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

Anybody else is playing with a TX wheel (or a T500 even I guess) but with CSP pedals plugged directly in USB on the PC?

I'm trying to do the Thrustmaster challenge and the high powered cars (like all the formulas) are almost impossible to drive. Even with TC and Stability Control the moment my foot goes near the gaz pedal the car spins out of control. I know I'm not supposed to floor the gaz coming out of corners but still, this is ridiculous.

When I checked the settings I noticed that the gaz and brake sensitivity was set around 40-50. I set it back to 100 and removed the deadzones but it didn't really change anything... I'm wondering if it might be a bug when running with seperate pedals?
 
To be honest even on my G27 with its integrated pedals that car is a proper b***h! I think the physics on it are still a work in progress. To get a lap in for the challenge I took a bit of air out of the tyres and ramped up rear downforce!
 
Exit on corners is crazy in this car (DFGT here). I've tried changing setup, and while I think it helps, it's not enough. I simply don't have the skill to drive it properly. I'm three seconds away from WR and I could still save some time, but just trying could drive me crazy as well.
 
I guess you have to be above Junior status because the 72D is greyed out for me...
In the special event or genral?

I saw some post from an other junior member, don't remember what the answer is (think something about update). But drop a question on the forum, could be deliberate ( not for Jr accounts), but as easily an stupid oversight from the person that set it up.

Anybody else is playing with a TX wheel (or a T500 even I guess) but with CSP pedals plugged directly in USB on the PC?

I'm trying to do the Thrustmaster challenge and the high powered cars (like all the formulas) are almost impossible to drive. Even with TC and Stability Control the moment my foot goes near the gaz pedal the car spins out of control. I know I'm not supposed to floor the gaz coming out of corners but still, this is ridiculous.

When I checked the settings I noticed that the gaz and brake sensitivity was set around 40-50. I set it back to 100 and removed the deadzones but it didn't really change anything... I'm wondering if it might be a bug when running with seperate pedals?
You should not set them to 100, 50% is linear and how they should be set, 100% makes them overly sensitive (almost all travel in first little push of pedal) If you want them less reactive, you should drop them lower than 50, although I suggest you just learn to adapt to the car (or edit set-up 1st, lower differential accel for example)
 
You should not set them to 100, 50% is linear and how they should be set, 100% makes them overly sensitive (almost all travel in first little push of pedal) If you want them less reactive, you should drop them lower than 50, although I suggest you just learn to adapt to the car (or edit set-up 1st, lower differential accel for example)

Ahhh... Good to know for the sensitivity but it was at 50 originally and it was already impossible to drive. And as far as "adapting to the car" well... I don't think that any car with TC and Stability Control set to ON should spin the moment you give it maybe 10-15% gaz in second gear...
 
In the special event or genral?

I saw some post from an other junior member, don't remember what the answer is (think something about update). But drop a question on the forum, could be deliberate ( not for Jr accounts), but as easily an stupid oversight from the person that set it up.
In the general car list I can't drive the 72D, and I don't see the competition listed in the Events menu. There's a Thrustmaster competition listed, involving a BMW I think, but it's locked, probably an old one. I've posted a question on the forum.
 
In the general car list I can't drive the 72D, and I don't see the competition listed in the Events menu. There's a Thrustmaster competition listed, involving a BMW I think, but it's locked, probably an old one. I've posted a question on the forum.

I had the same issue yesterday. You're actually on an old build. Go into the game's properties in Steam and in the BETA tab make sure you are on the right branch. It had reset to the default branch for me. Once I set it back to the TeamMember+ branch it downloaded 2.3gb and the build (and main menu) was compeltely different hah.
 
I had the same issue yesterday. You're actually on an old build. Go into the game's properties in Steam and in the BETA tab make sure you are on the right branch. It had reset to the default branch for me. Once I set it back to the TeamMember+ branch it downloaded 2.3gb and the build (and main menu) was compeltely different hah.
But... I'm a Junior Member :(
 
Nope, I'm on 759 from 4th July. I believe the next build for Juniors will be in the first week of August, by which time the competition will be over.
 
Ahhh... Good to know for the sensitivity but it was at 50 originally and it was already impossible to drive. And as far as "adapting to the car" well... I don't think that any car with TC and Stability Control set to ON should spin the moment you give it maybe 10-15% gaz in second gear...

Hope they change it.
 
Hope they change it.

I'm absolutely sure they will, the other Lotus' are not even close to similar to the 72D. The real problem I have with the 72D is the FFB. What I mean is that the steering is way too light compared to nearly all of the other open wheel cars and I have trouble telling what the car is really doing through the steering wheel. For comparison I can easily tell what the Lotus 49 is doing and have no trouble sliding it even at high speeds (incredibly fun actually). BUT it's the most recently added of the Lotus' bunch so it's no surprise that the handling on it is still a little early, I'm not even sure if they've really worked on the tyre physics for it.

I've no idea how to cut another 3 seconds off my time in that event, lol. The car is definitely a handful.

PS. Assists are for babies ;)
 
I actually think they chose this car for the competition BECAUSE it is so behind the others.
In no way would they get as much as feedback as with this competition.
 
Specs requeriments released
We've listed the Minimum and Recommended PC specs over on our website!

MINIMUM SPEC
CPU – 2.66 GHz Intel Core 2 Quad Q8400, 3.0 GHz AMD Phenom II X4 940
GRAPHICS – nVidia GTX 260, ATI Radeon HD 5770
MEMORY – 4Gb RAM, 1Gb VRAM

RECOMMENDED SPEC
CPU – 3.5 GHz Intel Core i7 3700, 4.0 GHz AMD FX-8350
GRAPHICS – nVidia GT600 series, AMD Radeon HD7000 series
MEMORY – 8Gb RAM, 2Gb VRAM
 
Specs requeriments released

More meaningless specs. I see the current trend for an i7 CPU continues, which as anyone with a 4670k knows has yet to prove true. On the other hand "600 series" is too vague and doesn't exactly raise expectations of graphical performance.
 
So does needing an AMD 8350 to hit the recommended requirements mean that this game is CPU intensive? Makes me a little concerned about being able to crank up a lot of settings with the FX6300 I've got :\
Yes,

they run a really complex physics engine (mainly tire model) at a high tick rate (600Hz), makes the game much more CPU demanding than other games. You probably will get a better idea closer to release from the current users how much exactly.
 
This wasn't announced before, Nissan is in the game, 2014 GTR Nismo confirmed

http://www.gamespot.com/videos/project-cars-comic-con-2014-live-show/2300-6420495/

^ from 03:35

Whoah! Choppy video. I don't know why Gamespot and IGN just don't use YouTube instead of their own proprietary slideshows.

One thing that bugs me about pCARS is the exhaust backfires. They always look unrealistic to me, like slow-burn flamethrowers instead of the millisecond explosion flashes you get in real motor racing. SMS should look at how Gran Turismo does backfires and dial theirs down a bit.

Edit: and then I find this gif, so what the fuck do I know?

giphy.gif
 
Few questions;

What would this game run like on an i7 4970 with 16gb ram and a gtx670

Also wheel isnt an option for me, I dont have the room. Does this game still work alright with a wireless 360 pad?
 
One thing that bugs me about pCARS is the exhaust backfires. They always look unrealistic to me, like slow-burn flamethrowers instead of the millisecond explosion flashes you get in real motor racing. SMS should look at how Gran Turismo does backfires and dial theirs down a bit.

Edit: and then I find this gif, so what the fuck do I know?

giphy.gif

Here's another example of slow-burn flamethrowers.
 
I just recorded a 5 laps race against the AI (15 of them) at Hockenheim, GT3 Class, and recorded the replay.

https://www.youtube.com/watch?v=Q8Atv_mUMLE&list=UU7HL_9yJeHhSk6KuXaP1qVQ

The AI is getting there. It's mostly solid now, except for the braking patterns. They brake way too late, which can create serious problems when the car is coming from behind. It also affects their acceleration out of turns. They're aware of the problem, so I'm hoping they will fix it soon.
 
I just recorded a 5 laps race against the AI (15 of them) at Hockenheim, GT3 Class, and recorded the replay.

https://www.youtube.com/watch?v=Q8Atv_mUMLE&list=UU7HL_9yJeHhSk6KuXaP1qVQ

The AI is getting there. It's mostly solid now, except for the braking patterns. They brake way too late, which can create serious problems when the car is coming from behind. It also affects their acceleration out of turns. They're aware of the problem, so I'm hoping they will fix it soon.

Looks pretty good. I like the TV broadcast-style camera angles (especially the helicam on the long straight) and the lingering shots (I hate it when there are too many quick cuts a la Forza), but I wish SMS would mix the camera angles up between successive laps like PD do in Gran Turismo. Just helps keeps things interesting, that's all.

AI seems OK too. Good to see them messing up, overshooting corners, losing traction etc.

All very encouraging!

It'd be nice to see another long replay video with accelerated weather and ToD to see the track change, headlights coming on, buildings lighting up etc.

Anyone care to indulge me?
 
Looks pretty good. I like the TV broadcast-style camera angles (especially the helicam on the long straight) and the lingering shots (I hate it when there are too many quick cuts a la Forza), but I wish SMS would mix the camera angles up between successive laps like PD do in Gran Turismo. Just helps keeps things interesting, that's all.

AI seems OK too. Good to see them messing up, overshooting corners, losing traction etc.

All very encouraging!

It'd be nice to see another long replay video with accelerated weather and ToD to see the track change, headlights coming on, buildings lighting up etc.

Anyone care to indulge me?
About the camera changes, I wouldn't rule them out. This is a first pass, if I'm not mistaken.

This video already sports accelerated time and weather (both x10). I will try to record a video that shows the transition from day to night in a replay.
 
About the camera changes, I wouldn't rule them out. This is a first pass, if I'm not mistaken.

This video already sports accelerated time and weather (both x10). I will try to record a video that shows the transition from day to night in a replay.

Ah, didn't notice the weather change. I'll have to watch it again.
Looking forward to day/night transition video, thanks. Can you do it on a different track please?
 
They need to add some variance to the AI lines during the grid start though. All those on the right side turn left at the same time which looks kinda iffy.
 
Ah, didn't notice the weather change. I'll have to watch it again.
Looking forward to day/night transition video, thanks. Can you do it on a different track please?
Weather change is Light Cloud to Heavy Cloud (or the other way around). In a replay it's harder to notice (not much sky time in the camera angles).

Will probably record a race at Donington National.

They need to add some variance to the AI lines during the grid start though. All those on the right side turn left at the same time which looks kinda iffy.
Nothing to do with set driving lines, but with trajectory calculation. They look for the opening as they notice there's a slow car ahead, and they go left becausse there's the optimal driving line. Needs improving, but driving lines are not set as you can clearly see in this very video.

This is not an on rails IA. Each car acts based on many different parameters. For istance, they're working now on personality treats that will be applied randomly to each driver.
 
Weather change is Light Cloud to Heavy Cloud (or the other way around). In a replay it's harder to notice (not much sky time in the camera angles).

Will probably record a race at Donington National.

Sounds good. I'd be very interested to see a replay of a long-ish race starting in bright sun then turning to hard rain (maybe getting dark, too) to see how the drivers cope with the different conditions, whether they pit to change tyres, when they turn their lights and wipers on, how the track changes etc.

It's refreshing to see some full-race replay videos of pCARS. Most stuff I've seen has been in-car, chase-cam or footage spliced together to make promos. Full replays are great.

Keep them coming!
 
Sounds good. I'd be very interested to see a replay of a long-ish race starting in bright sun then turning to hard rain (maybe getting dark, too) to see how the drivers cope with the different conditions, whether they pit to change tyres, when they turn their lights and wipers on, how the track changes etc.

It's refreshing to see some full-race replay videos of pCARS. Most stuff I've seen has been in-car, chase-cam or footage spliced together to make promos. Full replays are great.

Keep them coming!
Well, the problem is pit stops are not yet fully functional. They're still working on animations and there're some heavy bugs around them in general, so I won't be doing anything like that for the time being. But yes, the AI cars enter pits when needed, only that chaos reigns supreme soon after xD

BTW, I haven't checked AI behaviour in the rain. Besides, AI works different depending on the car (they're not in the same state of developement), so I will see if I can manage to do a race that has a rain transition. If road cars work well, then I may do that, as road cars don't have rain tires.
 
Well, the problem is pit stops are not yet fully functional. They're still working on animations and there're some heavy bugs around them in general, so I won't be doing anything like that for the time being. But yes, the AI cars enter pits when needed, only that chaos reigns supreme soon after xD

BTW, I haven't checked AI behaviour in the rain. Besides, AI works different depending on the car (they're not in the same state of developement), so I will see if I can manage to do a race that has a rain transition. If road cars work well, then I may do that, as road cars don't have rain tires.

Sounds fantastic - much appreciated. Look forward to it. I know it's all still WIP but it'll be very intereseting to see.
 
Nobody commenting on the new FFB? It's been implemented in the FC too, and I can't stress how promising it feels. And I say promising because A) Tyres are not final yet and tyres affect how FFB feels big time. B) Because it's a first pass and needs tweaking for each car. And C) Because it's based on G27 and I'm using DFGT, so I still need to wait for the proper implementation for my wheel.

I'm no FFB expert, but I would say this is going to be one hell of a FFB system.

Now you can feel the grip of the tyres when going through fast corners, and how it goes more and more thin as you push. Back with the former FFB, you had to resort to visual cues and have more of a gut feeling of when you were losing the car.

Going over KERBS feels so much better now as well. They are now daunting and rewarding, as they should be. Attack the KERB fiercely and you may find yourself wondering why the direction went crazy, why your car jumped back into the tarmac like riding on KERBS was forbidden. But it's not, you simply need to have the hands to ride on them because they don't feel like big bumps anymore.

What I don't like quite yet is how the wheel goes loose when you block your tyres under heavy braking. You can feel the grip coming back afterwards, and that's good, but the wheel goes almost dead when your grip is not there. Maybe it's how it should feel, I don't know, but it feels a little weird.

All in all, I had great fun with the new FFB and I see myself having a hard time going back to the former system present in the rest of the cars (except the L49, but I've never been a big fan of that car). Still needs some tweaking, but, to me, it feels very, very good. I should go back to LFS and give it some time to confirm what I'm about to say, but, from memory, I would say pCARS' FFB is on the same league now (LFS has what I consider the best FFB I've tried).

Here's a video I recorded of the FC @ Spa:

https://www.youtube.com/watch?v=F4T3MjUp4Iw&list=UU7HL_9yJeHhSk6KuXaP1qVQ
 
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