Project CARS

Published on February 17th, 2012 | by Alisdair


Project CARS – Build 154 Now Available

This weeks development build of Slightly Mad Studio’s Project CARS is now available for Team Members+ to download and try out the latest changes, additions and fixes that have been introduced to the game over the past week.

Build 154 available for Team Members+ introduces new exports for cars and tracks such as California Raceway and Caterham.  Also changed this week was the Fanatec wheel default degree range and many other fixes which you can view in this weeks collection of change logs found below.

Download Build 154 Here

[toggle title=”Build Release Notes”]Build 154 (17/2/12, Team Member +)
Changed Fanatec wheel default from 270 degree range to 900 degree range. This would be a problem if the player did not calibrate the wheel before driving
Removed memtrace calls from System Pool header expansion due to deadlock issue until they can be sorted properly
Fixed force effect thread crashes by implementing deferred creation/deletion of forces
Removed loading code for obsolete tracksglobal pakfile
Increased fidelity of replays for player and AI vehicles
Aries: Fixed memory leaks in Timings::ExportBestLiveLapData due to incorrect mempool overries
Ambient shadow height editing with F1 menu and reduced default to 5cm (from 25cm) to stop overlapping with bodywork
Camera / replay updates:
Physics tick and pause uses the same sync timer
Update camera using new metrics from physics
Physics sync timer uses app timer exclusively
Deprecated SetPhysicsClock no longer required
Detachable components and attached wheels are now regularly updated for AI vehicles
Detachable components are updated only once per simulation step.
Disabled automatic switch to “photomode” when pressing P – this stops the game pad right trigger from causing the camera to shoot into the ground if you hit P to pause the game
Increased number of op user channels from 12 to 13 to avoid crash occuring when changing window focus with certain wheels and recently added deferred effects deletion code
Corrected custom livery number for F68
Belgian Forest and Bathurst WDF edited and new textures added
Formula A: quick fix for offset sidepod collision mesh.
New livery for GUMPERTS
Increased far clipping dist for all cameras
Removed some understeer from the Kart. Increased front grip
New Caterham export
New California Raceway export

Build 153 (16/2/12, Senior Manager)
Removed all statics from HDR control, these were causing interference between the rear view mirror and the main scene. Hud now copies HDR params from main scene and from environment manager (otherwise mirror dims twice when in cockpit view). This stops the screen changing brightness if you turn the mirror on and off
Fix for uninitialised var in HDR setup
Fix for brake light glows
Aries: Added placeholder files for ghost sources
AI metrics updates:
Added sub-tick metrics for AI vehicles to match the higher updated metrics for the player
Adjustments to timestamping so subticks are marked appropriately
Correct component index is now reported to cockpit render on wheel detach/repair
Added some extra functionality for text merging to aid localisation process, for clearing out strings that change and writing out translations that have missing languages
Updated RCF files to contain custom wheels as well
Added physics tweakers for processing of vehicle contacts
Fixed audio compression settings so that the FormulaB and Leonus don’t use excessive disk space
Increased smoke generation thresholds to make tyre smoke less likely.
New skydome crossfade shader
Tweak to exterior 3d pan levels
Added classic belts and LODs & material
WIP new skydome rendering .. allows cross fading

Build 152 (15/2/12, Senior Manager)
Increased thresholds before skid sounds start
Revised FFB dead zone helper
Updated max steering lock scalar to 4.0
FFB deadzone work
FFB reduced over-aggressive bumps, causing problems in the kart
Racer: Adjusted roof cam to show driver’s helmet by default
Ariel Atom Mugen: AO finished. Ultra detail now using INTERIOR_LODX model
Formula A: merged in UV mapped body parts, lots of fixes, meshes cloned
New textures and improve existing – Belgian Forest
Added custom liveries for all cars
Custom wheel textures added
New Belgian Forest export
New Formula A export
New Ariel Atom Mugen export

Build 151 (14/2/12, Manager+)
Updated the game stat handling to automatically replace any personal bests stored locally in the profile by times received from the server when browsing leaderboards or when loading into a track. Also delete locally stored personal best if a personal best stat query returns nothing
TM F430/RGT FFB config updated. Users of these wheels are required to delete their player profile <default.sav>
Better graphics defaults.
Increase the max clamp of the steering lock scalar created from the steering ratio to allow ratios greater than the natural steering wheel lock. Moved VM_STEER_RATIO enum to correct place
FFB update: deadzone work, also a tweak to road noise with clamp
Gumpert Apollo 3PV steering head fix
Slightly improved Belgian Forest cameras
Initial Kart driver setup
Adjusted roof camera of Kart
Increased the brake pressure +15%. Caterham 500
Upped AI fuel load estimates by 10-15% so they won’t run out of fuel in a 3 lap or less race
Locked chase cam behind car
Turn off cockpit pertubation scaling
Fixed drain Belgian Forest texture

Build 150 (13/2/12, Senior Manager)
Multi-turn wheels now default to maximum lock instead of 360 degrees.
Old sprites removed and lower in memory now, SMS/WMD logos moved to login sprite container, Audio page updated, Video page temporarily fixed (still needs swapping to panel layout), steering lock tidied on Controls screen, Max Steering Ratio added on Setup screen (needs Geds Applink), Fast/Slow labels added on Setup screen, re-arrangement of logos on splash/login
Added MaxSteeringRatio app link
Hidden the max steering ratio value
Gumpert Apollo 1pass animation set + fixed wrong car name in .CD
Gumpert Apollo 3PV steering head fix[/toggle]

If you haven’t joined Project CARS yet then there’s never been a better time! New players can experience all these exciting new features and developments themselves for as little as a one-time-only payment of €10 to become a Junior member on the WMD forums. To join WMD and get busy racing the newest version of Project CARS today, simply follow these three easy steps:

  1. Register on the WMD Forums (
  2. Choose a Toolpack to become a member (starting at €10 for Junior Membership)
  3. Download the new Project CARS build on the downloads page

Membership entitles players to much more than just regular development builds as all members get access to our busy development forums where they can follow the development of Project CARS up close, talk to our developers and contribute to the development. So don’t wait any longer, join WMD today and experience the future of racing simulations yourself!

About the Author

Alisdair is the founder of Sim News Daily. An all round sim racing fan with a real passion for cars a motor racing. Twitter: @SimNewsDailycom

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