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One 4 Project Cars: Patches 6.0 und 6.1 stehen vor der Tür

Dieses Thema im Forum "Project CARS" wurde erstellt von Hans-Peter-Legacy, 11. Nov. 2015.

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  1. OnePS4 Project Cars
    Racing, Simulation 2015-05-07 Bandai Namco Slightly Mad Studios Jetzt bestellen

    Immer noch gibt es Dinge, die Verbesserungswürdig sind oder von Fans des Spiels gewünscht werden. Natürlich schleichen sich auch immer noch Bugs ein oder es müssen DLC-Inhalte an die Karriere angepasst werden. Für diese Notwendigkeiten kommt regelmäßig ein neuer Patch für die Konsolen und die PC-Fassung heraus und beschert uns immer wieder neue Inhalte.

    So wohl auch schon in dieser Woche. Blättert man durch das offizielle Forum von Project Cars, findet man eindeutige Aussagen zu dem Thema von höchster Stelle.

    "Patch 6 should be soon guys. All being well, by the end of this week."
    - Stephen Viljoen, Game DirectorU/Designer
    Auf die Frage eines Forenmitgliedes, ob er sich denn auch schon zu den ein oder anderen Inhalten des Patches äußern könnte, lies er lediglich folgen, dass einiges gefixt wurde und einiges dazu gekommen ist.

    "We fixed some stuff and added some stuff."
    - Stephen Viljoen, Game DirectorU/Designer
    Mit dem Patch 6.1 sollen weitere Verbesserungen direkt hinten dran gehängt werden, um zum Beispiel Schwierigkeiten, die Steam mit sich bringt, zu fixen.

    "This fix will be released in patch 6.1, which will go out shortly after 6.0 (which is just now going to cert). So it's unfortunately still few weeks away, but it will be fixed."
    - Stepan Vondrak, SMS Stuff
    Die genauen Patch Notes liegen leider noch nicht. Wir werden sie aber umgehend nachreichen, sobald sie von offizieller Seite bekanntgegeben werden.
    Ebenfalls bekannt scheint im Übrigen das sogenannte Free Car #6 zu sein, welches für gewöhnlich am Endes des Monats das Licht der Welt erblickt.

    [​IMG]

    Welche Änderungen wünscht ihr euch für die neuen Patches?

    Vielen Dank @oege für das Einsenden der News.

    Quelle: projectcarsgame
     
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    oege gefällt das.
  2. Kommentare (25)
  3. Der Fotomodus sollte mal vereinfacht werden und dann warte ich immer noch auf meine Boxencrew :wacko:
     
    Hans-Peter-Legacy gefällt das.
  4. ICh auch. So unwichtig sie vielleicht erscheinen mag (also virtuell), für mich gehört sie einfach dazu!
    Ausserdem wurde es versprochen und mit Screenshots wurden unsere Münder wässrig gemacht! :(
     
    spicyorange gefällt das.
  5. Der Fotomodus ist echt nervig! Aber irgendwie fehlt mir mittlerweile ein bisschen die Motivation Project Cars zu zocken...
     
  6. Es sollten die Bugs im multiplayer Modus gefixt werden. Und der fliegende Start sollte überarbeitet werden, der is total verbugt im multiplayer.
     
  7. Der Fotomodus könnte verbessert werden mir fehlt das Kamera drehen. Aber sonst finde ich das Spiel vom Wetter und vom Tag & Nacht Zyklus 1000 mal besser als Forza Motorsport 6.
     
  8. Was hast du denn so für Bugs?

    Ich fahre regelmäßig Multiplayer Rennen und kann zurzeit nichts gravierendes Feststellen?!

    - gesendet aus der One-4-U App
     
  9. Hier nun die Patch Notes nachgereicht! :)
    Project CARS – PC Patch 6.0 – Release notes

    Online
    * NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
    * NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
    * NEW – Option to set race length by time (also available in Quick Race).
    * NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
    * NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car's lap time. In private races, the timer is 75% of slowest moving car's lap time.
    * Fixed an exploit where a player could be awarded a win by jumping the start.
    * Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
    * Fixed a game crash issue if the client is kicked while typing in the chat box.
    * Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.

    Career
    * Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’
    * Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
    * The player will no longer be offered a contract renewal for a DLC contract, if they've since uninstalled that DLC.
    * DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
    * If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
    * Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
    * Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.

    Controls
    * Fixed an issue where remapping KERS would stop it working.
    * Fixed an issue where changes made to Gamepad Advanced Options were not saved.
    * Added Thrustmaster T150 support.

    Tracks
    * Zolder – fixed a potential ‘landmine’ issue.
    * Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
    * Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
    * Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
    * Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
    * Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.

    Vehicles
    * Bentley Continental GT3 – fixed DLC livery windscreen banners.
    * Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
    * Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.

    Physics & AI
    * AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
    * Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
    * Implemented support to remove detached wheels from the track after a certain amount of time.

    GUI & HUD
    * Vehicle selection – manufacturer page now orders icons alphabetically.
    * Improved the French translations for some of the items in the vehicle setup screens.
    * Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
    * Improved Race Central screen – better balanced background image, removed gradient in top-right corner.
    * Track layout map images are now displayed on the quick track selection screens.
    * Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’.
    * Updated the Xbox One controller image to the new Elite Controller.
    * Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option.

    General
    * Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
    * Driver name tags above cars can now be turned on for replays.
    * Entering the pits during a Time Trial will now invalidate that lap’s time.
    * Improved Helmet view exposure for historic drivers.

    Oculus Rift
    This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system.
    * All movement and rotation is now relative to the HUD’s local axis instead of world axis.
    * The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key.
    * HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed.
    * The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down.
    * Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings.

    New and improved Oculus HUD movement keys layout

    The HUD adjustment now runs in one of two modes - movement and rotation / scale. Num-Pad 0 toggles between these modes.

    In movement mode the controls are as follows (numpad)
    4 & 6: move left and right
    1 & 3: move left and right slowly
    8 & 2: move up and down
    7 & 9: move up and down slowly
    + & -: move back and forth
    / & *: move back and forth slowly
    5: resets position to the default

    In rotation / scale mode the controls are as follows (numpad)
    4 & 6: rotate left and right
    8 & 2: rotate up and down
    1 & 3: rotate anti-clockwise / clockwise
    + & -: scale the HUD bigger and smaller
    / & *: scale the HUD bigger and smaller slowly
    5: resets rotation and scale to the default

    Custom VR settings system
    This file is located in your ‘My Documents\Project CARS’ folder, and is called ‘oculussettings.xml’
    There are entries to control the position, rotation and scale for each of the following:
    * HUD (HUDSettings)
    * Main Menus (FrontEndSettings)
    * In-game Menus (InGameSettings)
    The format for each is identical and the data can be copied between them. While we currently only allow you to edit the HUD in-game using the system documented above, you can freely copy the saved values to the entries for the front-end and in-game menus settings, and these will then also appear at the repositioned placement/rotation/scale settings.
    FYI – the rotation part is a quaternion, if anyone wants to try and make sense of it (the names are intuitive, offsetX offsetY, offsetZ, scale, and rotation[WXYZ]).
    The other 3 entries are:
    * FullScreen – sets the full screen mirror mode. Default is ‘true’. Set to ‘false’ to disable full screen mirror mode.
    * HideCrowds – used to hide crowds (performance gain). Default is ‘true’. Set to ‘false’ to enable crowds again.
    * LimitCars – not yet used, future addition

    Diese sind vorbehaltlich für den PC, es ist aber davon auszugehen, dass sich gegenüber den Konsolen nicht viel ändert!
     
  10. :love:
    :love:
     
    RioT gefällt das.
  11. Na das kann ja was werden. Das Reifenmodell bei Patch 6.0 scheint ernorm zu sein und einen erhöhten Reifenverschleiß aufzuzeigen und Temperarturen +20 / 30°C . Das werden wohl noch interessantere Rennen :D
     
  12. Ich freue mich drauf! Dann geht ohne Training wirklich garnichts mehr :D
     
  13. Ich werde morgen mal mein Setup von Dubai auf den PC transferieren und mal am PC testen.
     
  14. Wenn du am PC fährst,dann kannst du auf jeder Strecke Platz 1 holen im Leaderboard ;)
     
  15. #14 oege, 14. Nov. 2015
    Zuletzt bearbeitet: 14. Nov. 2015
    RioT, Tonifcb17 und Hans-Peter-Legacy gefällt das.
  16. :eek: ist er etwa nicht ?

    Zum Thema, also bei Einstellungen 20 Uhr Abends habe ich es nicht geschafft die Reifen warm zu bekommem, selbst nach 3 Runden unter 85°C . Viel nervöseres Auto. Dann habe ich Zeitfahren auf Dubai gemacht und dann hatte ich ähnliche Gripverhältnisse wie bei unserem Rennen.Einen großen Mehrverschleiß konnte ich nicht feststellen. Was mir auffiel bei dem PC, dass ich viel sauberer und teilweise später Bremsen konnte. Ich kann nun nicht sagen, ob es am Patch oder am PC lag. Das FFB am PC fühlt sich allerdings deutlich besser und detaillierter an.
     
  17. Bist doch keiner,oder ? ;)

    Naja,mal sehen wie es sich auf der PS4 verhält,aber wird ähnlich sein. Mir ist es eh Wurscht,ich fahre so oder so immer mit :D
     
  18. Der Patch sollte mittlerweile auch für die PS4 zum Download bereitstehen.
    Hier die Patch Notes
    Project CARS – PS4 Patch 6.0 – Release notes

    Online
    • NEW – host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
    • NEW – mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
    • NEW – option to set race length by time (also available in Quick Race)
    • NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
    • NEW – dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car's lap time. In private races, the timer is 75% of slowest moving car's lap time.
    • Fixed an exploit where a player could be awarded a win by jumping the start.
    • Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
    • Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.
    • Improved VOIP quality for the in-game chat system.

    Career
    • Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’.
    • Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
    • The player will no longer be offered a contract renewal for a DLC contract, if they've since uninstalled that DLC.
    • DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
    • If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
    • Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
    • Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.

    Controls
    • Fixed an issue where remapping KERS would stop it working
    • Fixed an issue where changes made to Gamepad Advanced Options were not saved.
    • Added Thrustmaster T150 support

    Tracks
    • Zolder – fixed a potential ‘landmine’ issue.
    • Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
    • Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
    • Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
    • Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
    • Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.

    Vehicles
    • Bentley Continental GT3 – fixed DLC livery windscreen banners.
    • Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
    • Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.

    Physics & AI
    • AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
    • Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
    • Implemented support to remove detached wheels from the track after a certain amount of time.
    GUI & HUD
    • Vehicle selection – manufacturer page now orders icons alphabetically.
    • Improved the French translations for some of the items in the vehicle setup screens.
    • Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
    • Improved Race Central screen – better balanced background image, removed gradient in top-right corner
    • Track layout map images are now displayed on the quick track selection screens.
    • Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’.

    General
    • Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
    • Driver name tags above cars can now be turned on for replays.
    • Entering the pits during a Time Trial will now invalidate that lap’s time.
    • Improved Helmet view exposure for historic drivers.
    • General game stability improvements.

    Die Xboxler unter uns müssen sich noch etwas gedulden.
     
  19. Ja Patch lädt gerade. 5,6 gb :eek:
     
  20. Uff :eek: Das ist ne harte Nummer! Warum ist der so groß? Bzw. was daran ist so riesig?
    Vielleicht vorbereitend für die Boxencrews :rolleyes:
     
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