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Project CARS: Build 417 Released
Build Releases | Project CARS | By Paul on 4 March 2013 00:00

Slightly Mad Studios have released build 417 of Project CARS, which allows users to try the first addition of the BMW M3 GT4 car.

We have added videos of the new car in-game here.

Don't forget to visit our Project CARS game profile for much more on this title, and you can keep up to date by following us on Twitter.

Build 417 (1/3/13, Junior Member+)
* Re-enabled Game usage in external script
* Added script search paths to includes in common libs
* Modified build scripts to bring into line with new script compiler common include handling
* Modified ScribeCompiler build rule to add new default properties and allow per-project editing
* Renamed ‘Scribe_Internal’ folder to ‘RaceAppCore_Scribe’
* Library update for “basic” tread mode
* Next revision of kart, including new A/B/C test
* Lensflares now come from the enviroment system
* New lenflare tech
* Can now live edit Lensflares and overide data based on time of day
* Fixed depth map support in skyrings – allows variation of fog strength so some parts look closer
* Crowds small flag animation fixes for props behavior + cleanup and selection sets update to contain proper meshes
* Casual women cheering animations
* Casual animations idles migration
* Add appCanOverrideSampler annotations for phase3 techniques to allow DX9 to modify Aniso settings correctly
* Balancing of ‘sports’ box
* Armco 3d distance adjustments to match main engine gain and filter roll offs
* Balancing adjustments (levels)
* RUF AI set added.
* Updating RUF set to take account of new physics. Balancing adjustments to 3d distance, distortion, compression and pitch.
* Adding RUF AI engine set
* RUF logo added
* Azure Circuit: Added new casino roundabout, merged in latest stuff from Janp, temp fixed sidewalk around latest JanP assets, deleted old stuff, updated trees on the casino roundabout
* Bathurst: Added outer grass, fixed various wall issues, reduced outer terrian extent to fix terrain pop up, created new grass exclusion map. added new texture for grass clusters for the autograss
* BMW M3 GT: New windscreen banner setup, bugfixing, updated headlights
* BMW M3 GT: Added placeholder livery banners + tweaked lights
* BMW M3 GT4: Fixed livery numbering
* Formula A: new aero with vastly increased ride height sensitivity. set suspension to use wheel rate for everything
* Ruf RGT8: Normals fixes, exhausts fix, AO added on wheels, brake disks and tyres
* Pirault Mega: Fixed spring rate calculation mistake. Ride frequencies now match the appropriate spec

The build also brings plenty of physics changes as the physics department has been busy with the help of race car drivers Nic Hamilton & Ben Collins as well as the whole WMD community:

RSC-G: Increase to longitudinal stiffness
RRF-G: Added longitudinal flex mode with some finger-in-the-air numbers to approximate a wide range of street tires.
street_green: Major overhaul after talking with Ben about his impression of this tire on the R500 and Ariel Atoms.
street_limegreen: Similar changes to the above, but specifically tuned for the BAC Mono
Asano LM11: Change to RRM-F tire carcass. Trying out a formula car tire to see how it feels.
Caterham R500: setup tweaks for revised tire
Ruf RGT-8: Initial physics set. Engine curves look good, gearbox is stolen from a 997 GT3 RS until I get hard data on correct ratios, suspension geometry from CAD, aero estimated using the 991 numbers as a guide, dampers matched to dyno plots of some Bilstein PASM units (locked for initial testing, we’ll open up settings after the first round of feedback)
BMW M3 GT4: Switched over to RSC-G/slick_green tire with corrected widths
Pirault Mega: Fixed a calculation mistake in the spring rates. I had goofed up and factored in the motion ratio squared twice. Ride frequencies now match the quoted spec for this car.
Formula A: Major rewrite of the aero with regards to pitch and ride height sensitivity. Used recent Racecar Engineering issues as a guide where they tested a Honda RA107 in the wind tunnel. Our car is built to a different rule set, obviously, but there are enough similarities that we can use their data as a guide. The car is now a lot more sensitive to ride height changes. Like crazy sensitive, more than I ever had thought it would need to be. Expect 1mm setup changes to really mean something.


SolidlyStated Thanks. I haven't played a Driver game since the very first one on Playstation 1. No plans at the moemnt for it, but if Ubisoft wants to provide a copy, I will definitely put it through its paces. – Gourav 18-Jun-2013
At last! Someone with the insight to solve the prbleom! – Gessiane 18-Jun-2013
GyjHAL erovoirktcaf – bzpkap 06-Apr-2013
Keep these articles coming as they've opneed many new doors for me. – Gracelyn 02-Apr-2013
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