• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

PC Racing Sims Thread

It'll be exactly like the skill settings in RaceRoom. Lowest skill setting is full TC and ABS, auto brake and steer assist & Pro level where you're on your owm and one can adjust TC and ABS levels in vehicles that allow it.

Wait a sec. , where can you set ABS in R3E?? I remember that I was almost angry that there were no ABS settings in R3E, then read it up on the internet, found a forum post where someone was complaining about the same thing and a guy answered, if he maybe only had the ADAC version of the GT3 car and ABS was only available in the GT3 version. So I went and bought the GT3 version (it's just the cost of a livery, if you already have the ADAC version) and... nope, couldn't find ABS settings and there aren't any buttons to set ABS adjustments to in the button config.

What am I missing here?
 

TJP

Member
Just read Rene Rast is promoting DTM for Project Cars 2. Interesting if Sector3 lost the licence.

In other news rF2 has a new build 1108 & new GT500

Code (Build 1108 update 2) Changelog:
Added code that allows car modelers to tweak the body roll for AI physics to ensure tyres don’t go through fenders graphically.

Introduced a simple mechanism for distributing templates with cars (which will end up in a “Templates” folder until the new UI is released).

Fixed a problem where the launcher accidentally URL encoded passwords, making it impossible to join servers with certain characters in the password.


Nissan GT500 Changelog:

Sounds: Added a completely new pack of sounds that should be a lot closer to the way the original car sounded.

Graphics:

Added additional tyre compounds, the car now has soft, medium, hard, intermediates and full wet compounds.
Added additional rim types to reflect the ones used by the different teams.
Added fluorescent shader for digits on the dashboard.
Added backfire graphics.
Fixed a gap between the driver helmet and the body.
Fixed tyres going through the fenders when under load.
Updated body 3D shape, adding a missing floor, correcting the front fender shape and some smaller tweaks.
Updated icons.
Improved cockpit textures on the fans, door handles and several other small details.
Improved body reflections.
Improved level of detail (LOD) models.
Improved exhaust model and textures.
Improved windows in cockpit view and added the missing side windows.
Improved liveries.
Improved headlights, now with lens flares.

Physics:

Added new tyre compounds to match those added to the graphics.
Updated a few garage settings.
Slightly tweaked the AI physics.
 

TJP

Member
The RaceRoom testers linked to the interview; Bruno Spengler would have talked about RaceRoom 8)

The Sector 3 devs said nothing as usual so who knows if ths DTM licence is a R3E exclusive.

On the other R3E front, GTR3 is being made by SimBin and people were worried about what it meant for R3E. FWIW, Mr KW Suspension, Klaus Wohlfarth, owns 75% of SimBin and 100% of Sector 3.
 

TJP

Member
Race Department has more screen shots (edit: of an old R3E build using UE4): http://www.racedepartment.com/threads/more-unreal-4-simbin-in-game-gtr-3-shots-released.131425/

gtr-3-2-jpg.171191

Website to be opened soon(tm): http://www.simbin.com

Usual tossers already whining on RD about the lack of photorealistic graphics as though rendering engines are as easy to make as posting a load of cobblers on a forum. Georg from Sector3 posted:

"Keep in mind that you are looking at very early stage images of a proof of concept build. A lot of changes/improvements/polish will happen over the course of the year.

But i think we all agree that the potential is there, and our artists are known for delivering top notch cars and tracks.

Combine that with simbin/sector3 physics, ffb and sound quality and i think we can look forward to something really special".
 

TJP

Member
I hope so too. QA is being handled externally this time (yay!) and reportedly already started before Christmas. Ian Bell has been quite open and honest about pCARS' deficiencies and how it fell short in some key areas.
I think I may have stumbled on one reason why some cars feel great to drive and others less so..

"What difference does it make if a player has one screen or 3 screens when the actual physics calibrations are so messy.

As I've dug into pCars, there are so many problems. Incorrect spindle positioning in the suspension files, excessively high spindle/wheel mass in suspension files, Road chassis files that were reused for GT3 class cars that have most aero parameters disabled (failure to configure by SMS), diffusers that yield no actual downforce when checked with livetrace report, body inertia far too low on every car, failure to properly account for friction losses....I can keep going with all of the problems. Since there have been calibration issues with NFS shift, S2U and Pcars, how can anyone expect anything better from pCars2?

So, who cares what pCars/Pcars2 looks like visually with multiple screens or VR, when the calibrations of the physics are so poorly done?"

This isn't some blowhard on a forum; the post is from JDougNY who helped make the Unofficial Community mods for NFS Shift and Unleashed plus a few car mods for pCARS. I hope SMS can remove these coding errors for pCARS 2.

The same author posted:

"When looking at pCars physics, I can see in some cases where some care was taken in setting most parameters. In many other cases, I see that things are more cobbled together in a rush with typos/errors and things left disabled that should be functioning.

My modding partner is involved with pCars 2 testing and has told me that the physics have seemed to improve. One of the things he mentioned what that the cars were better at the limit. Well, just have to wait and see what happens".


Qoute starts here: http://www.racedepartment.com/threads/early-project-cars-2-trailer-leaked.131201/page-5#post-2389358
 

Mascot

Member
I think I may have stumbled on one reason why some cars feel great to drive and others less so..

"What difference does it make if a player has one screen or 3 screens when the actual physics calibrations are so messy.

As I've dug into pCars, there are so many problems. Incorrect spindle positioning in the suspension files, excessively high spindle/wheel mass in suspension files, Road chassis files that were reused for GT3 class cars that have most aero parameters disabled (failure to configure by SMS), diffusers that yield no actual downforce when checked with livetrace report, body inertia far too low on every car, failure to properly account for friction losses....I can keep going with all of the problems. Since there have been calibration issues with NFS shift, S2U and Pcars, how can anyone expect anything better from pCars2?

So, who cares what pCars/Pcars2 looks like visually with multiple screens or VR, when the calibrations of the physics are so poorly done?"

This isn't some blowhard on a forum; the post is from JDougNY who helped make the Unofficial Community mods for NFS Shift and Unleashed plus a fre car mods for pCARS. I hope SMS can remove these coding errors for pCARS 2.

The same author posted:

"When looking at pCars physics, I can see in some cases where some care was taken in setting most parameters. In many other cases, I see that things are more cobbled together in a rush with typos/errors and things left disabled that should be functioning.

My modding partner is involved with pCars 2 testing and has told me that the physics have seemed to improve. One of the things he mentioned what that the cars were better at the limit. Well, just have to wait and see what happens".


Qoute starts here: http://www.racedepartment.com/threads/early-project-cars-2-trailer-leaked.131201/page-5#post-2389358
Very interesting, and baffling, and sad..! :p

I really hope they take more care for pCARS 2.
 

Jimrpg

Member
I think I may have stumbled on one reason why some cars feel great to drive and others less so..

"What difference does it make if a player has one screen or 3 screens when the actual physics calibrations are so messy.

As I've dug into pCars, there are so many problems. Incorrect spindle positioning in the suspension files, excessively high spindle/wheel mass in suspension files, Road chassis files that were reused for GT3 class cars that have most aero parameters disabled (failure to configure by SMS), diffusers that yield no actual downforce when checked with livetrace report, body inertia far too low on every car, failure to properly account for friction losses....I can keep going with all of the problems. Since there have been calibration issues with NFS shift, S2U and Pcars, how can anyone expect anything better from pCars2?

So, who cares what pCars/Pcars2 looks like visually with multiple screens or VR, when the calibrations of the physics are so poorly done?"

This isn't some blowhard on a forum; the post is from JDougNY who helped make the Unofficial Community mods for NFS Shift and Unleashed plus a fre car mods for pCARS. I hope SMS can remove these coding errors for pCARS 2.

The same author posted:

"When looking at pCars physics, I can see in some cases where some care was taken in setting most parameters. In many other cases, I see that things are more cobbled together in a rush with typos/errors and things left disabled that should be functioning.

My modding partner is involved with pCars 2 testing and has told me that the physics have seemed to improve. One of the things he mentioned what that the cars were better at the limit. Well, just have to wait and see what happens".


Qoute starts here: http://www.racedepartment.com/threads/early-project-cars-2-trailer-leaked.131201/page-5#post-2389358

Is this a general consensus then of Project Cars then? Because I played Assetto Corsa, Project Cars and Dirt Rally, and they were all different but only one of them was not fun to drive. Everything about PC handling just felt off to me even as early as about 5 hours into the game, I wasn't happy with the handling. I stopped after about 10 hours. Not only was the driving bad, but the career progression pacing was way too slow and the general UI was bad.
 

TJP

Member
Is this a general consensus then of Project Cars then? Because I played Assetto Corsa, Project Cars and Dirt Rally, and they were all different but only one of them was not fun to drive. Everything about PC handling just felt off to me even as early as about 5 hours into the game, I wasn't happy with the handling. I stopped after about 10 hours. Not only was the driving bad, but the career progression pacing was way too slow and the general UI was bad.
I enjoyed pCARS for what it was; a flawed but fun release. I doubt you'll be a lone voice in regards to the handling and tyre model. Some cars are fantastic to drive and others are less appealing.

I hope pCARS 2, sans viral marketing team and a new focus on QA testing, is a lot better experience all round. I get to try the Xbox One version of pCARS for free very soon and look forward to how it compares to the PC.

FWIW, Unleashed was better than Shift so there is hope 8)
 

Jimrpg

Member
I enjoyed pCARS for what it was; a flawed but fun release. I doubt you'll be a lone voice in regards to the handling and tyre model. Some cars are fantastic to drive and others are less appealing.

I hope pCARS 2, sans viral marketing team and a new focus on QA testing, is a lot better experience all round. I get to try the Xbox One version for free very soon.

FWIW, Unleashed was better than Shift so there is hope 8)

It's kind of crazy to me that it looks like they messed up with parameter settings for the cars. Because from videos, the game looks great, that's why I bought it, but it was only once I started driving, it wasn't as simmy as i'd have liked it to be. The wheel issues were also very noticeable right from the beginning.
 

DD

Member
Very interesting, and baffling, and sad..! :p

I really hope they take more care for pCARS 2.

I doubt it. It was the same thing with Shift 1, Shift 2, Test Drive Ferrari and Project Cars. Four is too much already. It seems that they don't care, or simply can't do things properly.
 

chrislowe

Member
Finally after almost two weeks I found a store that had the Playseat Challenge in stock so I can play my beloved games on my 48" 4k hdr samsung without sitting like an old lady infront of the wheel.
 
I'm going through a phase where I just want to kick back with an 'arcade' racer and a controller. Thought I'd pick up some GRID Autosport. What the hell is wrong with this game? Handling is absolutely bizarre when you turn all the assists off. Every car feels like it has masses of toe-in, everything twitches around and it's impossible to put myself on the line I want. Controller settings (linearity) do nothing. Any amount of throttle coming out of bends has the car snaking all over the place. Who played this and thought this feels good??
 

DD

Member
I'm going through a phase where I just want to kick back with an 'arcade' racer and a controller. Thought I'd pick up some GRID Autosport. What the hell is wrong with this game? Handling is absolutely bizarre when you turn all the assists off. Every car feels like it has masses of toe-in, everything twitches around and it's impossible to put myself on the line I want. Controller settings (linearity) do nothing. Any amount of throttle coming out of bends has the car snaking all over the place. Who played this and thought this feels good??

Never felt good, but eventually you'll get used to it. It's not SMS-game bad. :p
 
I hope pCARS 2, sans viral marketing team and a new focus on QA testing, is a lot better experience all round. I get to try the Xbox One version of pCARS for free very soon and look forward to how it compares to the PC.

FWIW, Unleashed was better than Shift so there is hope 8)
pCars Xbone version is the one I had, arguably the worst version.
 
Assetto Corsa Changelog v1.12

1.12
- WARNING: this update resets assetto_corsa.ini, we advise to check values for gyro, free camera etc
- New Audi Sport quattro S1 E2 group B rally car
- New Highlands track in four layouts
- Removed on screen Fuel Indicator for cars except the player's one
- Fixed Setup Tab sorting
- Added online Timed Races (with and without additional lap)
- Added online ResultScreen time
- Tweaked all the system apps regarding Timed Races
- Fixed online pit crew locations
- Added pressure meter color on Tire App (based on compound ideal pressure)
- Updated minimum pressures and optimum pressures for various cars
- New v10 tyre wear algorithms more sensitive to load for all cars
- Graining is now reducing when driving in good temperature conditions
- New and updated V10 street, semislick, vintage, and race slicks tyres for all cars. A total of 151 cars updated.
- Updates for cars that already had V10 tyres as well.
- Updated chassis balance and inertias for all 151 available cars.
- Updated engine coast braking for street cars
- Updated antiroll bars for Porsche 911 GT3 Cup car as per suggestion of Porsche that asymmetrical antiroll bar settings are not advised, so now settings are back to 7 in setup screen.
- Updated rear wing aero for Porsche 911 GT3 Cup to allow for lower rear wing at high speed tracks like Monza
- Added rear vertical fin for Lotus 98T
- Updated Brake temp for
Shelby Cobra
Lamborghini Miura
Alfa Romeo GTA
Abarth 595
Ford Escort RS
Ford GT40
Lotus 25
Lotus 49
Maserati 250F 6C and 12C
Lotus 72D
Ferrari 312T
Ferrari F40
- Fixed penalty detection
- Online cut reporting (Throttle Cut disabling)
- Added acServerManager 1.12.0
- Added timed race management
- Added result screen management
- Track with 2 pits are allowed
- Added option for online cut reporting (with Throttle Cut disabling)
- Pitstop: Suspension repair will automatically fix body too
- Added Tyre compound on race_out.json and server result
- Fixed Gt3 AI crashing at Nordschleife
- Added DigitalLed Tyre lock/slip script
- implemented in the latest Porsche racing cars, GT3 Cup, GT3 R and 919 Hybrid 2016
- Added Decimals to DigitalItem Fuel script
- Added local velocity to Shared Memory
- FF_SKIP_STEPS now defaults to 0. Wheels with problematic FF can have it set back to 1 if necessary
- Added new
[FF_SKIP_STEPS]
VALUE=0
optional parameter in controls.ini
- Added Fanatec leds support (system/cfg/fanatec.ini)
- Added Pitstop to Qualify session
- Tweaked confusing "Drive through penalty" message
- Fixed Pitstop times for Porsche race cars
- Tweaked M4 Akrapovic engine volume
- Fixed Porsche 911 GT3 RS coast volume

Free Content with this patch:
- AUDI QUATTRO S1 E2
- Highlands circuit (with 4 layouts)



and O', Emm, GEEEE !!! Did they nail the sound on the Quattro!

Ho' ly Shit!
Usually I'm lukewarm on AC's sound, some cars are really good and I love that nothing sounds "copy + paste", but they also have quite a few cars that sound boring and very f-mod rev-range sampled.

This Quattro on the other hand sounds even better than DiRT Rally... by quite a margin in my opinion.
 

Patrick S.

Banned
What's super annoying in Assetto Corsa is that in cars with manual boost controller like the Audi Quattro or the tuned Supra, when you put the boost on 100%, that huge "engine is taking damage" warning thing is on screen the whole damn time. It's super distracting, and I don't want to feel "oh my god, this thing will break will break any second now", I want to feel "moooaaaar powaaaaaaaaa ahahahahahahaha nothing can stop meee!".
 

Dave_6

Member
What's super annoying in Assetto Corsa is that in cars with manual boost controller like the Audi Quattro or the tuned Supra, when you put the boost on 100%, that huge "engine is taking damage" warning thing is on screen the whole damn time. It's super distracting, and I don't want to feel "oh my god, this thing will break will break any second now", I want to feel "moooaaaar powaaaaaaaaa ahahahahahahaha nothing can stop meee!".

Turn damage off :)
 

Effect

Member
So did the PC version of Assetto Corsa ever get the console menu/UI? I thought that was going to be an option once the console versions came out. Then I read that it wasn't coming but then again it might still be.
 

TJP

Member
So did the PC version of Assetto Corsa ever get the console menu/UI? I thought that was going to be an option once the console versions came out. Then I read that it wasn't coming but then again it might still be.
Nope unfortunately.

Console UI remains just that; we PC gamers get mods, consoles get a flash UI.
 

Zeth

Member
So did the PC version of Assetto Corsa ever get the console menu/UI? I thought that was going to be an option once the console versions came out. Then I read that it wasn't coming but then again it might still be.

Content Manager is absolutely awesome. Not a controller friendly console UI, but a really fast and efficient front-end for AC. I could never go back to the default launcher, it's so much worse.

And the AC update is amazing. Totally revived the whole back catalog of fantastic cars for me.
 

Arucardo

Member
Content Manager is absolutely awesome. Not a controller friendly console UI, but a really fast and efficient front-end for AC. I could never go back to the default launcher, it's so much worse.

And the AC update is amazing. Totally revived the whole back catalog of fantastic cars for me.

Whoa, wasn't aware of this, definitely getting it when I'm back home. I don't really have a problem with the AC UI, probably thanks to lots of older sims and even less intuitive UIs, but looking at the pictures on that page it does seem much nicer.

Does it completely circumvent the original AC menus? How does it handle controllers (I mean calibration, binds, etc.) and other settings?

Thanks for sharing :)
 
Whoa, wasn't aware of this, definitely getting it when I'm back home. I don't really have a problem with the AC UI, probably thanks to lots of older sims and even less intuitive UIs, but looking at the pictures on that page it does seem much nicer.

Does it completely circumvent the original AC menus? How does it handle controllers (I mean calibration, binds, etc.) and other settings?

Thanks for sharing :)
The way AC's original menu works is that it's a separate executable that takes your settings/track/cars as parameters then launches the separate game executable. Content manager bypasses that by sending the parameters straight to the actual game executable itself, so yeah it skips the original menu.

And yeah I believe it works with settings like you'd expect, you can pick and bind stuff like you would normally.
 
Is the championship creator tool already out? And how's the AI? I've read that it's not that great.

Who said that? Best AI next to rFactor 2 in my opinion.
- They are aware of you (RaceRoom is bad at this imo) (there are aggressiveness settings in AMS too),
- they drive different lines (slow Ai that is sticking to the normal ideal line instead of being slower because they don't drive the ideal line is terrible) and
- they overtake slower cars in multi-class races aggressively (which looks quite pathetic in AC for example)

If I were you though, I'd wait till AMS + Season Pass is at a price that you like. I wouldn't buy the game without the DLC as the DLC stuff feels fantastic. The Caterham 360R is my favorite car in any sim and I usually love AC's handling and the word "Caterham" doesn't cause excitement in me (not more than BAC or Ariel at least)...
I honestly like the stock and touring car stuff the least in AMS. Open wheel, track toy and prototype feels the best for me in AMS (and trucks feel great too... weirdly enough from my point of view).
 

isamu

OMFG HOLY MOTHER OF MARY IN HEAVEN I CANT BELIEVE IT WTF WHERE ARE MY SEDATIVES AAAAHHH
The way AC's original menu works is that it's a separate executable that takes your settings/track/cars as parameters then launches the separate game executable. Content manager bypasses that by sending the parameters straight to the actual game executable itself, so yeah it skips the original menu.

And yeah I believe it works with settings like you'd expect, you can pick and bind stuff like you would normally.

Does Content Manager work in VR?
 

DD

Member
Who said that? Best AI next to rFactor 2 in my opinion.
- They are aware of you (RaceRoom is bad at this imo) (there are aggressiveness settings in AMS too),
- they drive different lines (slow Ai that is sticking to the normal ideal line instead of being slower because they don't drive the ideal line is terrible) and
- they overtake slower cars in multi-class races aggressively (which looks quite pathetic in AC for example)

If I were you though, I'd wait till AMS + Season Pass is at a price that you like. I wouldn't buy the game without the DLC as the DLC stuff feels fantastic. The Caterham 360R is my favorite car in any sim and I usually love AC's handling and the word "Caterham" doesn't cause excitement in me (not more than BAC or Ariel at least)...
I honestly like the stock and touring car stuff the least in AMS. Open wheel, track toy and prototype feels the best for me in AMS (and trucks feel great too... weirdly enough from my point of view).

Don't laugh, but I read that at PRC. D:
Anyway, the game is under a heavy discount at Nuuvem, but only the base game. There's no DLCs there. To be honest, I didn't enjoyed the open wheel stuff on GSCE, but I spent most of the time with open wheelers with the CART Extreme mod, and it wasn't ideal (the AI, more specifically). But it was a mod, so maybe the rest of the stuff isn't as bad. I don't know, I'm not sure if I'll bite or not... =/
 

TJP

Member
Race Department story: http://www.racedepartment.com/threads/raceroom-to-go-unreal-4-in-future.131947/

My thoughts: I have already stated in this thread that the so called GTR 3 pictures are actually R3E tracks quicky converted to UE4 back in late 2015 so this has been on the cards for a while. Further, the current R3E engine has support for rain and day-night transition however it's likely cheaper & easier to scrap the current DX9 based engine and go with one that can run on PC and console without too much trouble.
 

TJP

Member
https://m.youtube.com/watch?v=KWJtZmjOSXU

2.2 liter V6, Turbo charged
675hp @ 12000 rpm + 60hp with Push to Pass.
408Nm @ 11500 rpm
Redline at 12200 rpm
6 speed paddle shift
785 kg including driver
44/56% Weight distribution, including driver, excluding fuel.
70 liter fuel tank
Maximum theoretical downforce is 3000 kg @ 322 km/h.
Push to Pass: + 60 bhp for 20 seconds. 10 Push to Pass allowed per race.
 
Top Bottom