Either I've gotten really shit at driving online, or there is a huge disparity between pad times and wheel times this time round.
I was never this noncompetitive in PC1 or AC multiplayer, oh yeah, and the rating system makes not one jot of difference to the driving standards online!
Maybe it's time I brought a wheel......... :-/
Cool. But I won't hold my breath.
On a positive note I spent another couple of hours tweaking FFB settings on the T300 and played a couple quick races at Bathurst with the FG Falcon V8SC and actually enjoyed it quite a bit. The audio works really well with my buttkicker setup and if you enable stability control any ham fisted filthy casual can jump in and have a good time without falling of the track at every turn.
So as long as you don't touch the campaign, or the vehicle setups, disable any weather or 'live track' stuff, don't do pit stops, don't play online, and toggle the hud every single race so you can see the rear view mirror, then it's fine.
Have they also agreed to kick the person who thought they were a good idea in the backside, very hard.
A little late to the party, but my (PC, VR-focused) review was published today:
https://www.roadtovr.com/project-cars-2-vr-review-oculus-rift-htc-vive/
Thanks! I would've liked to elaborate further on the physics/tyres/FFB, but it was getting into dangerously long territory and there was so much VR-specific stuff to cover. I feel like I already over-indulged with sim-racing geekery in this pieceI kinda had hoped you could describe the FFB feel (and/or tire model feel) to people who play other sims or have driven a car hard on a trackday maybe, but haven't tried pCARS2 yet. Then again, I couldn't either. I'd probably talk about sidewall flex under power oversteer, but I don't really think I'd understand myself, had I not played it.
Still, the best overall, probably most detailed(considering it's PC focused) but also the most professional review I've read about Project CARS 2 so far. Good work as always!
A little late to the party, but my (PC, VR-focused) review was published today:
https://www.roadtovr.com/project-cars-2-vr-review-oculus-rift-htc-vive/
Apparently, there is a bug with the Formula Rookie and Formula C slick tires not being able to come up to temperature in race sessions. It's being investigated, another bug on the pile.
No, it's not true.
The_American: ↑
there's a replay bug that gives you 60fps, steps were reported earlier on GTP (can't find the post now): Watch a replay, use the photomode then exit photomode and when you resume watching the replay it will be 60fps.
We may or may not fix this bug, Ian is still thinking about it
I'm starting to think this game wasn't tested properly.
Apparently, there is a bug with the Formula Rookie and Formula C slick tires not being able to come up to temperature in race sessions. It's being investigated, another bug on the pile.
I'm having a dejavu moment here, didn't the first game also have problems with permanent cold tyres in some series?
I don't remember, but I'm pretty sure Formula Rookie and Formula C weren't one of them.
Have they also agreed to kick the person who thought they were a good idea in the backside, very hard.
I never got the fascination with racing in extreme conditions. What series will run races in a blizzard on iced tracks or in a typhoon storm with lightning. Even the puddles in Forza 6 were fucking annoying.
The blinding spray from f1 cars is cool though.
I never got the fascination with racing in extreme conditions. What series will run races in a blizzard on iced tracks or in a typhoon storm with lightning. Even the puddles in Forza 6 were fucking annoying.
The blinding spray from f1 cars is cool though.
One thing I'm yet to see accurately depicted in racing games though is adverse wind conditions and how that affects the car.
I would argue that the 'bug' is that the wet tyre has way too much grip, and that the slicks are not that far off, just a little too temperature sensitive. The fact that slicks lose temperature so quickly is one of my favourite characteristics of the tyre model in its current state. In cold conditions you have to work the car really hard on an out-lap in quali to bring some heat into the tyres, which feels pretty damn good (the opposite to iRacing, where the tyres are 'broken' in the other direction).Yeah, wet tyres give you more grip than slicks on a dry track in those cars.
Ginetta GT4 becomes much easier with assists. I couldn't complete a single lap in that Cadwell park affinity event (authentic is my default setting) but when I turned on stability control and traction control to low I managed to finish the entire race without losing control even once. Obviously it's not exactly the best solution to make it easy for yourself with assists, but it's not an inpenetrable obstacle if for example you want to finish all Ginetta events and you're stuck with this one.
OK, so I'm going to try and explain something you probably aren't going to agree with.Maybe you've seen my post in the graphics comparison thread, I'm not exactly a fan of pCARS2's Nordschleife either, but the track width must be accurate or you would have to drive very different, but I can drive it like I always do, that's it. Bumpiness-wise? I don't know, cars don't bottom out and hit the bump-stop constantly anymore at the Karussel-tiles actually fit together geometrically, so that's fine for me.
Yea, the camera movement, the coloring, the sound... that's very subjective. Camera movement and sound are "ok" for me, not as good as RaceRoom, the coloring of the track surface looks the way I always hated it in pCARS1... chalk-like grey, ugly. But look at Kostacurtas screenshots, there the tarmac looks ok, it depends on the angle of the sun a lot here. Track-side is unbeatable in GTS with the green of the trees that look fresh and alive from the subsurface scattering, feels like driving in late spring on a sunny day should feel like. However... that's not "visceral" for me, it's just beautiful (combined with the far from visceral sound in GTS it's almost calming ;D shot fired).
I went to give this a shot today and realized that with my settings as authentic, I already had all assists on. Just in case, I turned authentic off but didn't adjust the assists which stayed on full. I remember reading that sometimes set ups seem to carry over from one car to another, so I reset to default and saved before hitting the track. And wouldn't you know my original extensive issues with the handling were non-existent. The car drove just fine.
How they can release the console versions in this state is just crazy.
I don't think that with the authentic setting the assists are always on. The greyed out options are simply disabled and you shouldn't assume that every car has ABS, traction control and stability control. At least that's how I understand it.
The camera system in Project CARS is counter-intuitive to the way I drive in video games. It seems to me the static nature of the camera i.e. the emphasis on a bobbing-head or a wallowing car rather than a direct screen shake, fails to communicate the road and it's surface. I used the Nordschleife as an example because that's where the issue is most apparent...but then again Gran Turismo's Nordschleife has always been great to drive on because of the way it communicates kerbs the the tarmac's topography.
I feel like their aquaplaning model is somewhat broken, the effect should kick in with slicks at way lower speeds already and the amount of surface water shouldn't matter much with slicks, even 0.2mm should make a huge difference. I have have two grip diagrams, one for tread depth vs surface water and another for speed vs surface water, if anyone is interested, I could post from my Rennwagentechnik eBook.I would argue that the 'bug' is that the wet tyre has way too much grip, and that the slicks are not that far off, just a little too temperature sensitive. The fact that slicks lose temperature so quickly is one of my favourite characteristics of the tyre model in its current state. In cold conditions you have to work the car really hard on an out-lap in quali to bring some heat into the tyres, which feels pretty damn good (the opposite to iRacing, where the tyres are 'broken' in the other direction).
Can confirm the reply photomode bug feature does indeed work.pic redacted
I feel like their aquaplaning model is somewhat broken, the effect should kick in with slicks at way lower speeds already and the amount of surface water shouldn't matter much with slicks, even 0.2mm should make a huge difference. I have have two grip diagrams, one for tread depth vs surface water and another for speed vs surface water, if anyone is interested, I could post from my Rennwagentechnik eBook.
I think the whole wet weather tyre simulation is questionable, real cars don't react like that in the wet.
I've done skidpan driving, but the car on a dolly rig that gives you way less grip, that GTR on the wet at Sugo feels like that.I did some ADAC safety driving once on a parking lot like area where they could control the amount of water. And they sliding off I did there doesn't seem far off from the sliding I had in pCARS2, but at happened at waay lower speeds (I was in an Ibiza Cupra on a P Zero tire), that's why I think it's mostly the modeling of the aquaplaning degree at what speed. At higher speeds, I'd imagine you'd regain grip far later and are just a passenger with zero amount of control till then.
At higher speeds, I'd imagine you'd regain grip far later and are just a passenger with zero amount of control till then.
I'm starting to think this game wasn't tested properly.
I did some ADAC safety driving once on a parking lot like area where they could control the amount of water. And they sliding off I did there doesn't seem far off from the sliding I had in pCARS2, but at happened at waay lower speeds (I was in an Ibiza Cupra on a P Zero tire), that's why I think it's mostly the modeling of the aquaplaning degree at what speed. At higher speeds, I'd imagine you'd regain grip far later and are just a passenger with zero amount of control till then.
I've done skidpan driving, but the car on a dolly rig that gives you way less grip, that GTR on the wet at Sugo feels like that.
What's the verdict on PC vs PS4 Pro? Are the graphics differences significant? Is one version buggier than the other? Not sure which version to get and I'm having a hard time finding direct comparisons beyond badly compressed Youtube videos. And even then that wouldn't address whether either version is buggier or has more features and whatnot.
Anyone?
If you have a good PC then pick this version. All console versions are super super buggy and we'll have to wait and see how much the first patch will improve (and break ).
What's the verdict on PC vs PS4 Pro? Are the graphics differences significant? Is one version buggier than the other? Not sure which version to get and I'm having a hard time finding direct comparisons beyond badly compressed Youtube videos. And even then that wouldn't address whether either version is buggier or has more features and whatnot.
Anyone?
Super buggy as in they have bugs that don't exist on PC? I think performance will be fine on my rig, GTX1070, 16GB DDR4, i7 6700HQ and SSD, but sometimes I go for the PS4 Pro version of games for convenience... Unless they are crappy ports, like this seems to be.
Console versions are much buggier (they had much less time and effort put into play testing) and they look a lot worse.
After reading a lot at the official forums and at GTP I think (if I was still playing the game, that is) I'd avoid any substantial tinkering or career progress until at least the first patch. SMS are advising career wipes and deleting car setups as 'workarounds' right now for a whole host of issues and I've got a bad feeling that hard resets are going to be required at some point. You all *might* be setting up your cars and tweaking your FFB with fundamentally broken code. Do you think all of those changes will still fit in with whatever changes SMS are currently making to the tyres, FFB, suspension etc? Seems risky to me. You might be completely wasting your time.