protection to prevent unsupported controller devices from crashing the game.
  • Gear shifters – stock-still an consequence that prevented the selection of neutral when using an H-gate shifter improver with a automobile that has an H-gate shifter in-game.
  • Implemented accelerator vibration on the gamepad right trigger to indicate when and how much the tyres skid under acceleration.
  • Madcatz cycle – fixed an result where the switch on the bike to change between 270 to 900 degree mode stopped performance.

Physics & AI

  • Slowed downwards the AI opponents in the rain when using racing tyres, to brand racing against them better counterbalanced.
  • Adapted the AI tyre wear rate to better match the thespian's tyre vesture charge per unit.
  • Adapted wear of Slicks and Rain tires to more than realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts).
  • Adjusted the heating of slicks and rain tyres to more realistic levels.
  • Adjusted tyre temperature sensitivity on several cars.
  • Adjusted pelting tyres to generally be more than sensitive to overheating, and less efficient in the dry.
  • Improvements to AI navigation to lessen collisions during cramped race starts, amend detection of other cars during cornering, and improve clean overtaking
  • Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting.
  • Reworked the AI's fuelling logic during qualifying sessions where no refuelling is immune, so that they don't always fill up upwardly the fuel tanks and negatively impact their qualifying ability. The AI will at present deliver far more competitive lap times during qualifying.
  • Fixed an issue where the AI would gear up impossible lap times during races with pit stops.
  • The AI will now pit as soon equally possible when low on fuel to prevent them running out of fuel and retiring from the race.
  • Reduced the event of harm to the car's cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate.
  • Fixed an effect that prevented crash-land starts from working properly on some cars. An case case – with gears and clutch ready to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the machine, ignition on, 2nd gear, scroll down the hill upwards to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful crash-land starting time will vary slightly past automobile.
  • Fixed an effect where at times some AI drivers in a race would use much higher skill levels than the rest of the field.
  • Fixed an issue that prevented the AI from pitting inside the terminal 3 laps of a race
  • Farther tweaked the AI ability in wet races to more closely match the player car'southward ability in the wet
  • Improved the AI'southward efficiency in pit timing when needing to alter tyres due to weather conditions.
    Pitting, tuning, setups
  • Stock-still an effect where wet tyres were fitted as well long before the rain starts, causing excessive overheating and wear on the tyres.
  • Fixed an event where, when running low on fuel, the Pit Board would announced to tell the player to do a scheduled pit stop when the player did non schedule a pit finish.
  • Fixed an issue where flat tyres were fitted to the machine during a pit terminate, by ensuring that the tyres are correctly inflated.
  • Fixed an issue where the auto's bump-stop value decreased afterward leaving a race session and joining it over again.
  • Reworked the restriction bias brandish information so that changing the values is more intuitive.

Tracks

  • Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure excursion, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars.
  • Rail cut tolerances reduced on all tracks where information technology was too forgiving.
  • Stock-still an issue where a pit coiffure character would at times appear floating above the race rail on various tracks.
  • Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through sure objects.
  • Road America – stock-still an issue where a line of grass line appeared in the air near a concrete bulwark.
  • Spa Francorchamps – stock-still an effect where cars nether AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running besides broad over the exit curb at the Bus Stop Chicane.
  • Brno – fixed an result where cars would at times start in the same filigree positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an upshot when running more than xx cars in a race would cause the car in 21st to slide into the pits.
  • Le Mans – stock-still an outcome that would at times cause the motorcar to crash while in the pit lane, leading to a disqualification. Improved the AI race line for amend speed, and improved the AI behaviour on curbs.
  • Laguna Seca – improved the AI functioning equally they were running likewise wearisome in some sections.
  • Imola – Improved the pit lane AI navigation, and fixed an consequence with a department of the contend at the pit archway that appear to float.
  • Bathurst – stock-still a render issue with shimmering edges in parts of the track.

Career

  • Added a new RUF RGT8 GT3 contract to ensure that the histrion tin can enter the RUF GT3 serial on contract renewal and not only when starting a new career.
  • Fixed the unlock details for the Supercar Ardennes Guild Twenty-four hour period Invitational.
  • Stock-still an event where skipping the session during a race acquired the player to move up in the session results.
    Vehicles
  • Grouping 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session.
  • Gumpert Apollo – stock-still an issue with the livery sets that caused the livery option to display wrong liveries.
  • Aston Martin Vantage GT3 – tuned engine lifetime and restriction cooling parameters for meliorate accuracy.
  • Lotus 98T – tweaked turbo to improve AI estimation of elevation speed.
  • McLaren F1 GTR – modified the default setup and reduced forepart bump steer to improve straight line stability, stock-still an consequence to ensure that the car's specific HUD motec display is used
  • McLaren F1 – Fixed an consequence that caused the car to utilize the wrong default tyre chemical compound.
  • Ford GT40 MK4 – Reworked in several areas to amend handling and match the real car closer – Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain functioning confronting the AI.
  • All Formula vehicles – Stop brake light reflections actualization on cars that don't have brake lights.

General

  •  Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts.
  •  Fixed an issue that could cause the game to crash when selecting the 'Edit Tuning Setup' option in the 'PIT BOX' screen.
  • Stock-still an issue that could crusade the game to crash while watching a saved replay.
  • Driver Network Profile – fixed an result where inbound Gratis Exercise manner would count toward Races Entered.
  • PS4 – fixed an issue that required the game to outset restart subsequently installing an in-game DLC before the DLC would be available for use.
  • Audio – rebalanced the volume of skid sounds to make them a bit more audible.
  • PC, Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet thespian camera views, implemented initial menus and HUD support, car reset player view position at the get-go of a race, and disabled all not-VR-friendly scripted pre-race photographic camera sequences.
  • PC, D-BOX – stock-still an issue that acquired cars to lose power when playing with D-BOX connected.
  • Updated the achievement "I am the 5%" to ensure that it tin can be achieved in not-Pro-modes likewise.
  • Stock-still a game crash effect caused past an overflow of the email inbox when the player received above a certain corporeality of invitational emails.
  • GUI – fixed an consequence where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment.

Source: https://wccftech.com/project-cars-patch-20-release-notes-revealed/

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