Project CARS (crowdsourcing) racing sim by Slightly Mad Studios (fully funded 3.75M)

How is PCars with gamepad?

I don't have a wheel, I don't have a place for it and I'm not hardcore sim enthusiast, I just like racing games, but not ones that are 100% arcade (and even GRID 2 is...).

I've played AC with 360 pad, with right settings it feels great. So how is it with PCars? Can't really check it out myself :P I guess, if it's coming on consoles, they've probably prepared good controller support.
Only played it with 360 pad & is very responsive to break and acceleration nuances, really dig the triggers for precise level of control. Same can be said about sticks with steering. That said, supposedly they've yet to focus a great deal on controllers at this stage(?).
 
I haven't played with the pad, but a friend of mine does and he tells me it is not working welll at the moment. You need to tweak it a lot, and there's a weird bug in turns, where the game fastens up or something like that. The thing is: the work for the control pad will probably start once physics are set final (or close to final). So, at the moment, pad is not a good option. Although, as Shaneus says, it will probably be pretty good once the game is out.

@MaxLive: Have you configured your wheel? You need to configure the wheel, even when you select it in the control options. The Default options mean nothing at the moment (well, the mean default keybinds, basically). If you have, what car did you play? Some cars work better than others, as some are basically placeholders and others are nearing to final stage.

Another thing people need to keep in mind is that FFB is yet to be implemented properly.

There's quite a few cars that feel edgy, unresponsive, lack braking feel or even all 3 at in one.

First thing, goto car settings, press SYMMETRIC then restore default settings. Now give the car a whirl and see how it goes.

The marek 339 feels good straight out of the garage and ready to attack.

What I've learnt is that some racers out there have spoilt us with great grip, then we play this and think it's rubbish, which is unfair.

Remember, it's a WIP that's still in pre-alpha :)
 
I haven't played with the pad, but a friend of mine does and he tells me it is not working welll at the moment. You need to tweak it a lot, and there's a weird bug in turns, where the game fastens up or something like that. The thing is: the work for the control pad will probably start once physics are set final (or close to final). So, at the moment, pad is not a good option. Although, as Shaneus says, it will probably be pretty good once the game is out.

@MaxLive: Have you configured your wheel? You need to configure the wheel, even when you select it in the control options. The Default options mean nothing at the moment (well, the mean default keybinds, basically). If you have, what car did you play? Some cars work better than others, as some are basically placeholders and others are nearing to final stage.

Another thing people need to keep in mind is that FFB is yet to be implemented properly.

Thanks for the tips :D I did the wheel configuration where you have to turn the wheel 90 degrees etc but that is it! I tried one of the Mclaren road cars and the BMW M4 (I think), they both felt somewhat unwieldy with the Mclaren being the worse of the two.

I'll give some of the above mentioned cars a go to see if it feels any better :D
 
Thanks for the tips :D I did the wheel configuration where you have to turn the wheel 90 degrees etc but that is it! I tried one of the Mclaren road cars and the BMW M4 (I think), they both felt somewhat unwieldy with the Mclaren being the worse of the two.

I'll give some of the above mentioned cars a go to see if it feels any better :D
You need to configure pedals as well. The Z4 has a bit of a nervous tail, other than that, I find it a reliable car.. The McLlaren F1 is a pain in the ass at the moment.
 
First of all, you still don't seem to understand the difference between feeling better and a system being more complex, did I state anywhere that pCARS handles better than LFS/AC? No, I didn't. I only said that what's running under the hood is more complex than LFS and on par with AC. There is a reason the parameters are still being tweaked, it's still in development after all. There is NO way that Live for Speed is doing more complex physics calculations than pCARS is doing now, it's 10 years older for goodness sake.

No, I understand pretty well what you are saying there, but maybe we just looking for different things in a racing game.

I am looking for the best possible feeling from a racing game because that is the key factor in every simulation racing game. And when I say best feeling I mean of course as close as can be to real life.

Well pCARS just didn't gave me this feeling. If when it will be launched give me a better feeling I will happily buy it. I have nothing against pCARS, is a racing game and as a racing gaming fan I am interested about it.

Also for me just the age of a game doesn't make it better or worst. How I can believe such a thing when for me Richard Burns Rally (nearly 10 years old now) is still the best rally simulation game.

Why should I choose a newer racing game that having a more complex physics/tire/etc model but in the end gives me worst feeling?

Live For Speed, Richard Burns Rally, GTR, GT: Legends, GTR2, Race 07, GTR Evolution+expansions, short stint of iRacing and Assetto Corsa for about 10 years of simracing experience in total and with competitive lap times in all of them.

OK, thank you.

It's coming to me to ask you "You have played all these great simulation racing games and you still feel that pCARS is a simulation game?" but then we will be back to the start again... :-)

Maybe you are in the same phase as me in which I was hoping/waiting pCARS for two years to become more of a simulation racing game.

Oh well to end this, let's agree that we disagree.
 
Why should I choose a newer racing game that having a more complex physics/tire/etc model but in the end gives me worst feeling?

Don't ask me, you're the one lumping simple tire models into the arcade genre.


OK, thank you.

It's coming to me to ask you "You have played all these great simulation racing games and you still feel that pCARS is a simulation game?" but then we will be back to the start again... :-)

Maybe you are in the same phase as me in which I was hoping/waiting pCARS for two years to become more of a simulation racing game.

Oh well to end this, let's agree that we disagree.

You still seem to think I have no idea what I'm doing behind the wheel here. I'm not agreeing to anything, I've debunked all your arguments this far.

The reason probably is because I actually bother to participate in the development process by reading the forums and feedback from Hamilton/Collins and understand what's done, what's being worked on and what still needs to be done in order to develop the physics/handling model in the game.

Funny thing is that we still are discussing semantics here, no actual feedback about what's so terribly wrong about the handling that it falls into the arcade genre right away, but looks like you didn't bother with that either on the WMD forum.
 
Kostacurtas, I don't know if it is your intention, but what it SOUNDS like you are saying is something to the effect of "I consider this an arcade game, because when I played it it did not feel right to me."

The problem with this is that it outright ignores large amounts of physics work, physics discussion, and real racing driver feedback from the forums. If I recall correctly they explicitly had the early members try to focus certain tire types as they worked on tuning those models in particular.

As such, I would say that one might hold the opinion that physics models or game feedback does not FEEL right. But I do not think one can honestly blanket label it an arcade game, because of the physics complexity, the intention, and the work behind it. An arcade game is trying to be an arcade game. At worst, I would say if you don't like the final result of Project CARS you could call it a failed attempt at simulation.

On a side note unrelated to physics, when they put in the sunrise/sunset etc. stuff tied to specific geographical locations, didn't they take into account the time of year, latitude and longitude, and so forth? An arcade game would have no need to even attempt that sort of accuracy.
 
On a side note unrelated to physics, when they put in the sunrise/sunset etc. stuff tied to specific geographical locations, didn't they take into account the time of year, latitude and longitude, and so forth? An arcade game would have no need to even attempt that sort of accuracy.

Yes, even the track temperatures are depending on this. Crazy stuff.
 
Very exciting combo. Driving this felt like Goat Simulator in a rocket, at Nords. Awesome stuff.

https://www.youtube.com/watch?v=4lX3xbIdd0M

I really need free practice to be segmented. You can see me losing my cool as time goes on xD

BTW, I'm fairly new to sim racing, so I have problems understanding all these sim vets having so much trouble controlling this game.
 
Dev confirmed today that Oculus Rift work is placed on schedule, they will start the work next week [Steam VR API hookups, headtracking, 3D rendering, fixing of lens flares].
 
Dev confirmed today that Oculus Rift work is placed on schedule, they will start the work next week [Steam VR API hookups, headtracking, 3D rendering, fixing of lens flares].
Can you link this? I thought the Steam VR API for head tracking has been hooked up for weeks.

3D rendering is still upcoming as you mention, however.

I wish the Steam VR API supported the Oculus latency tester, or they were open to user submissions to implement it. I tried messaging the Programmer Joe guy who works on Steam VR several different ways, but perhaps understandably didn't get a response.

*edit* Found the link, and the link mentions the work that is already done. http://forum.wmdportal.com/showthread.php?8341-Oculus-Rift-Discussion&p=678507&viewfull=1#post678507
 
Manual gearbox is about to get more fun:
Manual gearbox changes now in! This is particularly for H pattern cars, set to manual gears. Now need to actually use the clutch properly. If you can match revs it is possible to put the car into gear without the clutch, otherwise you will need to press the clutch as you go into gear (how far down the clutch is widens the range of revs in which you can get it into gear).
For once this will work straight away (on defaults) without input from Casey / vehicle data however it may not be perfectly tuned for all cars until Casey has made a pass through the data side.

Note, when you do mess up a gear change there will be a nasty grinding noise in future but this is waiting on the sound guys.

New video. I didn't know Zolder was so much fun. Great track!

https://www.youtube.com/watch?v=npfChiZIcUc
 
I refunded my money last night. I finally got fed up of being stuck in Junior and the really infrequent updates. Put the money into a months sub for iRacing, I'm enjoying it so far! See you guys around release I guess!
 
I refunded my money last night. I finally got fed up of being stuck in Junior and the really infrequent updates. Put the money into a months sub for iRacing, I'm enjoying it so far! See you guys around release I guess!

Yeah, it sucks that they are not allowing juniors to upgrade to better tier.
 
I refunded my money last night. I finally got fed up of being stuck in Junior and the really infrequent updates. Put the money into a months sub for iRacing, I'm enjoying it so far! See you guys around release I guess!

oh shit they still allow that!? had you activated it on steam? i'll happily get rid of this and rfactor 2 if i can
 
oh shit they still allow that!? had you activated it on steam? i'll happily get rid of this and rfactor 2 if i can

Yeah I had! I think they have to allow it for the duration as part of the terms.

It probably marks your account so you can't log in.
 
Holy fucking shit. About the only noticeable thing missing from that (and this is via a 360P window, because fuck work) is water spray effects from driving over puddles. Everything else is practically flawless.
 
I really wish they would get rid of the puddles on track, there is never that much standing water on a track itself.

Reality disagrees

race3-3.jpg


sato1.jpg


76jpn08.jpg
 
That's the only thing I don't like is the puddles on the hills. I know there can be puddles on hills, but I think that if you drive over the puddle you should notice that there's a dip there, which isn't really the case right now.
 
WMD forum link please 8)

http://forum.wmdportal.com/showthre...Weather-System&p=680887&viewfull=1#post680887

This pls.

I'm assuming it's snow, since way back when Andy was teasing a course that had snow.

That track was sadly cut from the game. Who knows, maybe they will release it some day in some other form. I'm still waiting for some concrete info for what will happen with Solitude track. With luck, it will be released as DLC track.
 
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