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Project CARS | OT | Made by 80.000 slightly mad developers

danowat

Banned
Boom, 3.0 patch notes

http://forum.projectcarsgame.com/sh...ct-CARS-All-Platforms-Patch-3-0-Release-notes

Hi all,

Here are the new and enhanced features and bug fixes that are coming in patch 3.

PLEASE NOTE - The patch is not yet finalized and is still in testing, meaning that some of this may still change. I will post up the final list, or confirm that this one is final, as soon as the fixes are all confirmed and the patch is in final submission.

IMPORTANT - We are investigating and fixing all reported issues, so if there is an issue that you don't see in this list, please don't post "Where is the fix for this issue?" style questions in this thread. There are dedicated threads in other areas on the forum where you can post and discuss other issues. Please keep discussions in this thread to issues mentioned in the list below.

Finally, please be aware that this patch is not yet in submission with Microsoft and Sony, so we are most likely looking at a few weeks before it will be released. We will post the final release dates as soon as we have them.


Project CARS – Patch 3.0 – Release Notes

New & Enhanced Feature Summary
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* New – Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
* Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
* Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'.
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
* Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.


Online
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
* Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Implemented support for Leaderboards reset across all platforms.
* PS4: Fixed an issue with the browser getting stuck at ‘Looking for sessions’.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* New – Xbox One – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
* Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.


Time Trial
* Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
* Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
* Ghost split and lap times are now displayed on timings/pause screen.
* Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’


Pitting, Tuning, Setups, Strategy
* Enhanced Setup and Pit Strategy system:
- - Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
- - In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
- - The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
- - Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
* Enhanced HUD and Telemetry tyre info system:
- - Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
* Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
* Fixed more cases where a vehicle’s default setup would not be correctly applied.
* Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
* Restrict pit strategy tyre compound types to only those available for the current vehicle.
* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
* Fixed an issue that at times caused a setup from one car to be applied to a different car.
* Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
* Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.


Physics & AI
* Improved AI rain speed realism when using treaded tyres in the wet.
* Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
* Increase tyre wear for AI if driving wet tyres when track is drying or dry.
* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.


Cut Track / Off Track System
Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.


Career
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Added Career Contracts for core career sport DLC cars:
- - GT3: Bentley Continental GT3
- - LMP1: Audi R18 e-tron quattro
* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
* Fixed an issue with pre-DLC save games not unlocking DLC career content.


Audio
* Fixed tyre skid sound when car is sitting against a kerb at zero speed.
* Tweaked the dirt surface sounds.
* Fixed an issue where there would sometimes be missing race audio in a subsequent race if there's an immediate quit at race start.


GUI, HUD, Telemetry
* GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
* Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
* When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
* Reworked the Replay/Spectate/Monitor interface to a more consistent design.
* Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
* Community Events – added a 'DLC required' indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
* HUD now reports correct split times to vehicles that are in the pits.
* Updated the Class logos used by Road cars to better differentiate the various road car classes.
* Fixed an issue with the Field of View slider not working.
* Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.


Replays
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
* Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
* Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.


Controls & FFB
New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation &#8211; the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid "cogging / notching" effects when stationary its best to leave the spring coefficient high and lower the saturation.
Steering Gain &#8211; the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).

New &#8211; the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.

Fixed:
* Fanatec &#8211; added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added sequential shifter profiles for Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
* Logitech wheels &#8211; added LED support for the G29.
* Custom wheels &#8211; reduced the default menu spring strength.
* Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
* Handbrake and boost controls assignments are now no longer mandatory.
* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
* Fixed an issue where there was a sudden loss of FFB after a severe collision.
* Xbox One &#8211; fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.
* PS4 USB keyboard &#8211; corrected mapping for keypad '.' / 'Del' keys, removed Pause being incorrectly hardcoded to the 'P' key.


Vehicles
* 125cc and 250cc karts &#8211; adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
* Audi R18 e-tron quattro &#8211; added the missing gear readout to cockpit display. Fixed &#8216;quattro&#8217; to lower case in the showroom (licensing).
* Aston Martin Vantage GT3 &#8211; fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
* Bentley Continental GT3 &#8211; fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
* BMW M3 GT &#8211; set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
* BMW V12 LMR &#8211; fixed engine lifetime numbers to match other similar cars.
* Group 5 cars and BMW M1 &#8211; tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
* Escort MK1 and DLC BMW 2002 Turbo &#8211; rebalanced the AI performance.
* Formula A -&#8211; added a new tyre set that includes two slick tyres: &#8216;Soft&#8217; and &#8216;Medium&#8217;. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
* Formula C &#8211; dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
* Lotus 98T &#8211; new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
* McLaren MP4 12C &#8211; adjusted the default setup to match the change to stiffer tyres.
* McLaren P1 &#8211; stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
* McLaren F1 GTR &#8211; added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
* Pagani Huayra &#8211; corrected the default dry and wet tyres so that the correct tyre is selected when using &#8216;Automatic by Weather&#8217;.
* Radical SR3 and SR8 &#8211; reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
* Renault Clio Cup &#8211; updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
* RWD P20 LMP2 &#8211; recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
* Various DLC Vehicles &#8211; rebalanced the in-cockpit exposure levels.
* Various cars &#8211; recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
* Various cars &#8211; graphical issues addressed &#8211; Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
* Various cars &#8211; updated to use the correct tread textures for various tyre compounds
* Modern street cars &#8211; new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* 4WD/hybrid vehicles &#8211; enabled visual backfires.


Tracks
* Azure Circuit &#8211; reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
* Bathurst &#8211; fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
* California Highway &#8211; reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
* Dubai layouts &#8211; fixed a graphical anomaly on the track surface.
* Glencairn East &#8211; fixed a false cut track warning that would trigger while driving on-track.
* Nordschliefe &#8211; fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
* Ruapuna layouts &#8211; improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
* Sakitto GP &#8211; unblocked pit lane and added pit lane directional signage.
* Sakitto International &#8211; fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
* Silverstone layouts &#8211; fixed a false cut track warning at the pit entrance.
* Snetterton 200 &#8211; fixed an issue where the player would receive a cut track warning when entering the pits&#8217;
* Spa Francorchamps &#8211; fixed an issue where a number of bollards marking track limits had stopped appearing.
* Watkins Glen layouts &#8211; fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
* Various tracks &#8211; Imola, Oschersleben GP, Oschersleben C course &#8211; cut track detection adjustments.


Oculus Rift
* Implemented support for Oculus 0.6.0.1 SDK.
* Added support for a separate Graphics profile &#8220;GraphicsConfigOculusDX11.xml&#8221; when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support &#8211; further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues &#8211; SLI/XFire isn't available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
* Added a command-line option "-vrnomirror" that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.


General
* Players are no longer disqualified for running out of fuel after finishing the race.
* Fixed an issue that would award players with a race win when skipping session after a false start.
* Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
* PC &#8211; added support to enable Opponent Car Reflections by using the &#8220;-insane&#8221; command-line option.
* Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
* Fixed an issue that caused vehicle windows to appear invisible in the player&#8217;s rear view mirrors.
* PC &#8211; fixed an issue with Real-time weather not working.
* PS4 &#8211; fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
* PS4 &#8211; anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles.
* PS4 &#8211; fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
* Xbox One &#8211; implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.
 
The list sounds really great. Really great.

But so it did with 2.0, which failed to adress issues it said it would.

So, I take this with a bag of salt.


(but I'm not a fan of those FFB changes, since I feel confortable about the way it is now and I don't fancy redoing all the fidling again).
 

Mascot

Member
Its sad the game had this many issues at launch.

It really is, because the core gameplay is absolutely awesome. The bounce rate must have been huge as more and more people lost patience with the bugs and niggles. I think SMS will have a lot of work to do to win those punters back for pCARS 2, and fear a lot of them might have been lost forever. It's a real shame, especially since the upcoming patch seems to address almost all of the remaining complaints.
 

fresquito

Member
Its sad the game had this many issues at launch.

At least their slowly being fixed.
It indeed is, but being part of WMD, I can tell you there was not much room left from them to delay the game until everything was fixed. In my opinion, they were not in a position to delay the game any more. They had to let it out while still continue work like it was not released. It all sounded to me like a financial decision. Seemed like some third parties involved were pushing to release the game. Besides, you could feel the stress of the devs from when they didn't meet Novemeber deadline on.

I'm not happy wiith how the game was released, eventhough I honestly think the game was very much worth it even at release. Like Mascot always says: the core experience is pretty much racing nirvana, so if you're into racing, I can't see how you would be turned down by the (quite a few) small problems.
 
It indeed is, but being part of WMD, I can tell you there was not much room left from them to delay the game until everything was fixed. In my opinion, they were not in a position to delay the game any more. They had to let it out while still continue work like it was not released. It all sounded to me like a financial decision. Seemed like some third parties involved were pushing to release the game. Besides, you could feel the stress of the devs from when they didn't meet Novemeber deadline on.

I'm not happy wiith how the game was released, eventhough I honestly think the game was very much worth it even at release. Like Mascot always says: the core experience is pretty much racing nirvana, so if you're into racing, I can't see how you would be turned down by the (quite a few) small problems.

Exactly my take on this all along.

And on other news, I developed a passion towards the McLaren GT3 car. Passion that came from utter hatred. 16 races on it did the trick.
 

Juicy Bob

Member
That's a pretty extensive patch list.

Really impressed though. The changes to the tyre wear information and the replay system are likely to go a long way towards me enjoying this game even more than I have been.
 

TJP

Member
It really is, because the core gameplay is absolutely awesome. The bounce rate must have been huge as more and more people lost patience with the bugs and niggles. I think SMS will have a lot of work to do to win those punters back for pCARS 2, and fear a lot of them might have been lost forever. It's a real shame, especially since the upcoming patch seems to address almost all of the remaining complaints.
I enjoy pCARS as it's a solid sim. My own experinces have been sullied by many of the bugs and I've read online leagues have suffered greatly from various issues, most commonly is the pitstop issues, that shouldn't have been a part of the sim at launch.

As I said, pCARS is a solid experience however this is the third release from SMS that had needed patches to resolve many inexcusable issues.

I fully expect to be flayed for posting the above as normally I keep my opinions to myself. I like the game and what SMS release but they kick me in the guts each time I encounter an issue. My frustration level is fast approaching the Nurburgring Karusell corner master unlock in NFS: Shift (a total bastard to complete).
 

xrnzaaas

Member
I finally got an invitation to take part in the Lotus 72D Cosworth championship and it's insanely fun so far, especially the first race @ Bathurst. The only thing that's bothering me is the AI being reckless in some situations and since the cars are so fragile it's not hard to lose a wheel or to get a serious supension failure.
 
I finally got an invitation to take part in the Lotus 72D Cosworth championship and it's insanely fun so far, especially the first race @ Bathurst. The only thing that's bothering me is the AI being reckless in some situations and since the cars are so fragile it's not hard to lose a wheel or to get a serious supension failure.

It's the best invitational, in my opinion.

I'm used to set AI to 30% on all invitationals (or just skip the ones I already did) just because generally I don't find them interesting and there is that rain-thunderstorm overdone script on everything to make matters even worse.

I set AI to 80% rarely on invitationals, and the ones with old Lotus cars are my favourites. I always race them again, even the 1986 car, on which I'm always derp driving it.

Plus, the 72D was Fittipaldi's car on his first world title, and since I knew the guy couple years ago, is very cool to race his car around. We surely need some vintage tracks to go along with this.

And to pave the route towards my most flamboyant racing sim idea of them all: vintage 24 Hours of Le Mans (cars, regs, track and whatnot) and Mille Miglia. The sim racing motorsport nirvana to me.
 

danowat

Banned
I finally got an invitation to take part in the Lotus 72D Cosworth championship and it's insanely fun so far, especially the first race @ Bathurst. The only thing that's bothering me is the AI being reckless in some situations and since the cars are so fragile it's not hard to lose a wheel or to get a serious supension failure.

What are the prerequisites for that invitational?

Yeah, the AI don't give a fig, I was racing a Formula B event, and even my own team mate was trying to bash me into the scenery!
 

xrnzaaas

Member
What are the prerequisites for that invitational?

Yeah, the AI don't give a fig, I was racing a Formula B event, and even my own team mate was trying to bash me into the scenery!

I unlocked it after finishing the Tri-Nations 1000 GT-Class Endurance championship. I don't know if that's the requirement or if you simply need to finish a certain number of main series in the career mode (from what I can tell repeating the series you've already won doesn't count).
 

DD

Member
I'm still mad that I've let SMS fool me again. I mean, Shift 1 and 2 were crap, but I had some fun with 'em (specially with Shift 2). Then I got Test Drive Ferrari, and it was another turd, although I had fun with it too. Project Cars is another one of their fun games, and even though they fixed the bloody awful handling of the cars (well, I fixed it, because their default controller settings was useless), this game is still a huge pile of shit. I can't believe that I can't simply plug an USB drive on my PS4 and play the game without weird constant freezing, or that I can't simply watch a replay without it getting messed. Right now I just closed the game and shut my PS4 off because of a replay bug, losing the progress of the race I just did. I hope that at least my save is intact. Welp.
 
I'm still mad that I've let SMS fool me again. I mean, Shift 1 and 2 were crap, but I had some fun with 'em (specially with Shift 2). Then I got Test Drive Ferrari, and it was another turd, although I had fun with it too. Project Cars is another one of their fun games, and even though they fixed the bloody awful handling of the cars (well, I fixed it, because their default controller settings was useless), this game is still a huge pile of shit. I can't believe that I can't simply plug an USB drive on my PS4 and play the game without weird constant freezing, or that I can't simply watch a replay without it getting messed. Right now I just closed the game and shut my PS4 off because of a replay bug, losing the progress of the race I just did. I hope that at least my save is intact. Welp.

Agreed. It plays like an Indie game that never got finished. Its probably the last time I make a purchase like this. It came out at a a time when I was starved for something new. Played for a week, and never touched it again.
 

Mascot

Member
Agreed. It plays like an Indie game that never got finished. Its probably the last time I make a purchase like this. It came out at a a time when I was starved for something new. Played for a week, and never touched it again.

It launched as a buggy mess with terrible default controls but the last patch added substantial improvements, and there's another huge patch due within a couple of weeks. Personally I've always found the bugs to be a relatively minor irritation compared to the gargantuan fun and thrills that pCARS offers out on the track. If you truly are interested in a console racing sim then if I was you I'd approach it again with an open mind once the next patch lands, but if you only lasted a week last time then I'd hazard a guess that this type of game was never for you in the first place.
 
I'm toying with picking this up for X1, but I'm trying to decide if it will actually be up my alley or not. (Oh how I miss the days of ubiquitous demos!) I've got a few quick questions if anyone has time to answer. Thanks!

1. I loved Forza 4/5 with a controller and all assists turned off. After the patches, is PCARS enjoyable via this method now?

2. I love to drive, but don't really have time to tinker/tune (stupid real life and job!). If I just want to pick up and play without setups and etc. will the game be playable in career? I assume for free races this would be no issue.
 

fresquito

Member
I'm toying with picking this up for X1, but I'm trying to decide if it will actually be up my alley or not. (Oh how I miss the days of ubiquitous demos!) I've got a few quick questions if anyone has time to answer. Thanks!

1. I loved Forza 4/5 with a controller and all assists turned off. After the patches, is PCARS enjoyable via this method now?

2. I love to drive, but don't really have time to tinker/tune (stupid real life and job!). If I just want to pick up and play without setups and etc. will the game be playable in career? I assume for free races this would be no issue.
Can't answer 1. As for 2., there're different dificulty levels that you can tweak per race (even in career). Setups are meant to be as soldi as they get. They're not the fastests, by any means, but you will have no problem driving the cars on and off. Then, you have practice sessions and qualifying before races, so there's plenty of room to improve your driving before you go into the race..

Now, keep in mind this is not unlockathon kind of game. This is about motorsports, so races usually are not just 2/3 laps affair (you can config the lengh of the races, though).
 
I'm toying with picking this up for X1, but I'm trying to decide if it will actually be up my alley or not. (Oh how I miss the days of ubiquitous demos!) I've got a few quick questions if anyone has time to answer. Thanks!

1. I loved Forza 4/5 with a controller and all assists turned off. After the patches, is PCARS enjoyable via this method now?

2. I love to drive, but don't really have time to tinker/tune (stupid real life and job!). If I just want to pick up and play without setups and etc. will the game be playable in career? I assume for free races this would be no issue.

1- It is. You just need to find the most popular settings. But after it's done, you won't need to touch it again.

pCARS have a feature called "real assists" which sets the ABS, TC and whatnot on based on real life specs of the cars you are using at any given time. And you can set all off as well.

2- Depends on your skills. The standard setup in most cases is pretty acceptable. And you could always lower the AI levels any time you want.

EDIT: About the controls, It's fair to say that I own the PS4 version and played for few times the Xbox one. I didn't find it hard, or undriveable, as most people say it is.
 
Can't answer 1. As for 2., there're different dificulty levels that you can tweak per race (even in career). Setups are meant to be as soldi as they get. They're not the fastests, by any means, but you will have no problem driving the cars on and off. Then, you have practice sessions and qualifying before races, so there's plenty of room to improve your driving before you go into the race..

Now, keep in mind this is not unlockathon kind of game. This is about motorsports, so races usually are not just 2/3 laps affair (you can config the lengh of the races, though).

1- It is. You just need to find the most popular settings. But after it's done, you won't need to touch it again.

pCARS have a feature called "real assists" which sets the ABS, TC and whatnot on based on real life specs of the cars you are using at any given time. And you can set all off as well.

2- Depends on your skills. The standard setup in most cases is pretty acceptable. And you could always lower the AI levels any time you want.

EDIT: About the controls, It's fair to say that I own the PS4 version and played for few times the Xbox one. I didn't find it hard, or undriveable, as most people say it is.

Thank you both for the replies! I really like the idea of the "real assists" too. I don't like having the game control everything for me, but always thought it would make sense to have cars use the technology they actually have.
 

DD

Member
That feel when 80% is too easy and 90% is too hard on GT3 cars.

that-feel-guy-33.jpg
 

DD

Member
One of the nicest things about patch 3.0 will be the possibility to set AI to 85%.

Cool, but they don't seem to have mentioned anything about the freezing problems when we listen to our songs via the USB drive, not anything about the replay bugs. ;(
 

kie25

Member
I'm hoping they add AI levels beyond 100% as even in GT3 cars once you have a ok setup and know the track properly AI can be 1-3 seconds lap slower on 100% AI. Nice if it went up to 120%.
 

Mascot

Member
I'm hoping they add AI levels beyond 100% as even in GT3 cars once you have a ok setup and know the track properly AI can be 1-3 seconds lap slower on 100% AI. Nice if it went up to 120%.

They did talk about this and I think it's one of the ones that Ian Bell asked the team to action, so we might well get it in a future patch.
 

TheBear

Member
I've had a pretty solid 60fps on my 780/i5, but just now playing on Brands Hatch it was chugging around the 45fps mark. I've got everything set at max, what should I turn off to reach a stable 60fps?
 
Picked it up today for the X1, where's the best place to begin looking to dial in the wheel and ffb settings?

Here you'll find whatever you need about it.

The "every car has a FFB settings of its own" seems a nonsense in the begining, but don't dispair. The feel through the wheel is very impressive in this game, so all the fidling is excused.

And once you have your settings save, it'll stay that way.

When you'll change the settings on a particular car, do it on the garage and make sure you have it saved for all tracks. Believe me, otherwise you'll end up without your changes saved and confused by the most wonky and obtuse UI known to men.
 

Juicy Bob

Member
I've been having great fun driving the superkarts and racing Caterhams and LMP2 cars. I haven't even tried any GT3/4 cars yet. Waiting until I get to them in career first.
 

Mascot

Member
I've been having great fun driving the superkarts and racing Caterhams and LMP2 cars. I haven't even tried any GT3/4 cars yet. Waiting until I get to them in career first.

I still haven't even looked at a kart yet and have only done one race in an open wheeler and LMP (and only by force in an online race). The GT cars are just so, so good I'm pretty much treating pCARS as a pure-bred GT game, and have almost exclusively driven the RUF R-GT8 and BMW Z4 GT3. I guess I'll get around to driving other cars and classes eventually but... why would I want to?
 

fresquito

Member
I still haven't even looked at a kart yet and have only done one race in an open wheeler and LMP (and only by force in an online race). The GT cars are just so, so good I'm pretty much treating pCARS as a pure-bred GT game, and have almost exclusively driven the RUF R-GT8 and BMW Z4 GT3. I guess I'll get around to driving other cars and classes eventually but... why would I want to?
Because they're actually super fun to drive? I love GT cars as much as the next guy, but each car is fun in its own right. The best thing about driving other cars is that you discover other tracks. Sometimes some tracks are not that fun for GTs, but are a blast for other kind of cars.

My fave cars:

Atom 300
Atom V8
DTM Legends
Group 5
GT3
GT4
Formula C
LMP2
LMP3

I also love the BMW Procar, but its shifter hates me, so I can't list it because every time I play the car my whole atention is put on the gear shifting.

Now, not one of these cars is GREAT in every track of the game. So, like I said, you need to try combos to discover the bazillion gold combinations the game has.
 

Mascot

Member
Because they're actually super fun to drive? I love GT cars as much as the next guy, but each car is fun in its own right. The best thing about driving other cars is that you discover other tracks. Sometimes some tracks are not that fun for GTs, but are a blast for other kind of cars.

My fave cars:

Atom 300
Atom V8
DTM Legends
Group 5
GT3
GT4
Formula C
LMP2
LMP3

I also love the BMW Procar, but its shifter hates me, so I can't list it because every time I play the car my whole atention is put on the gear shifting.

Now, not one of these cars is GREAT in every track of the game. So, like I said, you need to try combos to discover the bazillion gold combinations the game has.

Oh I will... eventually. And I know it'll expand and extend the game for me when I do. But at the moment I'm having such a blast in the GT classes I find it hard to leave. One thing's for sure though, this game is going to hold my interest for years to come.
 
Oh I will... eventually. And I know it'll expand and extend the game for me when I do. But at the moment I'm having such a blast in the GT classes I find it hard to leave. One thing's for sure though, this game is going to hold my interest for years to come.

Formula C is simply glorious.
 

DD

Member
Formula C is simply glorious.

Yep!

Hey wowbaggerBR, yesterday I was reading that post at GT Planet where you gave hints to avoid frustration at a 24Hs of Le Mans event. I got invited and picked a LMP2 car. I usually race with the AI at 80%, but since this game is unbalanced, I've found that it was a little too hard for me at that level. But on your guide you recommend to up the AI a little instead of decreasing it. I just made the first lap there, but the AI was faster than me at 80%, and opened a good gap in just one lap. I was only ahead of the prototypes that crashed. I tried one lap at 70% and it seemed better for me, but your post got me thinking... Do you think that I shoud let it at 80%, go down at 70% or should I go to 90% as you recommended?

Cheers!

Fake edit: you said that with GT3 cars, the AI at 80 is too easy (you = Hamilton <> the rest = Maldonado) and too hard at 90 (you = Maldonado <> everyone else = Hamilton), my thoughts exactly. So I imagine that we are more or less at the same level. So... what do you recommend me to do at Le Mans?
 
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