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