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General Project CARS
+62
begimo
eduforza
uodyne
Moran87
MartinsGT1
goldcobo
tonyc
DanPezGa
mkoki
SrDamocles
drivatar
josualva
DAVZ
R70 Putule
FILFERRO BAIX
Admin
XRS JlMYTROF
El Unico69
jesucleto
Driver 227
kaisermiguel
R70 Dancos
Revolutioner46
MojoPicon172
el profe
jbueno16
rober znp
DavidTB87
delaossa
Frans26
lts claymore
delpionen
FIA Jose Team
FranCrow
POCOFRIO
dani_rs
Serge Maltesse
SaBuCo
eMeTreees
eNemIg0 pUblic0
Carlos 84
FRS Transonic
CaZaZoRRaS
NGR ZAGAL
Jebi-Motors
maxijoe1971
Potato
dani98
T4T warmer IV
Ferran
RFCampano
tote00
gabrimgzr
Airpaco
Brqz93
jojo94bcn
jlmgamer
R70 Tragic
R70 Jasofe
FRS Tsuchiya
Krhonn
ditec890
66 participantes
Oficial Foro Forza Motorsport España :: OTROS JUEGOS DE CONDUCCIÓN :: Otros Juegos de conducción :: Projects Cars
Página 12 de 20.
Página 12 de 20. • 1 ... 7 ... 11, 12, 13 ... 16 ... 20
General Project CARS
Recuerdo del primer mensaje :
General Project CARS (Se necesita moderador para este juego, el que este interesado por mensaje privado)
General Project CARS (Se necesita moderador para este juego, el que este interesado por mensaje privado)
Re: General Project CARS
Project Cars VS Shift 2
DanPezGa- Es un friki del Forza
- Mensajes : 747
Edad : 32
GamerTag : DanPezGa
Periférico : Mando
Modelo de Volante : Thrustmaster
Re: General Project CARS
no me pongas esta comparativa tio.. que Shift 2 me parecio la mayor mierda de juego de coches, y de PCars espero bastane mas... Jajaja lo digo en el sentido de que espero que no se parezcan lo mas minimo, espero que sea como comparar el need for speed con forza 5 jaja
eMeTreees- Piloto de F1
- Mensajes : 451
Edad : 32
GamerTag : eMeTreees
Periférico : Mando
Modelo de Volante : no
Localización : Navarra
Re: General Project CARS
Buenas, os dejo una partida multijugador corriendo sobre una gtx660, un saludo.
Re: General Project CARS
Por mi parte no hay nada más que decir al respecto, no hay problema. Nos vemos en los circuitos si quieres, un saludo.CaZaZoRRaS escribió:Pues a mi no importa debatir Krhonn y creo que si esta el hilo para ello. Hay personas que si tienen dudas para comprarse un PC para Project Cars (conozco a varios) y es bueno tal debate.
Pero no me lees o me lees muy deprisa, por eso te se escapen cosas. He dicho varias veces las ventajas del PC y que ojala no existieran las consolas para que los desarrolladores empleen todo su tiempo en aprovechar los PC, pero las consolas tienen virtudes que el PC no tiene y eso también hay que decirlo.
Y el GhostXOne lo mencionaba como ejemplo negativo para XOne, como dandote la razón a tu argumento si en este caso, tal versión se ve en TV de 32" exactamente igual que la X360, no Crysis1 como tu dijistes que esta muy mal optimizado tanto para PC como para Consola. Del Arma2 no te puedo decir porque no llegue a verlo en X360, salio?
Tengo mi perfil de Steam abierto y creo que Origin tb donde se ve claramente mi actividad en el PC, también creo haber subido algún vídeo capturado en PC... No hay trampa ni carton, soy bastante riguroso y no me caso con nadie. Siento si esperas mas de tu PC para este juego, o tú si vas bien armado no lo se, pero en cualquier caso, esperar menos de lo deseado se disminuyen las posibilidades de decepción.
Re: General Project CARS
A mi Shift 2 tambien me parecio lo mismo,tendremos que esperar...eMeTreees escribió:no me pongas esta comparativa tio.. que Shift 2 me parecio la mayor mierda de juego de coches, y de PCars espero bastane mas... Jajaja lo digo en el sentido de que espero que no se parezcan lo mas minimo, espero que sea como comparar el need for speed con forza 5 jaja
DanPezGa- Es un friki del Forza
- Mensajes : 747
Edad : 32
GamerTag : DanPezGa
Periférico : Mando
Modelo de Volante : Thrustmaster
Re: General Project CARS
¿No hay por aquí algún socio senior que nos pueda comentar las últimas builds?
delpionen- Recién salido de la Autoescuela
- Mensajes : 35
GamerTag : bebeitor
Periférico : volante
Modelo de Volante : TX
Localización : Guadalajara
Re: General Project CARS
Más que nada, las impresiones que tienen de las últimas actualizaciones, sobre todo mejoras del ffb y optimización gráfica; yo soy junior y llevo un mes de retraso respecto a los senior y demás, con lo que la última actualización la recibí el 5 de agosto, este viernes me meterán todas las de agosto de golpe y luego, otra vez a remolque. Por cierto :
Build 799 (01/09/14, Team Member+) - 1.2 GB
Next-Gen:
* XB1: FMOD uses Core3/4
* PS4: Enables live edit.
* XB1: Updated loading screen
* XB1: Fix for Bink corruption.
* PS4: More discard optimisations
* XB1: Move socket thread to core3
* XB1: Godray rendering uses ESRAM.
* XB1: Fix for Raindrops being black
* PS4: Remove redundant save/restore.
* XB1: Fix camera drop scene input srgbness
* XB1: Fix instance rendering (incorrect limit)
* XB1: Increased Anisotropic filtering quality.
* XB1: Use previously missing Window Size base functionality on renderer init.
* XB1: Fix for ESRAM leak, caused by "surface provided" textures not populating the texture object ESRAM fields.
Audio:
* New bug splats.
* Adding env sounds for Dubai International
* Radical SR3 fix to engine RPM capping out too early.
* Fix corrupt engine FDP for the Formula A. Total FDP rebuild required.
* Resaved engine sound and removed reverbdefs used by FormulaA's engine sound to potentially fix a crash
Render:
* Force hard shadows on particles.
* Skyring rendering moved after clouds render
* DX11: Fix for memory leak with FXAA and SMAA.
* Best line mip tweaks for near fading reverted.
* DX11: Fix missing lensflare with MT rendering (PC&XB1)
* Post twilight sky glow reduction for clear07 (dry/desert climate)
* Force hard shadows on particles. More discard optimisations for PS4.
* Driving line texture tweak and wtc tweaks for it's brightness in clear07 (dry/desert)
* Best line texture tweak, first mip removed, second mip at full opacity so it gets solid sooner
Effects:
* RWD P30 & Marek RP339h: Disabled blue flame effect when hybrid system is active
Weather:
* Hazy: -20 degree sky texture tweaked, now silimar look to other -20 skies but without the stars. As a result texture size reduced saving a chunk of mem.
Characters:
* Initial files of headsock textures
* Added 70s and 80s head/helmet set up for exporting tests
Animation:
* Pitstop preview animations
* Fix animation actors holding on to binding reference.
GUI:
* Updated track photos
* Converting menu-lists to lists
* Fixes for various vehicle lists
* Updated Achievement descriptions
* Hints & Tips: Now added to TextDB
* Minor text and layout improvements
* Adding 'invite' handling to dialogs
* Adding bink dialog for full screen videos.
* Minor update to text on Driver Network Profile page
* Adding intro video for signing a new motorsport contract.
* Trackmaps: Pit lane added, loading maps updated, Updated with high res
* Fixing layout for vehicle and location selection, fixing 'all' filter in class selection
* Changing Gui Handler screens that keep session time to adapt to times greater than 60 minutes
* Fix for flow in post race screens - end of series dialog now only apears at the end of a series.
* Driving line changed to arrows so that we don't have the blocky edges when the line goes round corners.
Cameras:
* Added preview cameras
* Pre/post race camera scene
* Fixed camera clipping through the track
* Replay Cameras: Full replay camera set, covering main track, off-track areas, and pitlane.
* Replay Cameras: Dubai International - Full replay camera set, covering main track, off-track areas, and pitlane.
Controllers:
* Set gamepad preset Mode 3 as default
* Gamepad preset logic for new profile / loading setup
* Fix for gamepad profile not being applied after a clean profile load
Online/Multiplayer:
* Disable damaged lights in MP until crash is fixed.
* Updated achievement texts and pushed the changes to Steam.
Gameplay:
* Add automatic headlight control for player when input event not assigned.
* Fix WMD-1094 - Point to point races can no longer be finished by backtracking on circuit. The player is required to pass the start and enter finish from sector2.
AI/Pitstops:
* "0" AI Overrall challenge is now much slower
* Increase driving line generation raycast length
* Re-enabled optional refuelling according to pit strategy logic
* Code review and fix many issues involving the hazard avoidance system + fix
* The AI are now more planted to the environment and balanced better with the player car incar and out. All AI are now using the latest distance rolloffs and occlusion effects. The rear and side surround sound speakers get louder as the AI car passes the track camera. The AI now have the optimised audio format for PC, Xbox One, PS4 and Wii U.
Career:
* Career Contracts: Kart One (Entry Kart) contracts updated with new liveries.
* Added accessor for career trophy icons (to be hooked into end of series screen)
* Career Championships: Completed adding all Career contracts and invitational related text to the career Text DB (CareerDB).
* Added per-motorsport settings and accessors for career intro videos (still to be hooked up with the UI code). Moved test prototype2 movie into subfolder to keep intro videos together
Physics:
* RWD P30: Opened up the differential, default setup tweaks, statistics updated
* Physics Tweaker: Reverted test values on sharp object damage (cause of so many AI tire punctures)
Vehicles:
* Tweaked headlight settings
* Oreca 03: Materials polishing
* Kart 125cc: Collision mesh update
* Marek RP339h: custom dirt DDS file
* Alpine A450 LMP2: Materials polishing
* Ford Focus RS: Collision model update
* Sauber C9: LOD tweaks to reduce popping
* Ford Sierra RS500: Collision model update
* Adjusted vehicle cockpit exposure settings
* McLaren P1: Fixed lights mesh missalignment
* McLaren MP4-12C: LOD tweaks to reduce popping
* More headlight angle & attenuation adjustment
* Ford Escort Mk1: LOD tweaks to reduce popping
* BMW M3 E30: UV mapping fix, custom dirt layer DDS file
* Aston Martin Vantage GT3: Minor tweaks on LODA/B UV3 mapping
* LMP cars: Set center cockpit camera position, brighter headlights
* Ford Mustange Boss 302R: Light flare adjustments, collision model update
* McLaren MP4-12C GT3: LOD tweaks to reduce popping, added rear wing damage
* RWD P20: Added wmd winning liveries, added liveries names and material setup
* Formula B: Fixed non-detachable front wing and cockpit shadow holes, collisions optimized
* RWD P30: Collision model update, Livery tweaks, collision update, light flare adjustments
* Ginetta G55 GT4: Template, lods almost completed, temp checkin, lodx added to previous export
* RUF RGT-8 GT3: Updated wipers meshes. wipers animation/rain setup done. Minor smoothing on Cpit Windshield frame line. Minor Damage deformation update.
* McLaren F1: Fixed tyre rotation, fixed rear license plate, fixed RR tyre, fixed shadow gaps, other fixes, Fix for WMD-1072 , lowered position of center camera.
Environment:
* New Low-LOD background lamp-posts textures
* Removed global diffuse multiplier on road_dbv and overlay
* Fixes for dynamic cones drawing too far - now tracklod controlled
* Swapped out trees to prevent blobbyness and also culled some far distance ones
* Stripped back dynamics and excessive static placements from areas of Emirates Raceway
Tracks:
* Azure Circuit: Textures for F1 Monument.
* Oulton Park: Fixed visible tiling, holes aligned, dirt added, fixed floating/sinking trees
* Besos: Added more missing building, fix lod popping. fix trees position around the missing building and assets, exports for Besos sitting crowds + initial placement, added new txt for transistor building
* Dubai Autodrome: AIW change, tyrewalls added, Dynamic objects optimized,optimisation pass #1 - removed kart track + accessories , removed freeway lamps , added occluders , remapped the outer pitwall to use the existing high-res wall texture , brightened up the dark crazy-paving stone wall. optimisation pass #2 - complete new ground CSM to hopefully fix kerb landmines , fixed wall CSM to correct some inaccuracies and also fix a few holes , skybox leaning buildings fix , 1st pass of new freeway lights added. turn off shadow casting for crowds at grandstands, reduced sitting crowds at grandstands, updated LOD distances, reverted to version 4 and cleaned up last 2 corners path and corridors, flare changes and updates to Emirates Raceway, optimisation pass #3 - skybox black outlines fixed, set to translucent to work with Kev's new cloud render order. tyre wall blockers to replace the lines of cones from MJ. fixed a big dip in the ground after turn #2. floating white line above pits fixed. LOD Bs added for the large grandstands at the end of the s/f straight. floating blend in pits fixed. petrol pumps next to pits optimized. fences around petrol pumps optimized. 3 buildings to left of turn #1 reduced to 2 , open windows removed , reposition a bit for better coverage. garage interiors had do not cull ticked, despite being over 100k tris in total - flag is removed now.
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
B798 (TM+) 29/08/14
Build 798 (29/08/14, Team Member+) - 586.2 MB
Next-Gen:
* XB1: MSAA resolve now uses ESRAM
* XB1: Fix for blocky shadows/night lighting.
* Modified to cut down spot light usage on consoles, also removes diffuse.
* XB1: Fix various corruption/flicker issues. optimized particle rendering VB handling.
* Camera drops removed diffuse. PS4/XB1 now use quads (this fixes a PS4 issue with quads reading back from dest).
* XB1: Changed the matchmaking code to use the new search filters for its matching tickets. Small fixes in the multiplayer search menu for Xbox One.
Render:
* Performance work on cloud shader
* Cloud rendering. Merged some lighting variables + enabled the 1/4 sized rendering
Weather:
* New keyframes added at neg 30 sun elevation for all conditions making 'middle of the night' much darker. This change will be noticeable mainly during winter nights when the nights are longer and the sun elevation reaches these lower negative elevations.
GUI:
* Adding a welcome bink video for signing a new contract.
* Adding congratulations videos to the end of a successful championship run.
Online/Multiplayer:
* MP Search for lobby by name
Characters:
* Initial files for legends helmet view.
* Drivers: Renault clio - Cockpit view bit down to see leds
* Driver textuers: Helmet normal and specular textures improved
* Added `70 helmet lods, added headsock, added SMSOP meshes presets to LEGENDS helmet, headsock...
AI/Pitstops:
* Optimized predicted lap phase
* Low Skill AI will now go significantly slower
* Don't switch to AI control when no pits exist + logging
Career:
* Career flow for invitationals
* Data changes for menu and change color of Career day indicator
* Added per-championship settings and accessors for trophy win videos, and hooked it up with the UI code (not triggering atm due to when scoring is calculated). FormulaGulf is the only video available atm, moved into sub-folder to keep trophy videos together
Physics:
* Caper Monterey: Physics update
* McLaren F1: Setup and tire tweaks
* RUF CTR3 SMS-R: Added missing tire file
* 125cc shifter kart: Updated a few statistic numbers
Vehicles:
* RUF CTR3 SMS-R: Added ambient shadow
* Ford Escort Mk1: Tweaked CPIT exposure
* SuperKart: New LODs, lots of fixes, added ambient shadow
* McLaren 12C GT3: Fixed tire skinning issues, collision model update
* Aston Martin Vantage GT3: Added AO, added damage and cockpit animations
* Kart 125cc: New LODs, lots of fixes, updated liveries, added ambient shadow
* RUF RGT8 GT3: Small material fixes, Collision export tweaks, LOD tweaks, user flag fixes, material tweaks
* Renault Clio Cup 14: Updated wipers meshes. Wiper animation/Rain Setup done. Fixed Cpit Windshield UV3 mapping. Fixed Bonnet_Cpit vibration.
Tracks:
* Eifelwald: Added animating texture swap (video wall)
* Dubai Autodrome: Viewer objects lod distance optimization
* Oulton Park: Removed unnecess. map, new texture, 1st commit, RL material structure, pit area barriers, Pit area detailing
* Besos: Sitting crowds for Besos, add latest missing assets, fix levitate objects around the pit lane, added new txt for container building and add some missing txt, fix position for some assets around the pitlane
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- Formula A causes a CTD
Parece que ahora están pisando el acelerador, la última actualización parece un testamento.
Build 799 (01/09/14, Team Member+) - 1.2 GB
Next-Gen:
* XB1: FMOD uses Core3/4
* PS4: Enables live edit.
* XB1: Updated loading screen
* XB1: Fix for Bink corruption.
* PS4: More discard optimisations
* XB1: Move socket thread to core3
* XB1: Godray rendering uses ESRAM.
* XB1: Fix for Raindrops being black
* PS4: Remove redundant save/restore.
* XB1: Fix camera drop scene input srgbness
* XB1: Fix instance rendering (incorrect limit)
* XB1: Increased Anisotropic filtering quality.
* XB1: Use previously missing Window Size base functionality on renderer init.
* XB1: Fix for ESRAM leak, caused by "surface provided" textures not populating the texture object ESRAM fields.
Audio:
* New bug splats.
* Adding env sounds for Dubai International
* Radical SR3 fix to engine RPM capping out too early.
* Fix corrupt engine FDP for the Formula A. Total FDP rebuild required.
* Resaved engine sound and removed reverbdefs used by FormulaA's engine sound to potentially fix a crash
Render:
* Force hard shadows on particles.
* Skyring rendering moved after clouds render
* DX11: Fix for memory leak with FXAA and SMAA.
* Best line mip tweaks for near fading reverted.
* DX11: Fix missing lensflare with MT rendering (PC&XB1)
* Post twilight sky glow reduction for clear07 (dry/desert climate)
* Force hard shadows on particles. More discard optimisations for PS4.
* Driving line texture tweak and wtc tweaks for it's brightness in clear07 (dry/desert)
* Best line texture tweak, first mip removed, second mip at full opacity so it gets solid sooner
Effects:
* RWD P30 & Marek RP339h: Disabled blue flame effect when hybrid system is active
Weather:
* Hazy: -20 degree sky texture tweaked, now silimar look to other -20 skies but without the stars. As a result texture size reduced saving a chunk of mem.
Characters:
* Initial files of headsock textures
* Added 70s and 80s head/helmet set up for exporting tests
Animation:
* Pitstop preview animations
* Fix animation actors holding on to binding reference.
GUI:
* Updated track photos
* Converting menu-lists to lists
* Fixes for various vehicle lists
* Updated Achievement descriptions
* Hints & Tips: Now added to TextDB
* Minor text and layout improvements
* Adding 'invite' handling to dialogs
* Adding bink dialog for full screen videos.
* Minor update to text on Driver Network Profile page
* Adding intro video for signing a new motorsport contract.
* Trackmaps: Pit lane added, loading maps updated, Updated with high res
* Fixing layout for vehicle and location selection, fixing 'all' filter in class selection
* Changing Gui Handler screens that keep session time to adapt to times greater than 60 minutes
* Fix for flow in post race screens - end of series dialog now only apears at the end of a series.
* Driving line changed to arrows so that we don't have the blocky edges when the line goes round corners.
Cameras:
* Added preview cameras
* Pre/post race camera scene
* Fixed camera clipping through the track
* Replay Cameras: Full replay camera set, covering main track, off-track areas, and pitlane.
* Replay Cameras: Dubai International - Full replay camera set, covering main track, off-track areas, and pitlane.
Controllers:
* Set gamepad preset Mode 3 as default
* Gamepad preset logic for new profile / loading setup
* Fix for gamepad profile not being applied after a clean profile load
Online/Multiplayer:
* Disable damaged lights in MP until crash is fixed.
* Updated achievement texts and pushed the changes to Steam.
Gameplay:
* Add automatic headlight control for player when input event not assigned.
* Fix WMD-1094 - Point to point races can no longer be finished by backtracking on circuit. The player is required to pass the start and enter finish from sector2.
AI/Pitstops:
* "0" AI Overrall challenge is now much slower
* Increase driving line generation raycast length
* Re-enabled optional refuelling according to pit strategy logic
* Code review and fix many issues involving the hazard avoidance system + fix
* The AI are now more planted to the environment and balanced better with the player car incar and out. All AI are now using the latest distance rolloffs and occlusion effects. The rear and side surround sound speakers get louder as the AI car passes the track camera. The AI now have the optimised audio format for PC, Xbox One, PS4 and Wii U.
Career:
* Career Contracts: Kart One (Entry Kart) contracts updated with new liveries.
* Added accessor for career trophy icons (to be hooked into end of series screen)
* Career Championships: Completed adding all Career contracts and invitational related text to the career Text DB (CareerDB).
* Added per-motorsport settings and accessors for career intro videos (still to be hooked up with the UI code). Moved test prototype2 movie into subfolder to keep intro videos together
Physics:
* RWD P30: Opened up the differential, default setup tweaks, statistics updated
* Physics Tweaker: Reverted test values on sharp object damage (cause of so many AI tire punctures)
Vehicles:
* Tweaked headlight settings
* Oreca 03: Materials polishing
* Kart 125cc: Collision mesh update
* Marek RP339h: custom dirt DDS file
* Alpine A450 LMP2: Materials polishing
* Ford Focus RS: Collision model update
* Sauber C9: LOD tweaks to reduce popping
* Ford Sierra RS500: Collision model update
* Adjusted vehicle cockpit exposure settings
* McLaren P1: Fixed lights mesh missalignment
* McLaren MP4-12C: LOD tweaks to reduce popping
* More headlight angle & attenuation adjustment
* Ford Escort Mk1: LOD tweaks to reduce popping
* BMW M3 E30: UV mapping fix, custom dirt layer DDS file
* Aston Martin Vantage GT3: Minor tweaks on LODA/B UV3 mapping
* LMP cars: Set center cockpit camera position, brighter headlights
* Ford Mustange Boss 302R: Light flare adjustments, collision model update
* McLaren MP4-12C GT3: LOD tweaks to reduce popping, added rear wing damage
* RWD P20: Added wmd winning liveries, added liveries names and material setup
* Formula B: Fixed non-detachable front wing and cockpit shadow holes, collisions optimized
* RWD P30: Collision model update, Livery tweaks, collision update, light flare adjustments
* Ginetta G55 GT4: Template, lods almost completed, temp checkin, lodx added to previous export
* RUF RGT-8 GT3: Updated wipers meshes. wipers animation/rain setup done. Minor smoothing on Cpit Windshield frame line. Minor Damage deformation update.
* McLaren F1: Fixed tyre rotation, fixed rear license plate, fixed RR tyre, fixed shadow gaps, other fixes, Fix for WMD-1072 , lowered position of center camera.
Environment:
* New Low-LOD background lamp-posts textures
* Removed global diffuse multiplier on road_dbv and overlay
* Fixes for dynamic cones drawing too far - now tracklod controlled
* Swapped out trees to prevent blobbyness and also culled some far distance ones
* Stripped back dynamics and excessive static placements from areas of Emirates Raceway
Tracks:
* Azure Circuit: Textures for F1 Monument.
* Oulton Park: Fixed visible tiling, holes aligned, dirt added, fixed floating/sinking trees
* Besos: Added more missing building, fix lod popping. fix trees position around the missing building and assets, exports for Besos sitting crowds + initial placement, added new txt for transistor building
* Dubai Autodrome: AIW change, tyrewalls added, Dynamic objects optimized,optimisation pass #1 - removed kart track + accessories , removed freeway lamps , added occluders , remapped the outer pitwall to use the existing high-res wall texture , brightened up the dark crazy-paving stone wall. optimisation pass #2 - complete new ground CSM to hopefully fix kerb landmines , fixed wall CSM to correct some inaccuracies and also fix a few holes , skybox leaning buildings fix , 1st pass of new freeway lights added. turn off shadow casting for crowds at grandstands, reduced sitting crowds at grandstands, updated LOD distances, reverted to version 4 and cleaned up last 2 corners path and corridors, flare changes and updates to Emirates Raceway, optimisation pass #3 - skybox black outlines fixed, set to translucent to work with Kev's new cloud render order. tyre wall blockers to replace the lines of cones from MJ. fixed a big dip in the ground after turn #2. floating white line above pits fixed. LOD Bs added for the large grandstands at the end of the s/f straight. floating blend in pits fixed. petrol pumps next to pits optimized. fences around petrol pumps optimized. 3 buildings to left of turn #1 reduced to 2 , open windows removed , reposition a bit for better coverage. garage interiors had do not cull ticked, despite being over 100k tris in total - flag is removed now.
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
B798 (TM+) 29/08/14
Build 798 (29/08/14, Team Member+) - 586.2 MB
Next-Gen:
* XB1: MSAA resolve now uses ESRAM
* XB1: Fix for blocky shadows/night lighting.
* Modified to cut down spot light usage on consoles, also removes diffuse.
* XB1: Fix various corruption/flicker issues. optimized particle rendering VB handling.
* Camera drops removed diffuse. PS4/XB1 now use quads (this fixes a PS4 issue with quads reading back from dest).
* XB1: Changed the matchmaking code to use the new search filters for its matching tickets. Small fixes in the multiplayer search menu for Xbox One.
Render:
* Performance work on cloud shader
* Cloud rendering. Merged some lighting variables + enabled the 1/4 sized rendering
Weather:
* New keyframes added at neg 30 sun elevation for all conditions making 'middle of the night' much darker. This change will be noticeable mainly during winter nights when the nights are longer and the sun elevation reaches these lower negative elevations.
GUI:
* Adding a welcome bink video for signing a new contract.
* Adding congratulations videos to the end of a successful championship run.
Online/Multiplayer:
* MP Search for lobby by name
Characters:
* Initial files for legends helmet view.
* Drivers: Renault clio - Cockpit view bit down to see leds
* Driver textuers: Helmet normal and specular textures improved
* Added `70 helmet lods, added headsock, added SMSOP meshes presets to LEGENDS helmet, headsock...
AI/Pitstops:
* Optimized predicted lap phase
* Low Skill AI will now go significantly slower
* Don't switch to AI control when no pits exist + logging
Career:
* Career flow for invitationals
* Data changes for menu and change color of Career day indicator
* Added per-championship settings and accessors for trophy win videos, and hooked it up with the UI code (not triggering atm due to when scoring is calculated). FormulaGulf is the only video available atm, moved into sub-folder to keep trophy videos together
Physics:
* Caper Monterey: Physics update
* McLaren F1: Setup and tire tweaks
* RUF CTR3 SMS-R: Added missing tire file
* 125cc shifter kart: Updated a few statistic numbers
Vehicles:
* RUF CTR3 SMS-R: Added ambient shadow
* Ford Escort Mk1: Tweaked CPIT exposure
* SuperKart: New LODs, lots of fixes, added ambient shadow
* McLaren 12C GT3: Fixed tire skinning issues, collision model update
* Aston Martin Vantage GT3: Added AO, added damage and cockpit animations
* Kart 125cc: New LODs, lots of fixes, updated liveries, added ambient shadow
* RUF RGT8 GT3: Small material fixes, Collision export tweaks, LOD tweaks, user flag fixes, material tweaks
* Renault Clio Cup 14: Updated wipers meshes. Wiper animation/Rain Setup done. Fixed Cpit Windshield UV3 mapping. Fixed Bonnet_Cpit vibration.
Tracks:
* Eifelwald: Added animating texture swap (video wall)
* Dubai Autodrome: Viewer objects lod distance optimization
* Oulton Park: Removed unnecess. map, new texture, 1st commit, RL material structure, pit area barriers, Pit area detailing
* Besos: Sitting crowds for Besos, add latest missing assets, fix levitate objects around the pit lane, added new txt for container building and add some missing txt, fix position for some assets around the pitlane
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- Formula A causes a CTD
Parece que ahora están pisando el acelerador, la última actualización parece un testamento.
delpionen- Recién salido de la Autoescuela
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Re: General Project CARS
Menudo parche!, preguntaré a ver que me cuentan aunque cómo siempre no hay nada como probarlo uno mismo
Re: General Project CARS
Una pregunta,cuantos Ferrari salen en Project Cars?,yo solo he visto el de F1,no sale el Enzo o el F430?
DanPezGa- Es un friki del Forza
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Re: General Project CARS
Comparacion Project Cars version 2012 con la version 2014.
DanPezGa- Es un friki del Forza
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Re: General Project CARS
Por lo que se ve siguen trabajando a saco:
Build 802 (04/09/14, Team Member+) - 1.1 GB
Audio:
* Adding radio issue pit to car calls
* Adding career specific Pit to car calls
* Adding Championship specific pit to car calls
* Adding lates round of pit to car calls to FMOD
* Adding quali results specific pit to car calls
* Adding jump start penalty and DQ pit to car calls
* Adding mandatory pit stop and pit cancelled calls
* Adding more variations for race win pit to car calls
* Adding career and championship specific pit to car calls
Render:
* Cloud fog bug fixes
* Fix for shadow bug from distant buildings
* Masks out rain drops from helmet in open top cars. (Removes fish tank)
* Corrected wetness modification by vertex alpha mask (correcting change in CL 453064)
Effects:
* Screen drop material name fix
* New helmet material for rain drops.
* Increased screen drop blur 20 percent
* Material tweaks for helmet screendrops blurring tests
GUI:
* Exit button fixes
* Changing Save & Exit text to Exit
* Fixing up end of race screen buttons
* Updated Championship Standings screen
* Added 6 new motorsport signing videos
* CLOSE item added to Player Interact dialog
* Fixed up end of career/round GUI screen flow
* Updated Pit Strategy screen and other in-game menu tidy ups
* Fix AR-2481, Added settings for stretched headlight reflections and stretched lammpost reflections in the visual section of Options + created applinks and profile variables.
Characters:
* Wheel attendant 01: New start pose, added wait idles
* Pitcrew: Updated helmet materials and textuers paths
* Pitcrew: Updated path for pitcrew under the main folder
* Drivers textures: Updated headsock difuse to be able to colour mask it
* Classic Drivers: Updated new composition using latest helmets for classic
* Drivers helmet textures: Updated specularity on the helmet. FIxed reflective issue
* Pitcrew ART: Created first liveries for test. Updated headsock presets names and params
* Pitcrew - ART: Updated compositions, skin and more material tweaks. Updated SMSmodifiers with new preses to fit on racesuit
Career:
* Career Contracts: Structure clean-up, removing redundant data fields.
* Career Invitationals: All Historic class events remapped to correct calendar dates.
* Career Championships: Endurance - Branch update with reworked vehicle eligibility and series progression
* Career Championships: GT3 Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: GT4 Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Kart 1 Motorsport branch update: Calendar remapping for better series flow and session start times.
Physics:
* Tweaks to vehicle logging
* Car to car clear contact status
* LMP Cars: Default setup adjustments
* Dampening disabled for car to wall for more realisitic behaviour
* Contact improvements: Yaw dampening adjusted on contact speed for car to car better contact and control
Vehicles:
* BMW Z4 GT3: Further LOD tweaks
* Sauber C9: Custom dirt DDS file
* Ford Mk.IV: Custom dirt DDS file
* Karts: Quick pass at AI tire model
* BMW M3 E30 Gr.A: Custom dirt DDS file
* Ford Sierra RS500: Custom dirt DDS file
* RUF CTR3 SMSR: Lodx added + Ralphs latest work
* RUF RGT-8 GT3: Fixed exhaust backfire, windscreen reflections added
* Aston Martin V12 Vantage GT3: Animation files with wipers initial checkin. Wiper mask texture file initial checkin.
Tracks:
* Besos: Slightly more change color
* Dubai Autodrome: Fixed more issues - bad mapping on pit garages , redid white lines , fixed sunken overlays in pits , new skidmarks , faded racing line , removed spec from racing line, updated white & yellow lines to be newer & cleaner, updated solid and dotted blends to match, darkened the embankment, viewer scene updates + tracklod fixes
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- DON'T USE -X64 it's causing CTD's on Race Weekends (use -x64 -dx11st or others as an alternative)
Build 801 (03/09/14, Team Member+) - 811.9 MB
Next-Gen:
* Added XB1 specific default input events.
Audio:
* Merc AMG road car now louder with more bass.
Render:
* Modification for dark edges on clouds - switching to pre-multiplied alpha blending
Weather:
* Fog reworked at dry/desert clear
* Haze tweaks in dry desert med cloud and light cloud. Also fixed bug with other light clouds where high fog causes clouds to go black in areas.
GUI:
* Added new motorsport signing videos
* Missing and improved manufacturer logos added
* Updated Pit Strategy screen and correct text entry dialog navigation
* High-res manufacturer logos, re-exported Track Photos without mipmaps
* FIX - AR-2447, Both trackbar sliders were enabled and connected to Applinks
* FIX - AR-2441, Right weight shift slidebar enabled and connected to applink
* FIX - AR-2442: Wastegate pressure now shows in bars divided by 100000 and with two decimal places
* Fixed HUD display for races with a timed countdown (last part of AR-1967). Added new TimedRace session type and updated scripting logic so that timed races like Endurance work properly. END_GT_Starlight_Glen_6H fixed, others will need data updates
Gameplay:
* Only auto-enable wipers/headlights when no manual toggling done.
* Lightshint tweaks making ai headlights turn on/off earlier/later in the morning/evening for optimisation purposes. All conditions tweaked bar stormy, super storm, fog and heavy fog where they stay on slightly laterdgue to overall darkness of those conditions.
Characters:
* Crowds: Besos, Dubai - placement updates
* Pitcrew: Updated LODs and materials names, skins, fixed presets names + added preset variations - headsock_logos_off
AI/Pitstops:
* Rest of the time, lat change speed has been lowered to 80% of what it was
* New First straight behavior where drivers would rather keep their lat then join the best line until the first corner
* While racing normally, if the road is unobstructed the lat change is much slower for smother joining into the best line
Career:
* Fixed DidWinRace to handle Career & Normal racing
* Career Championships: Formula C Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Prototypes Motorsport branches update: Calendar remapping for better series flow and session start times.
* Career Championships: Formula Rookie Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Endurance Motorsport - Full branch update: Calendar remapping, Race sessions forced to time-based for HUD system.
Physics:
* Fix for missing default tire on Formula A
* Reduced drag coefficient for all vehicles in the air
* Tidier approach to referencing player/AI torque tables
Vehicles:
* Ginetta G55 GT4: Custom livery support
* Ford Mustang Trans-Am: Custom dirt DDS file
Tracks:
* Oschersleben: Incresed cut track sensitivity on left side of chicane. Fixes JIRA bug WMD-1034
* Lakeville Short: Fixed cut tracks not detected in last corner loop area allowing cutting across without penaly. Fixes Jira bug WMD-1076
* Monterey: Narrowed right side corridors to edge of pit lane in an attempt to prevent AI from merging to main track early. Didn't work. Jira bug sent to Chris F.
* Dubai Autodrome: Skyring angle adjusted, emissives fix , nasty bld fix, added all latest placements, change to include foliage as sub-scene, desertgrass - material tweaks - diffuse multiplier value lowered to reduce bleech effect and increase amb.mul. for brightening up the shadowed side, fix for popping lightshadows of mainstand and tweaked some light intensities
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
Build 800 (02/09/14, Team Member+) - 788.2 MB
Next-Gen:
* XB1: Fix missing motion-blur
* XB1: Texture loading speed dramatically improved.
* XB1: Light rendering uses ContextX depths bounds support.
Audio:
* Adding Start pit to car calls
* Adding Weather pit to car calls
* Adding Race Pace pit to car calls
* Adding Qualifying pit to car calls
* Adding overtaking pit to car calls
* Adding back marker pit to car calls
* Adding Practice Lap pit to car calls
* Adding Rolling Start pit to car calls
* Adding first lap of race pit to car calls
* Adding Le Mans specific pit to radio calls
* Adding defending positional calls for pit to car
* Fixed "mDeferredImpactSounds.Push failed" error message
* Deferred collision sounds added to push buffer using TryPush
* Adding 3rd tranche of pit to car radio speech to FMOD project
* LMP RWD P30: Incar and external engine sets, plus an AI version. Includes tranny, gears, backfires, distant roll-offs and trajectory. Uses the LATEST distant based reverb/echo effect and louder in the surround speakers as it passes by.
Render:
* Lamp post flare scale and opacity tweaks
* Added new render context for premultiplied alpha without backface culling, for use by clouds
Weather:
* Headlights of ai cars to come on later in evening and turn off earlier in morning. testing in clear dry/desert climate
* Moon light intensity reduced in all wtcs and best line brightness tweaked throughout the cycle.
GUI:
* Updated News stories
* HUD: Added light feature to Motec
* Fixing grid navigation in GUIList
* Trackmaps: New trackmaps, 1st commit
* Fixed a bug on the passing conditions
* Remaining FanChat social messages added
* Missing applinks hidden from loading screen
* Fix loading screen pakfile controller textures.
* Fixing livery display in vehicle mode selection
* Fix lights on/off layer support for HUD GUI gadget
* Trackmaps: Oschersleben - new trackmaps with latest csm
* "Number of Turns" data added to Dubai International TRD info
Characters:
* Characters Pitcrew: Updated helmet
* Pitcrew fuel mechanic: Fixed translation_main bone position
Animations:
* Alpine A450 LMP2: Animations fix
* Driver anims: Pagani Zonda Cinque - paddle anims, visor up pose + catabe export setup, limited steering animations
AI/Pitstop:
* Solve some bad commenting
* Fix orphaned AI torque table + dampening yaw tweaks
* Redo GetHazardSafetySpeed with a proper mathematical equation
Career:
* Bonus points saved to a separate profile value, so they can be extracted and displayed along with the total score in the results screens
Physics:
* FIX - AR-2440, Visco eletronic lock units and changed
* Tires: Better Z spring/damper control. FA R7 and FB R7 tires
* FIX - AR-2443, added applink for wedge settings and renamed to weight jacker
Vehicles:
* BMW 320 Group5: LOD tweaks to reduce popping
* Mercedes A45 AMG: LOD tweaks to reduce popping
* Oreca 03: Polishing pass 2. CPIT polycount reduction.
* Alpine A450 LMP2: Polishing pass 2. CPIT polycount reduction.
* Formula Gulf: Added chrome effect to livery09, added redstriped wheel textures
* RUF CTR3 SMS-R: Windscreen reflections dds texture, misc dds texture, lights dds texture, brake disc dds texture - new texture, badges dds texture - new texture initial check in
* LMP2 Marek RP219D: Added AO, damage, windscreen reflections dds texture, windscreen banner, darkened reflections for better visibility - initial check-in
Tracks:
* Besos: Added small ao for tunel entry
* Trackmaps: Anhalt - updated loading map
* Florence GP: Fixed corner markers being on front straight. Fixes JIRA WMD-735
* Oschersleben: Optimization pass 1 on Oschersleben Textures, saved amout 40 MB
* California Highway: Reduced grid size to 36 from 40 to fix cars falling through the track when there no spot to palce them. Fixes Jira WMD-39
* Azure Coast: Extended beginning of AIW back to barrier. Reduced Start grid size to 25 for cars that were being placed on other side of the barrier at the start. Fixes JIRA WMD-497
* Dubai Autodrome: Stripped out pit lane objects, skyring nmp fixed, Fixed track popup caused by missing far dist and no cull flags, skyring texture update, 1st pass WIP - night lighting updates, fix for wrong range and light clipping issues, reduced ranges for optimization and adjusted intensities, optimized edge blends , merged new skybox & bld emissives from MJ , remapped & new maps for tarmac edges , new fences , garage interiors set to cull out very close, updated new fence texture to be a bit chunkier. added new texture for main fencing, updated the tarmac crack so it's smaller , updated main tarmac nmap, added new textures for edge blends
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- Formula A is crashing on every mode
delpionen- Recién salido de la Autoescuela
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Re: General Project CARS
Ya hay fecha de salida confirmada,21 de noviembre.
DanPezGa- Es un friki del Forza
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Re: General Project CARS
bueno, un par de mesecillos nada más.
Y entre medias el horizon 2 si es que nos decidimos jeje.
Por cierto, no se sabe nada de otro tipo de simuladores ¿WRC? ¿F1? a mí uno de rallies me molaría bastante. al final tanto asfalto y conducción técnica aburre un poco
Y entre medias el horizon 2 si es que nos decidimos jeje.
Por cierto, no se sabe nada de otro tipo de simuladores ¿WRC? ¿F1? a mí uno de rallies me molaría bastante. al final tanto asfalto y conducción técnica aburre un poco
SrDamocles- Es un friki del Forza
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Palmarés : El más rápido de mi casa, y porque no juega mi novia..
Re: General Project CARS
De rallies en consolas creo que no se sabe nada y en PC hay un que es super antiguo pero esta muy bien que es el Richar Burn Rally,el de Formula 1 2014 sale el mes que viene para PS3/Xbox 360 y no se si para PC tambien,para Xbox One y PS4 no sale hasta el año que viene,creo que cuando empiece la temporada de 2015 es cuando sale el de F1 en las nuevas consolas.SrDamocles escribió:bueno, un par de mesecillos nada más.
Y entre medias el horizon 2 si es que nos decidimos jeje.
Por cierto, no se sabe nada de otro tipo de simuladores ¿WRC? ¿F1? a mí uno de rallies me molaría bastante. al final tanto asfalto y conducción técnica aburre un poco
DanPezGa- Es un friki del Forza
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Re: General Project CARS
Eso es, el F1 para XONE saldra ya el año que viene con la nueva temporada, y en rallys hay rumores de un nuevo Dirt, pero hasta entonces yo te recomiendo que en PC te bajes
- Richard Burns Rally, eso si, vas a tener que meterle mods a mansalva, sobre todo para mejorar las fisicas, mirate todo lo del mod checo etc.
- Dirt 2, aunque sea arcade a mi me entretiene y con volante esta decentillo jejeje el 3 ni se te ocurra, no le llega a la suela del zapato.
- WRC4, que si tienes buen perolo a ultra esta muy bien para mi gusto, yo teniendo bastante caca de PC muevo los 3 bien, el Rbr a tope, el dirt 2 a medio-alto y el WRC4 en bajo pero me vale jeje
- Richard Burns Rally, eso si, vas a tener que meterle mods a mansalva, sobre todo para mejorar las fisicas, mirate todo lo del mod checo etc.
- Dirt 2, aunque sea arcade a mi me entretiene y con volante esta decentillo jejeje el 3 ni se te ocurra, no le llega a la suela del zapato.
- WRC4, que si tienes buen perolo a ultra esta muy bien para mi gusto, yo teniendo bastante caca de PC muevo los 3 bien, el Rbr a tope, el dirt 2 a medio-alto y el WRC4 en bajo pero me vale jeje
eMeTreees- Piloto de F1
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Re: General Project CARS
Hay lista definitiva de circuitos ya?
He estado mirando pero no veo o no encuentro una lista oficial.
Saludos!
He estado mirando pero no veo o no encuentro una lista oficial.
Saludos!
Frans26- Piloto de Karting
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Re: General Project CARS
Yo espero la lista definitiva de vehiculos,aunque la de circuitos tambien,pero vamos de circuitos Project Cars va bien cargadito.Frans26 escribió:Hay lista definitiva de circuitos ya?
He estado mirando pero no veo o no encuentro una lista oficial.
Saludos!
DanPezGa- Es un friki del Forza
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Re: General Project CARS
Un video reciente del Mclaren P1 en Nurburgring con clima variable
DanPezGa- Es un friki del Forza
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Re: General Project CARS
Project Cars Track ListFrans26 escribió:Hay lista definitiva de circuitos ya?
He estado mirando pero no veo o no encuentro una lista oficial.
Saludos!
The following tracks are or will be in game Project Cars. This information was taken from the Official Forum from Project Cars posted by Tom Cornwell.
European Circuits
- Anhalt - Oschersleben
- Azure Circuit - Monaco
- Badenring - Hockenheim
- Belgian Forest Circuit - Spa Francorchamps
- Besos - Circuit de Catalunya
- Bologna - Imola
- Derby - Donington Park
- Eifelwald - Nordschleife Team Member+
- Eifelwald GP - Nurburgring GP Senior+
- Florence - Mugello
- Heusden - Zolder
- Loire 24 - Circuit de la Sarthe
- Loire National - Bugatti Circuit
- Milan - Monza
- Moravia - Brno
- Northampton - Silverstone
American Circuits
- California Raceway - Willow Springs
- Connecticut Hill GP - Watkins Glen
- Lakeville Raceway - Sonoma Raceway
- Monterey - Laguna Seca
- Wisconsin Raceway - Road America
Asian Circuits
- Emirates Raceway - Dubai Autodrome
- Jin Ding - Zhuhai
- Sakitto - Suzuka
Oceania Circuits
- Bathurst - Mount Panorama
Historic Tracks
- Historic Badenring - Hockenheim (Pre 2002)
- Rouen Les Essarts
- Historic Milan - Monza (1967. GPL2.)
- Solitude Rennstrecke
Oval Tracks
- Concord - Charlotte Motor Speedway **
- Delaware - Dover
- Harrison Pike Raceway - Indianapolis Speedway *
- Henrico - Richmond
- Memphis - Bristol
- Volusia - Daytona ***
Kart Tracks
- Belgian Forest Karting Circuit
- Chesterfield
- Glencairn
- Summerton
Country Roads
- California Highway Team Member+
- Azure Coast Team Member+
Fictional Tracks
- Test Track
Planned/Confirmed Tracks
- Brands Hatch
- Oulton Park
- Snetterton
- Cadwell Park
- Ruapuna Park
- Old Spa
- Milan Oval
- Macau
- Sachsen Test Track
Re: General Project CARS
Krhonn escribió:Project Cars Track ListFrans26 escribió:Hay lista definitiva de circuitos ya?
He estado mirando pero no veo o no encuentro una lista oficial.
Saludos!
The following tracks are or will be in game Project Cars. This information was taken from the Official Forum from Project Cars posted by Tom Cornwell.
European Circuits
- Anhalt - Oschersleben
- Azure Circuit - Monaco
- Badenring - Hockenheim
- Belgian Forest Circuit - Spa Francorchamps
- Besos - Circuit de Catalunya
- Bologna - Imola
- Derby - Donington Park
- Eifelwald - Nordschleife Team Member+
- Eifelwald GP - Nurburgring GP Senior+
- Florence - Mugello
- Heusden - Zolder
- Loire 24 - Circuit de la Sarthe
- Loire National - Bugatti Circuit
- Milan - Monza
- Moravia - Brno
- Northampton - Silverstone
American Circuits
- California Raceway - Willow Springs
- Connecticut Hill GP - Watkins Glen
- Lakeville Raceway - Sonoma Raceway
- Monterey - Laguna Seca
- Wisconsin Raceway - Road America
Asian Circuits
- Emirates Raceway - Dubai Autodrome
- Jin Ding - Zhuhai
- Sakitto - Suzuka
Oceania Circuits
- Bathurst - Mount Panorama
Historic Tracks
- Historic Badenring - Hockenheim (Pre 2002)
- Rouen Les Essarts
- Historic Milan - Monza (1967. GPL2.)
- Solitude Rennstrecke
Oval Tracks
- Concord - Charlotte Motor Speedway **
- Delaware - Dover
- Harrison Pike Raceway - Indianapolis Speedway *
- Henrico - Richmond
- Memphis - Bristol
- Volusia - Daytona ***
Kart Tracks
- Belgian Forest Karting Circuit
- Chesterfield
- Glencairn
- Summerton
Country Roads
- California Highway Team Member+
- Azure Coast Team Member+
Fictional Tracks
- Test Track
Planned/Confirmed Tracks
- Brands Hatch
- Oulton Park
- Snetterton
- Cadwell Park
- Ruapuna Park
- Old Spa
- Milan Oval
- Macau
- Sachsen Test Track
La ostia, todos estos vienen de salida con el disco???
Mañana mismo lo reservo.
Gracias!
Saludos
Frans26- Piloto de Karting
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Re: General Project CARS
Krhonn escribió:Project Cars Track ListFrans26 escribió:Hay lista definitiva de circuitos ya?
He estado mirando pero no veo o no encuentro una lista oficial.
Saludos!
The following tracks are or will be in game Project Cars. This information was taken from the Official Forum from Project Cars posted by Tom Cornwell.
European Circuits
- Anhalt - Oschersleben
- Azure Circuit - Monaco
- Badenring - Hockenheim
- Belgian Forest Circuit - Spa Francorchamps
- Besos - Circuit de Catalunya
- Bologna - Imola
- Derby - Donington Park
- Eifelwald - Nordschleife Team Member+
- Eifelwald GP - Nurburgring GP Senior+
- Florence - Mugello
- Heusden - Zolder
- Loire 24 - Circuit de la Sarthe
- Loire National - Bugatti Circuit
- Milan - Monza
- Moravia - Brno
- Northampton - Silverstone
American Circuits
- California Raceway - Willow Springs
- Connecticut Hill GP - Watkins Glen
- Lakeville Raceway - Sonoma Raceway
- Monterey - Laguna Seca
- Wisconsin Raceway - Road America
Asian Circuits
- Emirates Raceway - Dubai Autodrome
- Jin Ding - Zhuhai
- Sakitto - Suzuka
Oceania Circuits
- Bathurst - Mount Panorama
Historic Tracks
- Historic Badenring - Hockenheim (Pre 2002)
- Rouen Les Essarts
- Historic Milan - Monza (1967. GPL2.)
- Solitude Rennstrecke
Oval Tracks
- Concord - Charlotte Motor Speedway **
- Delaware - Dover
- Harrison Pike Raceway - Indianapolis Speedway *
- Henrico - Richmond
- Memphis - Bristol
- Volusia - Daytona ***
Kart Tracks
- Belgian Forest Karting Circuit
- Chesterfield
- Glencairn
- Summerton
Country Roads
- California Highway Team Member+
- Azure Coast Team Member+
Fictional Tracks
- Test Track
Planned/Confirmed Tracks
- Brands Hatch
- Oulton Park
- Snetterton
- Cadwell Park
- Ruapuna Park
- Old Spa
- Milan Oval
- Macau
- Sachsen Test Track
A ver si se animan y ponen MOTORLAND que lo tengo al lao de casa y seria un puntazo !!
DavidTB87- Sacándose el Carnet
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Re: General Project CARS
En cuanto a circuitos tiene una lista impresionante.Krhonn escribió:Project Cars Track ListFrans26 escribió:Hay lista definitiva de circuitos ya?
He estado mirando pero no veo o no encuentro una lista oficial.
Saludos!
The following tracks are or will be in game Project Cars. This information was taken from the Official Forum from Project Cars posted by Tom Cornwell.
European Circuits
- Anhalt - Oschersleben
- Azure Circuit - Monaco
- Badenring - Hockenheim
- Belgian Forest Circuit - Spa Francorchamps
- Besos - Circuit de Catalunya
- Bologna - Imola
- Derby - Donington Park
- Eifelwald - Nordschleife Team Member+
- Eifelwald GP - Nurburgring GP Senior+
- Florence - Mugello
- Heusden - Zolder
- Loire 24 - Circuit de la Sarthe
- Loire National - Bugatti Circuit
- Milan - Monza
- Moravia - Brno
- Northampton - Silverstone
American Circuits
- California Raceway - Willow Springs
- Connecticut Hill GP - Watkins Glen
- Lakeville Raceway - Sonoma Raceway
- Monterey - Laguna Seca
- Wisconsin Raceway - Road America
Asian Circuits
- Emirates Raceway - Dubai Autodrome
- Jin Ding - Zhuhai
- Sakitto - Suzuka
Oceania Circuits
- Bathurst - Mount Panorama
Historic Tracks
- Historic Badenring - Hockenheim (Pre 2002)
- Rouen Les Essarts
- Historic Milan - Monza (1967. GPL2.)
- Solitude Rennstrecke
Oval Tracks
- Concord - Charlotte Motor Speedway **
- Delaware - Dover
- Harrison Pike Raceway - Indianapolis Speedway *
- Henrico - Richmond
- Memphis - Bristol
- Volusia - Daytona ***
Kart Tracks
- Belgian Forest Karting Circuit
- Chesterfield
- Glencairn
- Summerton
Country Roads
- California Highway Team Member+
- Azure Coast Team Member+
Fictional Tracks
- Test Track
Planned/Confirmed Tracks
- Brands Hatch
- Oulton Park
- Snetterton
- Cadwell Park
- Ruapuna Park
- Old Spa
- Milan Oval
- Macau
- Sachsen Test Track
DanPezGa- Es un friki del Forza
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Re: General Project CARS
Eyyy,donde pillaste la edicion especial?porque en Game no la veo,solo en Uk y en xtralifeKrhonn escribió:Yo pillé la edición especial para pc
Estaba la de ONE por casualidad tambien?
Página 12 de 20. • 1 ... 7 ... 11, 12, 13 ... 16 ... 20
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Oficial Foro Forza Motorsport España :: OTROS JUEGOS DE CONDUCCIÓN :: Otros Juegos de conducción :: Projects Cars
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