The other two long point-to-point tracks are an absolute blast to drive as well - both measuring about 6-9 minute runs depending on cars. One is the French coast, and one is California Highway. People are clamoring for more of them too. So lots of options from go-kart tracks, to the nurburgring, to ovals for NASCAR, road runs, and normal circuits.
Not to mention they already have several great tracks you don't see in most other games, like Bathurst etc.
Yep, they have a couple of tracks available with old layouts...although the track environment is the same. No word on whether or not they'll eventually do some dedicated old era tracks.
Last edited by Elbows; 10-17-2012 at 04:52 PM.
PS: For those wondering, this is the kind of information you get daily on the forums - they do a Build every day, and release updated builds every five days for normal members. They release notes along with them so you can see what's going on behind the scenes.
This is an example of the notes for the last two builds:
Build 320 (10/10/12, Junior Member+)
Disabled vehicle physics damage in MP mode.
Made the waypoint code in GetClosestWayPointBehind handle missing next waypoint cleanly instead of crashing
Reinstated code which disables crumple damage when in multiplayer mode
Corrected "Synchronising..." text
Added check for 'custom livery' when using 'random livery'
Fixed bug where the game could crash if the user has many local IPv4 interfaces + sends direct p2p pings/pongs from multiple address+port combinations
Added safety clamp to index while accessing Route::mPoint array
Fixes for MP Lobby screen:
* Fixes a potential crash for bad vehicle data
* Avoids clearing chat on entering the vehicle select screens
* Avoids unecessary message on leaving lobby voluntarily
* Added logging of user name when someone leaves the session
* When host migration happens in the lobby, the new host revalidates all users' setups. This prevents an invalid vehicle being used in a certain situation
* Added a devmodeconfig value allowing to restrict sessions that can be browsed. This will be useful for creating testing sessionis that should only be joinable by a certain set of people
* Added the following to logs: sending chat messages, creating and joining sessions
* When preparing the final load setup message, the host will validate the setup once more, and will assert when a change had to be made
* Added asserts to detect invalid user setup being sent from the admin
* Added empty implementation of the handler that will eventually calculate authoritative race results in M
Restricted Content icon updated
Added 'driver labels' setting to gameplay options screen
Derby -add new textures - pitwall
Added 'disabled' state to MP browse refresh button
Added 'cancel' to loading dialog, which will exit the player fromt he loading game and return them to their previous screen
Eifelwald GP - Changed the Logo for the version with the correct spelling
Eifelwald - incorrect file name with incorrect logo spelling
Minor update to spacing of text on login screen
LOD Distance Increased on Monterey Dynamic Brake Markers
Caterham SP300R: suspension geometry file added for real this time (car crash fix)
Increased online protocol version number (to ensure older builds can't connect to build 320 or later)
Fix for dynamics objects popping
Fix for Caterham crash introduced after Caterham fix
Pagani Huayra: Adjusted gearing, conservation of energy brake heating, replaced a bit of Zonda R placeholder aero. New setup is required with this change
New Northampton export
Build 319 (9/10/12, Junior Member+)
Online: Fixed reversed logic for displaying/not displaying car setup changes. Changes initiated by the player would be hidden, default changes made by admin would be visible
MP UI fixes for allowing UI events post load, handling vehicle selection messages, showing 'MenuReturn' message
* Adds better error handling to game create screen
* Add anti-spam to browse refresh button, and prevents it being used before game sare available
Fixed Lazy Init when adding a NetDebug page while debug output is disabled
Added disable applinks for GUIButtons
CharacterAnimationManager: - Removed the error return conditions from Activate()
TokenString will initialize the format string to a specific debug string. This is to catch instances of using the uninitialized token strings elsewhere
Enabled lazy container init reporting
Added exception info to PC crash dump file and log. Crash log now includes the calling thread ID in the filename to avoid overwrites from multiple exceptions
Wisconsin Raceway - add new textures for MarshalZone
Northampton. New textures
Bathurst viewer lights toned back in intensity as requested
Eifelwald GP moved garage spot 1 out onto pit lane temporarily untill last 3 garages are opened and floors fixed to avoid falling through
Connecticut Hill Night - changed grid to 46
Northamption - New textures for the building
Caterham R500: engine cooling set up as a % range, brake cooling tweak, zero shift delay for H-pattern cars
Caterham SP300/R: Applied new suspension geometry to physics, spring rate changes to fit, conservation of energy brake heating, brake and engine ducting set up at % ranges. New setup is required with this change
New Eifelwald export
KNOWN ISSUE: Using Caterham SP 300/R will crash the game, so please avoid for now
It's pretty slick, and gives you a good idea of what to go and try out. They have a feedback thread every week for the info. More senior members/developers obviously have access to a new build every day. The builds are updated through the new launcher --- when you launch the game it automatically updates.
is multiplayer up yet?
Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.
Multiplayer now available --- about 80% of the options are turned off (ie. you can't do weather, private rooms, friends lists etc.)
My buddy and I got in a handful of drives tonight - pretty good. No real issues, smooth interface.
Is there a comprehensive car list somewhere??
Also, are they pushing more for actual racecars are we going to see some street cars too?
Got back from the Nürburgring yesterday and I'm pretty excited to try it out on CARS. I didn't bring my car, but I went with two friends...
They have a limited number of vehicles currently licensed for the game...and a portion of those are available in the game currently.
Audi R18 LeMans Prototype
Ariel Atom 3
Ariel Atom Mugen
Ariel Atom 500 V8
BMW M1 ProCar
BMW Z4 GT3
BMW E30 M3 Group A (nearly finished)
Caterham Superlight R500
Lotus 98T Renault Turbo
Lotus 78 Cosworth
Lotus 49 Cosworth
Pagani Zonda R
1990 Chevrolet Stock Car
Palmer Jaguar JP-LM
125cc Shifter Kart
250cc Shifter Kart
Formula 1 Car
Formula 2 Car
Ginetta G40 Junior
Ginetta G55 GT3
1978 320 Turbo Group 5
1999 V12 LMR
1940 328 Touring
M3 E92 GT
Lotus 40 Open-Top
1980 Capri Zakspeed
1997 Mustang Cobra Trans-Am
2012 Ford Stock Car
Focus ST BTCC
2013 Ford Falcon FG (Aussie V8 Supercar)
Now that's all that they've "announced" but they're obviously working on a number of additional manufacturers. They have stated they will have several different makes for each series (or that's their plan). They do have almost every genre well covered. It seems every month or two they announce a new manufacturer who has signed on - so who knows what's going on behind the scenes.
Windows Vista (32bit only)/7/8 "God Mode"
- Create new folder on desktop
- rename folder to the following:
Yeah, if not - the limited lineup thus far is pretty freakin' fantastic. I always prefer older cars, so the lineup is lookin' fine to me. Mad big-winged touring cars from the 80's....yum!
Well, all I can is that I've already spent more time playing the unfinished game than most of the Xbox games I've spent money on.
I spent last night running two-lap races on the ring...set in the evening or early morning, time speed set to 10x (so the weather/sun changes quickly). Absolutely sublime.
Well, I'd imagine the final game is perhaps 1 year away.
However, when you join on now (ala Kickstarter style program) and pay your $60 or whatever Euros...you get access to the current builds, and get a free copy of the game when released.
So buying it later and buying it now is not very different. The only change is that you get to voice your opinion on the forums as they're making the game. I can say it's well worth the price of admission (more so than most games I've purchased recently).
This is especially the case now that multiplayer is available.
Here is the current track list, and some tracks that are on the way...
- Anhalt - Oschersleben
- Azure Circuit - Monaco
- Badenring - Hockenheim
- Belgian Forest Circuit - Spa Francorchamps
- Besos - Circuit de Catalunya
- Bologna - Imola
- Derby - Donington Park
- Eifelwald - Nordschleife
- Eifelwald GP - Nurburgring GP
- Florence - Mugello
- Heusden - Zolder
- Loire 24 - Circuit de la Sarthe
- Loire National - Bugatti Circuit
- Milan - Monza
- Moravia - Brno
- Northampton - Silverstone
- California Raceway - Willow Springs
- Connecticut Hill GP - Watkins Glen
- Monterey - Laguna Seca
- Wisconsin Raceway - Road America
- Jin Ding - Zhuhai
- Sakitto - Suzuka
- Bathurst - Mount Panorama
- Historic Badenring - Hockenheim (Pre 2002)
- Rouen Les Essarts
- Historic Milan - Monza (1967. GPL2.)
- Concord - Charlotte Motor Speedway
- Delaware - Dover
- Harrison Pike Raceway - Indianapolis Speedway
- Henrico - Richmond
- Memphis - Bristol
- Volusia - Daytona
- Belgian Forest Karting Circuit
- California Highway
- Azure Coast
- Test Track
- Solitude Rennstrecke
- Brands Hatch
- Oulton Park
- Cadwell Park
- Ruapuna Park
- Old Spa
- Milan Oval
Correct as of
Well, I'll be damned.
New build today released Infineon Raceway - something they had not even hinted about (that I had noticed).
As one of my favorite tracks in Forza, this was a hell of a nice surprise. It's fantastic already and it's a fresh build.
RUF JOINS PCARS!
(sadly only four...but it's better than nothing!)
Slightly Mad Studios are very pleased to announce a new partnership that extends the list of prestigious manufacturers in Project CARS as Ruf Automobile joins the WMD-powered title.
Project CARS will include four of Ruf’s iconic German sports cars, bringing both a true classic and three current RUF models to the title.
Founded by Alois Ruf Sr. In 1939, Ruf has become one of Germany’s most prestigious manufacturers of sports cars.
Ruf uses Porsche bodies as base for their vehicles, adding their own engineering and design to create something unique, making the company a registered manufacturer instead of just a tuner of performance vehicles.
Project CARS will feature four Ruf models, one true classic and three cars from RUF’s current 2012 lineup of models.
1987 RUF CTR “Yellowbird”
Based on the Porsche 911 3.2, the 1987 CTR „Yellowbird“ is one of Ruf’s most iconic models.
The CTR is powered a 3.4 liter twin-turbocharged flat six engine providing 469hp. The engine uses two large turbo chargers & intercoolers and had been equipped with a new Bosch Motronic as well as an ignition setup originally designed for Porsche’s 962 Group C race car.
Thanks to extensive weight saving measures such as usage of fiberglass and aluminum, the CTR weighs just 1150 kilograms, resulting in a very impressive performance.
The two-door coupe sprints from 0-60 miles in just 3.7 seconds, topping out at speeds of no less than 211 miles per hour.
To keep the raw power under control, the CTR relies on a Brembo braking system and Dunlop Denloc tires.
2012 RUF CTR 3
20 years later, Ruf continued their famous CTR range with a new model as the third-generation CTR was unveiled in Bahrain in 2007.
Unlike its two predecessors, the CTR 3 uses a mid-engine design with a larger wheel base, providing both an excellent balance and better driving stability at high speeds.
The base ingredients have not changed from the original CTR concept though as the car is once again based on the principle of weight saving and pure power.
Uniquely-designed and using a shell made of Kevlar-carbon composite, the car weighs just around 1500 kilograms despite featuring Ruf’s famous Integrated Roll Cage for improved passenger safety.
Just like the original CTR, the CTR 3 relies on a twin-turbocharged engine as the 3.8 liter flat six provides no less than 750hp, resulting in a power-to-weight ratio of 2,1 kilograms per HP.
The CTR3 is equipped with sophisticated racing technology, featuring a sequential six-speed gearbox, slip differential and a sport suspension.
2012 RUF Rt 12R
The Rt 12R is based on Porsche’s 997 platform as Ruf once again cut no corners to create a stunning driving machine.
Powered by a twinturbo-charged 3.8 liter flat six engine, the RT 12R boasts 730hp of power, making it a sensible decision that the Rt 12R uses all-wheel drive even though a rear-wheel version is available on customer request.
The car features Ruf-designed bodywork for increased downforce and higher stability, including a racing-style rear wing. Ruf also added cross-drilled brakes and a self-developed suspension system.
The Rt 12R ranges among the fastest production cars in the world, sprinting from 0-60 in just 3.2 seconds and topping out at a breathtaking 230+ miles per hour.
2012 RUF RGT-8
While Ruf has always extensively developed their cars to differ from Porsche’s base designs, the RGT-8 takes the company’s engineering efforts to a whole new level.
Based on the brand new Porsche 991 model, the RGT-8 will be the first Porsche 911 body car to not be powered by the traditional flat six engine.
Instead, Ruf has opted to install a self-developed 4.5 liter V8 in the back of the RGT-8, ending a long-running tradition for many Porsche enthusiasts. Buyers will have to make no compromise in terms of performance though as the V8 provides 550hp and 500 Nm of torque.
Of course, the car also features Ruf-developed bodywork and the famed Integrated Roll Cage, the RGT-8 uses ceramic brakes and Michelin Pilot Sport Cup tires for traction.
WMD members will be able to take a virtual test drive once first versions of the four Rufs have been completed by using the regular development builds of Project CARS. To shorten the waiting time, WMD members get to follow every aspect of the car development process on the WMD forums, from the first steps to the finished car out on track.
Yep...that's pretty much saying "we can't get Porsches" without saying it.
Honestly I'm so excited for the other cars in this game, I doubt I'll spend much time in the RUF's - especially since three are super modern cars.
The Zakspeed Capri and its BMW nemesis are probably the two I'm looking forward to most right now.
PS: A fancy Ford just entered the first stage of work-in-progress...
Last edited by Elbows; 11-01-2012 at 07:34 PM.
Does this game support Physx (nvidia)? I am thinking about get a new videocard before i buy this game. My choices are down to...
1) EVGA GeForce GTX 660 Superclocked (around $210 CAD)
2) MSI R7870 Twin Frozr 2GD5/OC (around $250 CAD)
From what i know, AMD HD7870 is a faster card. (compare against non GTX660 non-Ti) But PhysX on nvidia card really made those supported games look better! (example, Borderland 2) Which card will you choose?
FYI, I will run game from my HTPC which connected to a Sony 50" HDTV (1920x1080).
Windows Vista (32bit only)/7/8 "God Mode"
- Create new folder on desktop
- rename folder to the following:
Avus, you'll have to ask someone else because I have no idea.
I drove the Capri today...and it's f_cking awesome. The entirely new SETA tire physics have changed every single car. Some for the better, some for the worse. It's an entirely new game with the new tires. You get more drift, but you also lose some of the fake grip that you had before. My ring times went down about 30-40 seconds etc. You really have to be careful if you don't have downforce.
It also makes using the controller much more difficult, as minor adjustments are more prone to spinning the car out. I can see where this would benefit wheel use though.