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Project CARS | OT | Made by 80.000 slightly mad developers

Mascot

Member
3.0 up on Steam.

2.1GB

Lucky PC Master Race mofos!

Can someone please post screens of the new hud with tyre type/temps etc?

Final PC release patch notes:

Project CARS – PC Patch 3.0 – Release Notes

LEADERBOARDS RESET
Please be aware that, as a result of the enhanced cut-track detection system included in Patch 3.0, all Time Trial leaderboards will be reset over the course of the next 12 hours. This is to clear out leaderboard times that were set under the old cut-track detection system where players could get away with driving off-track and gain time by doing so. The new system is far fairer and much more accurate. By resetting the leaderboards we remove all these 'contaminated' records and ensure that everyone has a fair shot at setting true and accurate Time Trial leaderboard entries.


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.
* 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.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* 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 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 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.

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.
* 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.
* Fixed an issue with Real-time weather not working.
 

Mascot

Member
Ooh! Ooh! PS4 version is landing at 3pm GMT!

PS4 release notes (some slight differences to PC)


Project CARS &#8211; PS4 Patch 3.0 &#8211; Release Notes

LEADERBOARDS RESET
Please be aware that, as a result of the enhanced cut-track detection system included in Patch 3.0, all Time Trial leaderboards will be reset over the course of the next 12 hours. This is to clear out leaderboard times that were set under the old cut-track detection system where players could get away with driving off-track and gain time by doing so. The new system is far fairer and much more accurate. By resetting the leaderboards we remove all these 'contaminated' records and ensure that everyone has a fair shot at setting true and accurate Time Trial leaderboard entries.

New & Enhanced Feature Summary
* New &#8211; Friends Leaderboards &#8211; players can now toggle between viewing &#8216;ALL&#8217; and &#8216;FRIENDS ONLY&#8217; on the leaderboards screen.
* New &#8211; Multiplayer Spectate Mode &#8211; players can now choose to &#8216;Retire to Pit Box&#8217; during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping &#8211; online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Enhanced Setup and Pit Strategy system &#8211; 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 &#8211; players can now see in real time which tyre compounds they are currently using, what each tyre&#8217;s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system &#8211; the system used to detect cut tracks is now far more accurate and 'fair'.
* DLC Career Contract support &#8211; 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 &#8211; players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New &#8211; Force Feedback &#8211; 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 &#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.
* Enhanced Weather system &#8211; 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 &#8211; Friends Leaderboards &#8211; players can now toggle between viewing &#8216;ALL&#8217; and &#8216;FRIENDS ONLY&#8217; on the leaderboards screen.
* New &#8211; Multiplayer Spectate Mode &#8211; players can now choose to &#8216;Retire to Pit Box&#8217; during a race, and then spectate the ongoing race using the &#8216;Retire to pits&#8217; and &#8216;Spectate&#8217; options (note that this is currently only available on tracks that feature a pit lane).
* Enhanced vehicle grouping &#8211; 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.
* Fixed an issue with the browser getting stuck at &#8216;Looking for sessions&#8217;.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* 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&#8217;s car would sometimes begin moving without player, resulting in false jump-starts.
* Fixed an issue where using the &#8216;Amateur&#8217; 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 &#8216;best of session&#8217; 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&#8217;s entries: all ghosts now have status set to &#8216;Ghost&#8217;, and the Session best ghost has DRIVER text set to &#8216;Session Best&#8217;

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&#8217;s pressure is, and how much each tyre is worn. Each individual wheel&#8217;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 damaged headlights would not get repaired if the player had damage level set to &#8216;Visual Damage Only&#8217;.
* Fixed more cases where a vehicle&#8217;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&#8217;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 &#8211; 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 &#8211; 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 &#8211; 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 &#8211; sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
* Monitor/Spectate screen &#8211; the timings table now supports mouse clicks to change the driver that&#8217;s being observed. The screen now features the ability to view the selected driver&#8217;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&#8217;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 &#8211; 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 &#8211; practice and qualifying sessions will no longer count towards races entered.
* Community Events &#8211; added a 'DLC required' indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen &#8211; 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&#8217;s line of sight.

Replays
* Enhanced Replay system &#8211; players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras &#8211; Azure Circuit &#8211; reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
* Replay Cameras &#8211; Hockenheim National &#8211; improved the positioning of a number of cameras to fix views being obstructed by trackside objects.

Controls & FFB
New &#8211; 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 &#8211; 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.
* 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 there was a sudden loss of FFB after a severe collision.
* 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.

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.
* 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.
* Fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
* Anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles.
* Fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
 
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?

Hum... it's a bit tricky because I didn't race it with LMP2 cars.

But I think the logic is the same because when I did the 24 hours with a LMP1 car, I noticed that they were extremely fast at 80%. But in a matter of laps, I was 1 minute ahead, due to the fact that they are useless managing traffic.

I think the same goes to a LMP2 car. But keep in mind that your speed advantage in relation to the GT cars is not as big as a LMP1 car, so the effect could be less dramatic.

You could run one stint test to see if you can race them at a higher level. With a LMP1, in four laps you are lapping everyone else. I don't know how long it takes to get the GT4 cars with a LMP2, though.

Good luck and keep me posted about it. I'm getting close to the end of the season and I can't decide if I'm going with GT3 or LMP2 this time.
 

Mascot

Member
Xbox 3pm GTM too?

I've just started pissing around with ffb settings, may as well wait for the patch now.

Haven't seen an announcement yet mate, but it'll probably appear here when it lands.

MS took ages to approve the last patch - it was weeks later than the PS4 version, but I think there were issues to resolve. If this one is OK it should be much quicker.
 

fresquito

Member
Okay, some fast comments on what I've seen so far:

  • HUD is basically still the same. They've added some details here and there, but there's no overhaul. They've added the name of the compund under the tyre in the telemetry screen. This tyre now depletes as the tyre wears out.
  • Weather information can be seen in the pits screen. There's also additional info for fuel and weather forectast. the forecast doesn't give an ETA on the forecasst.
  • Replay works mostly as always has worked. The HUD is not set middle-down instead of up-left. There's a new icon for photo mode. You can adjust some parameters to your liking. You can move the camera around, although you can't take it to the skies. So no cenital view for now (at least I don't know how to go up, up, up). All in all, it works well.
  • New rain dropplets look good, but far from outstanding. no surprise here, since I had previously seen an early version and they were implemented in PC2 a couple weeks ago. Still, a good improvement over what we had.
  • I can't comment on cut-track, since I've made free practice alone.
  • FFB feels more organic than ever in default setiings. I've tried the Audi A1 and it felt really good.
 

Scottify

Member
Hey all. I just picked this up last week. I've really been enjoying it so far. Stepping through the career now and am in the GT5 category. I'd like to try some multiplayer sometime too so feel free to add me on Steam.

Username: EclecticFinn
 

fresquito

Member
So the new cut track system is crap. Tested single player at Azure Circuit. Pit boxes exit still warns you. You can jump over the chicane after the tunnel, just a warning. then a second warning. then nothing.

The good part is that you don't get a time penalty. The bad part is that you do when playing MP.
 

Mascot

Member
So the new cut track system is crap. Tested single player at Azure Circuit. Pit boxes exit still warns you. You can jump over the chicane after the tunnel, just a warning. then a second warning. then nothing.

The good part is that you don't get a time penalty. The bad part is that you do when playing MP.

Yeah, definitely a work in progress.

In other news, it's fantastic to finally get correct bonnet reflections on the PS4. Such a tiny detail, but an important one. It used to be very distracting having them slide in from the side.
 

DD

Member
Hum... it's a bit tricky because I didn't race it with LMP2 cars.

But I think the logic is the same because when I did the 24 hours with a LMP1 car, I noticed that they were extremely fast at 80%. But in a matter of laps, I was 1 minute ahead, due to the fact that they are useless managing traffic.

I think the same goes to a LMP2 car. But keep in mind that your speed advantage in relation to the GT cars is not as big as a LMP1 car, so the effect could be less dramatic.

You could run one stint test to see if you can race them at a higher level. With a LMP1, in four laps you are lapping everyone else. I don't know how long it takes to get the GT4 cars with a LMP2, though.

Good luck and keep me posted about it. I'm getting close to the end of the season and I can't decide if I'm going with GT3 or LMP2 this time.
I guess I'll try a few laps today at 80% then and see what happens. Thanks for the tips, mate!

EDIT: Well, I did 10 laps and couldn't get the LMP2 cars ahead. Just one GT4 car after that. I'll restart tomorrow after the update and with the AI at 70. :p
 

kie25

Member
Leaderboards have been wiped what is going on, I understand there were times that cut corners etc, but why not check the ghost data and delete these times, I basically wasted hours and hours getting records for nothing what a joke. Everyone is really annoyed with this that I'm speaking to, I've got few people that had legit records on loads tracks and they are not happy at all.
 

Dilly

Banned
Cool new rain visuals. If they fix bright cockpits at night and selection of opponents, this would be my go to sim for the next few years.
 

xrnzaaas

Member
It's a shame that they didn't fix viewing replays. Every time I want to use a Share button to take a screenshot I have to pause the replay and turn off the HUD (the replay can't be paused if the HUD is disabled).
 

DD

Member
My God, I just did the 24hs (well, actually it was just 2hs) of Le Mans with an LMP2 car, and I'm in love.

It's a shame that they didn't fix viewing replays. Every time I want to use a Share button to take a screenshot I have to pause the replay and turn off the HUD (the replay can't be paused if the HUD is disabled).

You can hold the share button for one second for that.
 

DD

Member
Thinking if I should do another season in GT3 (want to try new cars like the RUF and the BMW Z4) or if I should jump to LMP2 class. The problem is: I love the visuals of closed prototypes, and I'm not really a fan of the open ones, and I only got invited to race open LMP2s (the Oreca and the Alpine).

If I chose to stay at GT3, will the season be the same (same tracks, same environmental challenges, the same order of events) as the last one, or does it change? And if I chose to go to LMP2, will I be able to go back to GT3 if I want to?

EDIT: I chose the Z4. What an amazing car!
 

Metfanant

Member
I LOVE this game, but some of the bugs are just crazy annoying...

I'm in my second season, and doing the Classic Lotus F1 invitational, round 2 at Zolder...current weather was cloudy, but forecast for rain...

I can't remember what AI level I had it on, bit i had the race length on 50% which worked out to 5 laps...in the dry I jumped out to a pretty big lead off the start...was put 3-4 seconds on p2 lap 1 and 2...a few turns into lap 3 I start getting rain drops..I hustle around the course, to pit for wet tires and on my way around notice all the cars (or so I thought) lined up in the pits...now, on the "damp" lap I actually ran my fastest time..so I'm feeling golden because I should be able to pit and get back out in p1...

Nope! A group of 3 cars goes flying by while I'm in the pits...in the pouring rain having never pit...I tried over and over again and the same three cars would never pit running the last two laps in a driving rain on slicks without issue...

After trying way too many times I quit out, and moved race length back to 100% (10 laps)...

Now rain starts falling on lap 6 instead of 3...same thing, clear lead in p1, I hustle around and get in the pits..and the same 3 cars STILL don't pit...so they pass me...they run lap 7 in the driving rainon slicks and I'm on wets...slowly gaining, but no way I'm going to catch them...

Then finally the two lead cars pit at the end of lap 7 for wets...and I ended up winning by a good margin as I passed them while they were in the pits..

Why can't they seem to get the pitting right, especially when it comes to weather? It's enormously fruatrating
 
In a lot of ways, patch 3.0 makes pCARS feels like it's finally living the beta status.

But I'm finding the FFB a little off from what I was used to.
 

Momentary

Banned
New DLC cars:

https://www.youtube.com/watch?v=bmdg8LCNVu0

Waaaaaaaaaaaaay too much road going vehicles. I don't like it.

Yeah. I'm not liking it at all. I'm guessing they are trying to bring in the Forza, DC, and GT crowd. Most people I know IRL that play those games don't give 2 shits about race cars. It's all about illegal street racing and putting ill-equipped cars on the track. Which is absolutely fine, but I felt that PCARS was going to move away from that. Hopefully their next pack brings more GT3 or Super GT vehicles to the mix. Hell, I'd even take NASCAR racers and tracks for the next pack.


Assetto Corsa has road cars, but if their next paid for car pack is as awesome as their last one then I don't care. Their recent update added a couple of road cars to the game for free and I'm good with that. I would really love for them to have success with the 2.0 version of the game when it's released on Consoles and PC. I feel like that team gets it a little better. Hopefully their new update brings more polish to menus and everything else. I just love the way the cars feel in that game.

Both games have their ups and downs. Hell I didn't even touch AC for months because I couldn't handle how their UI is set up and so mouse dependent. Now I flip flop between both games regularly.
 

Patrick S.

Banned
At first, I really hated AC's UI, because it is so different from what I'm used to from other games. Now I've gotten so accustomed to it that I wouldn't mind if all future racing games used a system like that.
 

xrnzaaas

Member
You can hold the share button for one second for that.

That's not what I meant. I want to pause the replay to get the best angle for the screenshot. And I can't do it if the HUD is off.



As for the DLC cars, I'm looking forward to the new car pack. Especially to that touring car racing BMW. :)
 

terrible

Banned
Leaderboards have been wiped what is going on, I understand there were times that cut corners etc, but why not check the ghost data and delete these times, I basically wasted hours and hours getting records for nothing what a joke. Everyone is really annoyed with this that I'm speaking to, I've got few people that had legit records on loads tracks and they are not happy at all.

I feel bad for the people that lost their hard earned times. I totally get why they reset the leaderboards and I agree with the decision but they should've set up an archive of the older times imo.
 
What is the common wisdom regarding the menu spring thingy? Is it better to leave at 0 to not stress the wheel's motor while in menus? Or it doesn't matter?
 

DD

Member
That's not what I meant. I want to pause the replay to get the best angle for the screenshot. And I can't do it if the HUD is off.
Ah, you can pause the replay, make the HUD disappear, and then use the triggers to watch it. The problem is: there's an annoying bug that happens all the time (and sometimes it happens so bad that even makes you lose the race progress).
 

xrnzaaas

Member
Ah, you can pause the replay, make the HUD disappear, and then use the triggers to watch it. The problem is: there's an annoying bug that happens all the time (and sometimes it happens so bad that even makes you lose the race progress).

Thanks for the info on the triggers, didn't know about them. I'll try to use them after shorter races. ;)
 

DD

Member
Me and this love/hate relationship with this game...

I was doing a GT3 race at Watkins Glen. 8 laps. It started under storm. The forecast predicted the storm to stay. I put the rain tires, and by the third lap the rain fades away. By the forth lap it was sunny already, the track was dry. I pause the game and the current weather says it is cloudy and the forecast says that it will stay that way. So by the end of the forth lap I go to the pits and put soft tires and open the fifth lap. By the end of the fifth lap I see some rain drops (you've_got_to_be_kidding_me.jpg). At the sixth lap it was raining hell, I could barely keep the car on the asphalt (sometimes I couldn't), so here I go the the pits again to put rain tires, finishing in 21th.

Seriously what's the point of the forecast if it points the weather 30 seconds in the future? What the hell?!

Thanks for the info on the triggers, didn't know about them. I'll try to use them after shorter races. ;)

Just mind the fact that you will face a weird bug when you do that. It's like the replay freezes and you get a black screen. Then the replay gets back to the beginning. And with me there was this time when I got stuck at the black screen and couldn't get out of it, so I needed to close the game and redo the race again. :p
 
Me and this love/hate relationship with this game...

I was doing a GT3 race at Watkins Glen. 8 laps. It started under storm. The forecast predicted the storm to stay. I put the rain tires, and by the third lap the rain fades away. By the forth lap it was sunny already, the track was dry. I pause the game and the current weather says it is cloudy and the forecast says that it will stay that way. So by the end of the forth lap I go to the pits and put soft tires and open the fifth lap. By the end of the fifth lap I see some rain drops (you've_got_to_be_kidding_me.jpg). At the sixth lap it was raining hell, I could barely keep the car on the asphalt (sometimes I couldn't), so here I go the the pits again to put rain tires, finishing in 21th.

Seriously what's the point of the forecast if it points the weather 30 seconds in the future? What the hell?!

The whole weather implementation in career races is a mess. I had a Formula C season in which rained in all races. Seriously, thunderstorms in all races and in most of the practice sessions.

It shouldn't be scripted, shouldn't rain as much as it does in the career and it shouldn't go from a sunny day to a monsoon in a lap (I always race with 100% length), as it usually goes.

The whole dynamic weather thing is clearly overdone. Maybe to show off graphics? I don't know, but it is crappy and not realistic at all.
 

kie25

Member
So the reason they reset the leaderboards was because wall ridding and corner cutting, well check this out after patch 3.0. So are they gona reset the leaderboards again to be fair as this is a joke.

This footage is from my friend who had every nords record before the patch hit.

https://youtu.be/Btw1UOxhmDc
 

DD

Member
The whole weather implementation in career races is a mess. I had a Formula C season in which rained in all races. Seriously, thunderstorms in all races and in most of the practice sessions.

It shouldn't be scripted, shouldn't rain as much as it does in the career and it shouldn't go from a sunny day to a monsoon in a lap (I always race with 100% length), as it usually goes.

The whole dynamic weather thing is clearly overdone. Maybe to show off graphics? I don't know, but it is crappy and not realistic at all.

Driveclub feelings.
 
I'm disappointed to know that the RUF GT3 car have a V8, not a flat-six on the back =(.

SMS should make a flat-six version just for the sake of being the most close you can get from a Porsche 911.
 

Jilt

Member
I'm disappointed to know that the RUF GT3 car have a V8, not a flat-six on the back =(.

SMS should make a flat-six version just for the sake of being the most close you can get from a Porsche 911.

It is realistic though! Rumour has it that the Porsche/EA license expires in 2016...?!
If so, and IF that means other games can get Porsche in the game, the flat six will be all over the place !!
 
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