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    Thread: C.A.R.S. - Community Assisted Racing Sim

    1. Member IDdubber's Avatar
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      09-24-2011 11:39 PM #1
      update 6/17/2015. If you want your username added, shoot me a PM with it and your platform. Thanks.

      User names by platform: (names on here - names in the game)

      PC:
      IDdubber - nydubber
      TurboWraith - Nightwraith
      IdontOwnAVW - spoonman88

      PS4:
      Cousin Eddie - MOTOXRCR144
      Brendan@bwalkauto - E9CoupeGuy

      XboxOne:



      Read up on the project over at NoGripRacing. I have nothing to do with this, but have been following it, saw nothing was on here and figured others might be interested.

      Quote Originally Posted by SMS info

      What is C.A.R.S.?
      C.A.R.S. = Community Assisted Race Sim. The game will be funded by and developed in close cooperation with the (sim) racing / gaming community. People can invest an amount of money up-front, entitling them to receiving profit and taking part in testing of weekly game builds. Depending on the magnitude of his/her investment, an investor has a bigger or smaller voice in what content will get into the game. The game starts as a base game with a few cars and tracks, and will be expanded from there depending on what the community decides.
      The game will be free-to-play, with paid extra content (microtransactions).

      How can I invest?
      Everything will be explained soon on the website www.wmdportal.com

      What platform will it be developed on?
      The game will be developed on PC, DX11, and back-ported to DX9 and consoles.

      Will it be a hardcore sim or arcade?
      In the end that will be decided by the community/investors, but the initial aim will be a full/hardcore sim with aids and adjustments to cater for the casual player as well.

      Will the game have surround sound?
      The game will use a 3D Sound system is using fmod so 5.1 and 7.1 are supported.

      What will the graphics engine look like?
      The graphics are DX11 including FXAA, depth of field, screen space ambient occlusion, motion-blur and shadows will be improved in DX11 initially, with appropriate back-ports to DX9 and consoles. The engine will use deferred rendering like in Shift 2.

      Are those screenshots really in-game graphics?
      Yes they are, they show the actual game rendering engine at work with the car in the pit/garage.

      What cars will be in the game?
      The game will provide a base car from each of the main types (single seater, endurance, historic etc, asphalt racing only) so the investors can feedback on input, handling FFB etc. After that, additional content will be decided on by the investors.
      As for the car brands that will be featured, this will also be depending on licensing (=money).

      What tracks will be in the game?
      TBA

      Will there be a demo?
      The base game will be free-to-play, so no demo is required. Additional content (cars, tracks) will be paid content.

      What will be in the first build, what graphics/wheels/sound systems/etc. will it support?
      It's a surprise. And it's a first build, so things will be missing or not working properly. That's where the community/investor testing and input comes in.


      Some shots...









      Last edited by IDdubber; 06-17-2015 at 01:49 PM. Reason: added username info

    2. Member CJ318's Avatar
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      09-25-2011 01:09 AM #2


      with this and Automation, I'll be a happy boy.

    3. Member venom600's Avatar
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      09-25-2011 12:19 PM #3
      Those are some seriously amazing looking static renders, but the hardware necessary to get something that good looking running around a track at 60fps has got to be ludicrously expensive if it even exists yet. That's not accounting for decent looking track environments or racing with other cars.

    4. Member Avus's Avatar
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      09-27-2011 12:46 AM #4
      I will file this as "vaporware"...
      Windows Vista (32bit only)/7/8 "God Mode"
      - Create new folder on desktop
      - rename folder to the following:
      GodMode.{ED7BA470-8E54-465E-825C-99712043E01C}

    5. Member Cousin Eddie's Avatar
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      09-27-2011 02:16 PM #5
      If this comes to life it could be awesome.

    6. Member IDdubber's Avatar
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      03-10-2012 12:22 PM #6
      Forgot I had started a thread about this game, so here's an update:

      http://www.wmdportal.com/


      http://youtu.be/4NSjfaSw4_M


      weekly builds being released for a little while now. Game is taking shape and for ~$13 (the lowest buy-in amount) you really can't beat it.



      Last edited by IDdubber; 03-10-2012 at 12:48 PM.

    7. Senior Member A.Wilder's Avatar
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      03-10-2012 01:23 PM #7
      this looks awesome
      Quote Originally Posted by koidragon1980 View Post
      If Jesus is your pilot, then irony is your vehicle.

    8. 03-11-2012 06:30 AM #8
      So, cliffs notes? How sim is sim?

      ie. How are the guys here liking it/handling it?

    9. Senior Member A.Wilder's Avatar
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      03-11-2012 08:31 AM #9
      Quote Originally Posted by Elbows View Post
      So, cliffs notes? How sim is sim?

      ie. How are the guys here liking it/handling it?
      i haven't had time to DL and try it yet. I'm only home on the weekends right now. I'll try it out next week.
      Quote Originally Posted by koidragon1980 View Post
      If Jesus is your pilot, then irony is your vehicle.

    10. Senior Member A.Wilder's Avatar
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      03-11-2012 09:29 AM #10
      wow, if i didn't know these were video game screen shots i would assume they were real:















      Real RB F1:






      Real Lotus 49:
      Last edited by A.Wilder; 03-11-2012 at 09:46 AM.
      Quote Originally Posted by koidragon1980 View Post
      If Jesus is your pilot, then irony is your vehicle.

    11. Member Cousin Eddie's Avatar
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      03-11-2012 09:39 AM #11
      This might be the final push for me to build a good computer tower.
      Quote Originally Posted by cockerpunk View Post
      yes, i am bored by FWD driving dynamics, and anyone who doesn't drive there cars to the limits and the beyond.

    12. Senior Member A.Wilder's Avatar
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      03-11-2012 10:00 AM #12
      Quote Originally Posted by Adam144 View Post
      This might be the final push for me to build a good computer tower.
      same here, mine will run DX11, but not at any acceptable frame rates. I'm going to need new everything!
      Quote Originally Posted by koidragon1980 View Post
      If Jesus is your pilot, then irony is your vehicle.

    13. Member IDdubber's Avatar
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      03-11-2012 12:23 PM #13
      It plays awesome, even for a pre-alpha build. The cars are all different in feel, they don't float, there's no sea-sawing.

      It isn't even optimized yet, so it's scary how much better this thing is going to get. My current rig runs a full race with maxed out opponents and everything on ultra at 60fps. It just looks awesome.

      I'll post some screens when I get home of what it looks like ran on a decent rig, not a high-end studio setup.

    14. Senior Member A.Wilder's Avatar
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      03-11-2012 12:42 PM #14
      post your PC specs too!
      Quote Originally Posted by koidragon1980 View Post
      If Jesus is your pilot, then irony is your vehicle.

    15. Member IDdubber's Avatar
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      03-11-2012 03:39 PM #15
      here's the main specs on my setup. Doing car work at a buddies house, when I get home I'll put up some pics and maybe a video.

      i5 750 w/dp55 mobo
      Nvidia 560Ti (1gb version, the 2gb wasn't worth it, imo)
      Corsair 8GB DDR3

      I ran an Nvidia 8800GT for YEARS (5-6 years) and it still was a good card when I replaced it. The 560ti (a few driver hiccups here and there, aside) plows through every game I've thrown at it.

    16. Member theuean's Avatar
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      03-11-2012 04:48 PM #16
      Oh... my.... WOW.

      Just had one of those moments where a trailer nails it. Goosebumps all over my body!!!

      From 55sec to 1:34, the music rising to panic, anthemic, seeing the detail on the axles and flame from the exhaust, the music fading out as the chorus wails and the sound of that engine making a hard shift up the straight. Seriously, that looks like the best racing game ever.

      I WANT IT SO BAD

      Turn the volume way the hell up: http://youtu.be/4NSjfaSw4_M?hd=1&t=55s
      Sean
      formerly Speedemon

    17. Member IDdubber's Avatar
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      03-11-2012 10:39 PM #17
      For whatever reason having a hard time getting sound on my video capture. It was working before, might just be a driver issue...maybe a codec. Anyway, here's some screens ran on the setup I listed above.

      All of these are real time, in-game screen caps (not from a replay or video cap). I didn't do anything to them but upload 'em and resize them down so they weren't massive. I turned on the FPS (top right corner) and just ran through the views and HUD's...nothing much. This is with all settings maxed out in DX11-mode and a 11 car field.
















    18. Member Cousin Eddie's Avatar
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      03-11-2012 11:19 PM #18
      One thin that really stood out in that trailer was the revs of the car changing as it went over the choppy bumps. I can't think of another game that does that properly.
      Quote Originally Posted by cockerpunk View Post
      yes, i am bored by FWD driving dynamics, and anyone who doesn't drive there cars to the limits and the beyond.

    19. 03-11-2012 11:26 PM #19
      So here's a question --- is the game set up to be dumb'ed-down graphically? Or do you NEED to a max'ed out machine to even run it properly?

      I'm very interested, but really only if they have a lot of retro cars. Modern race cars don't do much for me. Now some 60's, 70's, 80's I can get down with. I see the Lotus which is great, but how many cars will be available --- or is that all community driven? (ie. won't happen).


    20. Member IDdubber's Avatar
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      03-11-2012 11:55 PM #20
      It can be scalled back. And go through the wmd and nogripracing sites. There's a list of the finished cars, cars in the works, and nogrip has a strong community of modders. If something gets enough requests it usually gets done...whether it be a track, car, or tweak. A lot of the modders just do stuff they like....regardless of interest, so there's always something coming out.

      In the wmd forums it was stated that they planned to ship with 50+ different cars....with more as dlc.
      Last edited by IDdubber; 03-11-2012 at 11:57 PM.

    21. 03-12-2012 12:32 PM #21
      In so I can check this out at home.. am I going to have to drag my gaming PC out to my projector to play this with my wheel/cockpit??

    22. Senior Member A.Wilder's Avatar
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      03-12-2012 01:54 PM #22
      Quote Originally Posted by Jesse View Post
      In so I can check this out at home.. am I going to have to drag my gaming PC out to my projector to play this with my wheel/cockpit??
      You could get really long cables monoprice.com
      Quote Originally Posted by koidragon1980 View Post
      If Jesus is your pilot, then irony is your vehicle.

    23. Member IDdubber's Avatar
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      03-23-2012 03:24 PM #23
      They just added a bunch of road courses (Azure, Pacific Coast High Way) and added some new vehicles (Jaguar JP-LM, a couple others)

      Uploading a video now to youtube to show Azure w/said Jag, and here's a screen from a quick run through last night on my setup (specs above). Will grab more here shortly.




      I have some time to run through the new stuff so maybe I'll do a 2nd video later on.

      You have to be logged in for viewing the forum stuff - so if you all don't feel like doing that, here is the list of build changes. Ya know, in case anyone is interested in just how the game is progressing and at what rate. This is all stuff from the 16th thru 23rd of March:

      Build 179 (23/3/12, Team Member+)
      Updated UI with news ticker added
      Test flag wavers added to Bologna
      Improved ocean shader
      Added metallic effects to Racer cars
      New exports of California Highway and Azure Coast
      New exports of Ariel Atoms
      Added Sakitto track

      Build 178 (22/3/12, Senior Manager)
      Add GUI/profile options to set race date
      JPM Audio updates. Experimental settings to combat possible physics/audio disconnect
      Quick Solo screen has now had a lick of paint to fit the extra options in
      Connecticut Hill Textures updates for new materials
      JPM New liveries, livery names
      Reset car only allowed below 10mph
      Moon cycle textures added; moon dome added
      Environment audio for country road tracks added
      Derby GP updated to support 64 car grid
      Wisconsin Raceway updated to support 38 car grids
      Added the extra environment sounds needed by the California Highway track
      add tunnel verbs - further tweaks required
      WIP Moon Movement. Code written to generate following information for the moon based on date
      Track rotation offset is now setup, this means the tracks now orientate correctly to world space. i.e the sun should rise and fall exactly like google maps
      Fix for car reset not working in practice mode on tracks with no pits yet
      New GUMPERT export
      New Leonus F86 export
      Azure Coast added

      Build 177 (21/3/12, Senior Manager)
      Palmer: new cockpit display
      Gumpert Apollo: WIP suspension animations and some minor bug fixing
      New AIW. New raceline, 64 car grid and pits. Wisconsin Raceway
      Tweaks to the brake power and heating. Trying to get the warm up about right Asano X4
      Palmer: Merged in fixed tyres + UV mapped cockpit display
      Asano LM11: fixed tread scrolling on all tyres
      Leonus F77: fixed LODX tyre tread scrolling direction
      Change to convolve shader to prevent bright sun from wiping out the whole thing - prevents odd flicker when sun comes in front of a wall etc
      Fixed 1 errant cut track that was halfway across, causing some warnings at Besos
      Fixed ugly popups of the trees in distance for the florence tracks
      Prepared metallic effects for Palmer liveries
      Palmer JPLM: cockpit exposure level set at 0.3
      New Asano LM11 export
      New Leonus F77 export
      New Connecticut Hill exports
      California Highway added

      Build 176 (20/3/12, Manager+)
      Removing static envMap location from the weather wtc files and moving it to be part of the track trd
      Fixed cut tracks in first corner of Milan GP. Set grid sizes to 60 For both GP and short
      New liveries for the Palmer
      Fixed cut tracks where pulled onto track by recent corridor (left side only ) edits at Badenring
      Palmer: New fonts + font fixes for CPIT display

      Build 175 (19/3/12, Team Member +)
      Implemented basic interpolation of physics actors to smooth out their visual movement
      Fixed extreme case in computation of actor interpolation factor
      Adjusted several places in code to use common instance of identity transform instead of creating a temporary new one
      Disabled delayed switch off of actor modify bit.
      DX11 multi-threaded deferred context rendering is now available with the command-line switch -dx11MT
      Load/Save removed from F1 menu
      Formula B 360 steering added
      Formula B using paddle shifting
      Cloud speeds reverted to 0.02
      ToD bug fixing
      Formula A: fixed custom liveries
      Asano LM11: tweaked interior lighting
      Gumpert: Fixed CPIT shift lights setup
      Racer SR3/SR8 360 steering
      Palmer: Added custom livery support
      Overcast cockpit exposure upped a touch

      Build 174 (16/3/12, Team Member +)

      MUST START A NEW PROFILE WITH THIS BUILD

      Shadowcontrol (DX11) multithreading fix
      Bug fixes for missing forces and software effect mixer issues
      Change default date to 22nd June
      Fixed spawning on the grid from a practice/qualify session when no pit lane exists
      App Support camera fix for crash when closing down the track camera manager
      Readded rumble strip effect for gamepads and missing marble vibe
      Added cockpit exposure interpolation factor to environment manager, to allow balancing between fully in-cockpit and fully external exposure settings
      Debug menu functions added to allow in game control of cockpit exposure interpolation factor
      Added in setup for Weather Descriptions
      Fix for crash on exit, when exiting from in-game to desktop
      Enable weather option
      We now animate between weather conditions
      Increased default gain for Logitech wheels
      New setups for hazey and overcast. clear setup dusk tweaked
      Added cam filesfor Jin Ding
      Additional track logos/maps and login screen reverted back to the black diagonal background
      Formula A: suspension animations
      Formula A: Removed extra custom liveries
      Racer: started CPIT optimization (10k polys cut), setup changes for display illumination
      Cloud shadows slower
      New Anhalt exports
      New Badenring exports
      New Besos exports
      New Derby exports
      New Florence exports
      New Jin Din export
      New Milan exports


      edit:

      here's the video. I use MSI's beta release 'cus it's free and also captures sound. The choppiness is from the program, not the actual game. This clip is 4+gb with compressed video and audio. I did another one with nothing compressed and it was 20gb for a 2min clip. Might've looked/sounded better, but it would've taken me ages to upload and all that jazz.

      http://youtu.be/ekt9ENDnssY
      Last edited by IDdubber; 03-23-2012 at 05:23 PM.

    24. 03-23-2012 06:34 PM #24
      So, is this worth getting if I have an older rig --- or just pass on it till I upgrade?

    25. Member IDdubber's Avatar
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      03-23-2012 08:00 PM #25
      it's only 10quid (~$13) for the lowest buy-in level. That gets you one build a month...which is what I started off at. Even if you get it now and upgrade your rig later, you can run your current setup on the lowest settings if necessary (and scale up 'til you run into lag) from there.

      To me, that's a no-brainer.

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