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Project CARS | OT | Made by 80.000 slightly mad developers

MilkyJoe

Member
Just played this for the first time in ages, 3 gig update and it's magnificent! Brake lights reflecting on the track and in puddles is so much more immersive. The gameplay feels much better too. Having played Forza 6 demo this morning and then this, it just feels and looks so much better. Still the odd screen tear though, but doesn't seem as much as before, not that it was really that often before. Oh and you can now keep up with the AI on very wet tracks.
 
General question to PS4 owners....


How is the game now? I mean, in matter of bugs and glitches. And how much does it affect your experience?

Picked it up a few days ago. Having never played it pre 3.0 its been completely stable, minus some tearing/framerate hickups and the occasional sound skip (not played in the rain yet).

Controller here, using almost the default "2" setting, ABS/TCS 'on' with streering deadzone at 20 and sensitivity at 45. Feels GT-like to me.
 

The_D

Neo Member
It's happened! The game is actually playable now on Xbox One without bugs completely destroying the experience (still has some though), and I have the controls and FFB to my liking. (in fact, it's really good FFB now)

I keep trying the Forza 6 demo, and I can't get into it, with it's poor FOV & force feedback. Project Cars has won me over.
 

terrible

Banned
It's happened! The game is actually playable now on Xbox One without bugs completely destroying the experience (still has some though), and I have the controls and FFB to my liking. (in fact, it's really good FFB now)

I keep trying the Forza 6 demo, and I can't get into it, with it's poor FOV & force feedback. Project Cars has won me over.

Yeah PCars has really set the standard when it comes to customization in a console racing game. Forza has a lot of catching up to do when it comes to FOV and stuff like that. I have to use hood view in Forza :/
 

Mascot

Member
Oh shit!

Never mind, is there a change log for this?

Since you asked ;)

Project CARS – Xbox One 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.
* New – 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.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* New – 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 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.


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:
* 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.
* Fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.


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.
* Implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.

http://forum.projectcarsgame.com/showthread.php?38110-Project-CARS-Xbox-One-Patch-3-0-Release-Notes
 

Icefire1424

Member
Huh, I need to check to make sure I'm on the right version on the PS4. Noticed a huuuuuuuuge difference in AI in Formula C in the rain. I was all over the place and AI didn't even seem affected by the wet.
 

Icefire1424

Member
Correct tyres?

Hehe, I did think that too, and yup, I had on Formula C rain at the time. Ended up finishing the race at Donnington GP in P20, but qualifying the very next race in the Czech Republic in the dry with a lap time 8 seconds quicker than P2.
 

DieH@rd

Banned
This is probably new thread worthy, the money SMS promised to all pCARS backers has finally started flowing. I know there were some news waves about new "kickstarter alternative" website by DoubleFine, but SMS already did this a long time ago [when laws were much less strict, they cannot adopt the same approach with pCARS2 :D].

Ib5iZtV.png


To recap for those who did not know this, pCARS was NEVER just an ordinary kickstarter project. It was funded by few dozen thousand fans who were promised by SMS to get piece of the profits back [more precisely, to everyone who gave 45&#8364; or more]. Now the quarterly payments have started to flow, and we will continue getting the piece of the prize for several more years. It is very nice to see that first payment is already larger than the amount of money everyone gave back then when the crowdfunding gates were open. :) Next quarters will off course surely have much smaller payments, but hopefully game will continue to sell nicely on PC and nextgen.

Go SMS, and thanks for the awesome game!
 

fresquito

Member
This is probably new thread worthy, the money SMS promised to all pCARS backers has finally started flowing. I know there were some news waves about new "kickstarter alternative" website by DoubleFine, but SMS already did this a long time ago [when laws were much less strict, they cannot adopt the same approach with pCARS2 :D].

Ib5iZtV.png


To recap for those who did not know this, pCARS was NEVER just an ordinary kickstarter project. It was funded by few dozen thousand fans who were promised by SMS to get piece of the profits back [more precisely, to everyone who gave 45€ or more]. Now the quarterly payments have started to flow, and we will continue getting the piece of the prize for several more years. It is very nice to see that first payment is already larger than the amount of money everyone gave back then when the crowdfunding gates were open. :) Next quarters will off course surely have much smaller payments, but hopefully game will continue to sell nicely on PC and nextgen.

Go SMS, and thanks for the awesome game!
You're wrong there.

I just got my payment too. Feels good :-D
 

Mascot

Member
This is probably new thread worthy, the money SMS promised to all pCARS backers has finally started flowing. I know there were some news waves about new "kickstarter alternative" website by DoubleFine, but SMS already did this a long time ago [when laws were much less strict, they cannot adopt the same approach with pCARS2 :D].

Ib5iZtV.png


To recap for those who did not know this, pCARS was NEVER just an ordinary kickstarter project. It was funded by few dozen thousand fans who were promised by SMS to get piece of the profits back [more precisely, to everyone who gave 45&#8364; or more]. Now the quarterly payments have started to flow, and we will continue getting the piece of the prize for several more years. It is very nice to see that first payment is already larger than the amount of money everyone gave back then when the crowdfunding gates were open. :) Next quarters will off course surely have much smaller payments, but hopefully game will continue to sell nicely on PC and nextgen.

Go SMS, and thanks for the awesome game!

Plus, of course, all investors got a 'free' copy of the game
on PC.
 

Gruso

Member
I was a €25 contributor, and just got back €27.50. Taking into account changes in the AUD, it's actually a 38% profit!

I was kicking myself for buying into a tier that didn't get a copy of the game. But I didn't realise I would get returns either... I should buy ProjectCARS.
 

Blitzhex

Member
I orignally put in 5 euros or w.e the cheapest option was to get access to beta and just back 11 euros. Definetly going to put that and more towards project cars 2.
 

Mascot

Member
25 is the original investment plus return of 2.5 a.k.a. 10% profit

Ah. A nice little bonus then but not the kind of sums some people have been hinting and speculating about on other forums. I guess the very big investors have made a tidy return then.
 

Jamesways

Member
Great! Checked and there. I really wish they would have left the funding open for 2, I'm sure quite a few members would have used these funds to put right back in.

I would have.
 

fresquito

Member
Ah. A nice little bonus then but not the kind of sums some people have been hinting and speculating about on other forums. I guess the very big investors have made a tidy return then.
Depends on your investment, of course. We've been given 110% of our iinvestment back. Keep in mind this iss the first payment, though.
 

_machine

Member
Depends on your investment, of course. We've been given 110% of our iinvestment back. Keep in mind this iss the first payment, though.
Yup, there's still plenty to come and that's because of how retail / digital game sale payments and publisher relations work. I'm pretty sure that more than 150% return is guaranteed, but it could go to 200% quite easily even before a whole year on the market.
 

SMOK3Y

Generous Member
This is probably new thread worthy, the money SMS promised to all pCARS backers has finally started flowing. I know there were some news waves about new "kickstarter alternative" website by DoubleFine, but SMS already did this a long time ago [when laws were much less strict, they cannot adopt the same approach with pCARS2 :D].

Ib5iZtV.png


To recap for those who did not know this, pCARS was NEVER just an ordinary kickstarter project. It was funded by few dozen thousand fans who were promised by SMS to get piece of the profits back [more precisely, to everyone who gave 45€ or more]. Now the quarterly payments have started to flow, and we will continue getting the piece of the prize for several more years. It is very nice to see that first payment is already larger than the amount of money everyone gave back then when the crowdfunding gates were open. :) Next quarters will off course surely have much smaller payments, but hopefully game will continue to sell nicely on PC and nextgen.

Go SMS, and thanks for the awesome game!
Ya just got €49.50 from them works out to $76 or so AU &#128522;
 

Jedi2016

Member
This is probably new thread worthy, the money SMS promised to all pCARS backers has finally started flowing. I know there were some news waves about new "kickstarter alternative" website by DoubleFine, but SMS already did this a long time ago [when laws were much less strict, they cannot adopt the same approach with pCARS2 :D].

Ib5iZtV.png


To recap for those who did not know this, pCARS was NEVER just an ordinary kickstarter project. It was funded by few dozen thousand fans who were promised by SMS to get piece of the profits back [more precisely, to everyone who gave 45€ or more]. Now the quarterly payments have started to flow, and we will continue getting the piece of the prize for several more years. It is very nice to see that first payment is already larger than the amount of money everyone gave back then when the crowdfunding gates were open. :) Next quarters will off course surely have much smaller payments, but hopefully game will continue to sell nicely on PC and nextgen.

Go SMS, and thanks for the awesome game!
This caught me completely off guard, because I didn't remember that part of the agreement.. I think I just treated it like a pre-order or a Kickstarter; put in the money early, play the beta (technically, pre-pre-alpha at that point), get the full game on release, the end. I'm still kind of gobsmacked that they basically refunded my game today.
 

amar212

Member
I was Senior Member (100&#8364;) and I just got 110&#8364;.

Well, thank you SMS. Promise kept.

Now to only forget Namco's decision to not give away console versions to backers.

But great nonetheles.
 

Blizzard

Banned
I just went back and calculated the exchange rates for my three payments on three different dates of 25, 75, and 900 euros to get the 1000 euro manager tier years ago.

Apparently I spent a total of $1281.98 USD over those three payments. With the weaker euro / stronger dollar now, I got back $1206.89 USD (1100 euro). So although I gained euros, I'm currently down $75.09 USD. If another payment or two comes through I hope to break even.

The real hassle will be trying to figure out how these payments are supposed to be handled for income tax reporting in the U.S.

*edit* With Paypal's currency exchange fee and their exchange rate which apparently doesn't exactly match the market rate, my calculations are off. I suppose I'll wait until it's in my bank and do the math there in the end.
 

DieH@rd

Banned
This caught me completely off guard, because I didn't remember that part of the agreement.. I think I just treated it like a pre-order or a Kickstarter; put in the money early, play the beta (technically, pre-pre-alpha at that point), get the full game on release, the end. I'm still kind of gobsmacked that they basically refunded my game today.

I knew about what the deal was, but I was always content just to get the game. Over the 2 years I show the game being built from the ground up, build to build. I played it over 300 hours, purchased wheel for it, had a tons of fun.

This money we are getting is just a cherry on a top of a awesome cake.
 

Mascot

Member
I just went back and calculated the exchange rates for my three payments on three different dates of 25, 75, and 900 euros to get the 1000 euro manager tier years ago.

Apparently I spent a total of $1281.98 USD over those three payments. With the stronger euro / weaker dollar now, I got back $1206.89 USD (1100 euro). So although I gained euros, I'm currently down $75.09 USD. If another payment or two comes through I hope to break even.

The real hassle will be trying to figure out how these payments are supposed to be handled for income tax reporting in the U.S.

*edit* With Paypal's currency exchange fee and their exchange rate which apparently doesn't exactly match the market rate, my calculations are off. I suppose I'll wait until it's in my bank and do the math there in the end.
That sucks. Forex can be a bitch.
 

Osiris

I permanently banned my 6 year old daughter from using the PS4 for mistakenly sending grief reports as it's too hard to watch or talk to her
I'm loving the BAC Mono, anyone up for a NeoGAF time trial? :D

Road America In the BAC Mono, no driving aids:

2:18.882 - TV View (With lap time at end) or Cockpit View.

I can still see another 4-5 seconds to gain, the drift at T6 cost me, but I was pleased at catching it at all after a 5 year break from simracing, bit of a slow Carousel exit too.
 
This is 40% off at the moment on Steam. Is it worth it for someone that's very jealous that Forza 6 is coming out and doesn't own an Xbox?

Edit: Bought it anyway, not bad at that price, and now I have a none arcade racing game for the PC. The multiplayer looked too chaotic to miss out on.
 

fresquito

Member
This is 40% off at the moment on Steam. Is it worth it for someone that's very jealous that Forza 6 is coming out and doesn't own an Xbox?

Edit: Bought it anyway, not bad at that price, and now I have a none arcade racing game for the PC. The multiplayer looked too chaotic to miss out on.
Honestly, I don't think Project CARS on PC has anything to be jelaouse about Forza 6.
 

MetalSlug

Member
I've been trying to get better lap times on nurburgring gp circuit with the Focus RS, but sadly I cannot for the life of me get faster than 02:23 :(
 
Honestly, I don't think Project CARS on PC has anything to be jelaouse about Forza 6.

I have requested a refund. Just didn't like the layout of the menu, and couldn't get on with the driving. I think I'm much more casual these days when it comes to racing games. Looked great though.

Edit: I'd also add that the online didn't seem particularly busy, a lot of the servers were private which is understandable, but it didn't seem like something I could just pick up and play and get into a fully populated room. The community seems thin.
 

_machine

Member
PS4 patch live, notes below:
Project CARS – PS4 Patch 4.0 – Release Notes

New & Enhanced Feature Summary

• Online – added support for 'Force Default Setups' in Multiplayer restrictions screen.
• Online – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.
• Online – lobby search settings are now saved between sessions.
• Career – mandatory pitstop opening lap will now scale when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for
the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop.
• HUD – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD, messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.
• GUI – added a game version number display to the main menu.
• Assists – Enhanced Brake Assistance system so that people who are unable to use
brake controllers at all can still play the game with this assist enabled.
• Assists – the Best Line assist now provides an option to only show the braking areas
• Tracks - Movable trackside objects and broken-off car parts will now be removed from the track after impacts.

Online
• New – added support for 'Force Default Setups' in Multiplayer restrictions screen.
• New – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.
• New – lobby search settings are now saved between sessions.
• Fixed an issue where the AI could remain stuck on the grid after the previous host left the session.
• Fixed an issue where the player was unable to select the Bentley GT3 in online races.
• Fixed an issue in Create Lobby where selecting Vehicle ‘view details’ would reset the class filter.
• Fixed an issue where the in-game chat box would scroll when the player pressed the accelerator and brake controls.
• Various tweaks to the behaviour of cars that are terminally damaged, and cars will no longer try to teleport to the garage if there are no pit lanes.
• Fixed an issue where the player could drive out of the garage again after retiring from a race.
• Further tweaks and improvements to the online lobby Car Class GUI – classes are now sorted alphabetically; changes are now only apply once the player accepts the new settings; ‘Create’ options defaults to ‘Any’ class; fixes an issue where the host would see only one vehicle in the quick vehicle chooser list if identical vehicles was
set to ‘yes’.
• Fixed the rolling start option so that toggling the rolling start flag correctly updates MP game data.

Time Trial
• The standings info on the pause screen now shows real-time updated lap and standings info, and sorts the order of all active participants based on lap times.
• Fixed an issue where the player's best of session ghost time didn’t always exactly match his actual best of session time.

Pitting, Tuning, Setups, Strategy
• Fixed an issue where a selected tyre option saved to a setup prior to Patch 3.0 would cause a game crash after applying Patch 3.0 and using that saved setup.
• Fixed an issue where tyre pressures were not resetting properly when returning to pits.
• Fixed an issue where brake temperatures were being reset when the player entered the pits, leading to unexpected braking behaviour.
• Adjustments to fuel calculations when returning to pits during a practice session – when calculating the required fuel when the player returns to the pits, the estimated fuel levels are used for consistency.

Physics & AI
• Tyres – small adjustment to peak slip ratio or P Zero Trofeo, Faretti Track, and other soft-track road tires for road cars.
• Various improvements to AI navigation when entering and leaving the pit boxes.
• Improved the transition from road to off-road as certain off-road surfaces caused too much jarring on the steering.

Cut Track / Off Track System
• Sakitto International – further tweaks to the downhill Esses, to keep the AI on track when attempting bad passes that were causing the AI to hit the exit barriers.
• Various tracks – Nordschleife, Greenwood Karting, Silverstone National, Dubai GP, Barcelona National, Nurburgring Sprint Short – cut-track improvements based on latest community feedback.

Career
• Fixed an issue where the player would be placed first on the grid of race two in a multi-race round, after being disqualified from the first race. Disqualified drivers will now be placed at the back of the grid.
• DLC Career Accolades are now only present if the appropriate DLC pack is installed. This fixes an issue where the player was unable to do 100% completion of accolades due to non-purchased DLCs accolades also being present.
• Fixed an issue where bonus points were not being awarded for Kart series and some invitational events.
• Fixed a bug where the invitational events that require winning team championships weren't always unlocking.
• DLC Career Accolades – translated (non-English) strings added for Invitational Accolade – 320 Touring Challenge
• Fix to make sure player is placed last after skipping/simulating, in races where the second-best qualifying time is used for grid placement for the 2nd race (this was affecting Formula Rookie, LMP1-3, GT5 and Touring races).
• New – mandatory pitstop opening lap will now scale as well when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop
• Improved Contract system to allow for extra entry level contract awards when progressing to a new motorsport, or when only being offered a renewal for the current motorsport.
• Improved the AI logic during races with Mandatory pit stops so that they will pick a more optimal time to stop when there is also changing weather at play.

Audio
• Tweaks to the Ginetta GT3, Clio and Bentley Speed 8.

GUI, HUD, Telemetry
• New – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.
• New – added a game version number display to the main menu.
• New – the Best Line assist now provides an option to only show the braking areas.
• Rebalanced the point at which Forecast weather becomes Current weather in the UI display so that the info display changeover better matches what the player is seeing in-game.
• Track temperature is now displayed on all in-game menus.
• Fixed an issue where the Time Progression slider skipped every 2nd option when moving the slider left or right.
• Track temperature will now display correctly based on the unit system and language selected by the player.
• Fixed an issue where the tyre wear meters on the HUD telemetry screen were flipped for the right front and left rear tyres.
• Track Temperature and Weather information are now positioned uniformly across all in-game screens.
• Removed redundant leading zeros from the KERS motec display.
• Fixed an issue where accessing the map or telemetry in the monitor screen would disable the player HUD in game.
• Enabled scrolling of the drivers list on the post race Standings screen.
• Vehicle Class icons – updated vintage F1 and vintage GT class icons.
• New GUI image with real-world livery for Ford Capri Group5.

Replays
• Replays – fixed an issue where vehicle damage would automatically be repaired when watching a replay.

Controls & FFB
• Steering wheel angle now reverted to always centering during pause / pits / menus / etc. An alternative fix is now implemented to prevent the jolting when un-pausing the game.
• Fixed an issue where force feedback was still active when an AI team mate was driving the player’s car.
• Fixed an issue where calibrating the pedals could at times cause the pedals to function incorrectly.
• Logitech – updated pedal mappings for the G29 to match the latest hardware revisions.
• Fanatec – added use of accelerator rumble on CSW Base v2.
• Fanatec – CSR Elite 2nd dpad removed (as per SDK change); handbrake now works when attached to pedals via wheel base; added support for CSP connected via USB.
• Fanatec – upgraded to SDK 1.6.1 – fixes reversing of the CSS shifter gear up / down sequential mode.
• Fixed an issue with the Fanatec CSS connected via USB to the PS4, the wheel paddles stopped functioning.

Vehicles
• Audi A1 Quattro – changed class to Road C1.
• Audi R18 e-tron – added hybrid/KERS readout to cockpit display.
• BAC Mono – fixed duplicate material name causing a problem on painted cockpit parts.
• BMW 2002 Turbo – tweaked default tyres and brake balance so that the default setup provides a better overall performance versus the other cars in its class.
• BMW 320TC – fixed the top speed statistic displayed in the front-end.
• Caterham SP300R – added push-to-pass boost gauge to cockpit display and enabled exhaust backfire.
• Ford Escort and Mustang 2+2 Fastback – tweaks to help reduce climbing other vehicles during side-to-side contact.
• Ford Mustang 2+2 Fastback – fix for shadow flicker on AI cars.
• Ford Capri Group5 – fixed offset rear fenders.
• Ford Mustang GT 2015 – reduced FFB tire force multiplier by 25%.
• Gumpert Apollo – re-added four exhausts.
• Marek/RWD LMP cars – improved the default view position.
• Ruf CTR – recalibrated engine boost and allow up to 1.4bar boost in setup to match original car. Stock boost of 1.1bar provides around 470hp as advertised.
• Added hybrid boost gauge to display for McLaren P1, Marek RP339h LMP1, RWD P30 LMP1.

Tracks
• Le Mans – lowered the entry part of the kerb in the Mulsanne corner to fix the issue where cars would register a collision with the kerb.

General
• New – movable trackside objects and broken-off car parts will now be removed from the track after impacts.
• Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled.
• Reworked the stretched headlight reflections to be more accurate to real life.
• Fixed an issue where the Driving Line assist would become invisible when particles were set to off.
• Ensure that players cannot turn on assists using hotkeys in community events, when the assists have been explicitly disabled for the event in question.
• Fix further cases where the pre-race cameras would at times cut into the track surface.
• Fixed an issue where vehicle windows would at times not render correctly when using centre cockpit cam and helmet cam.
• Tweaks to gamma settings to closer match the PC and Xbox One platforms.
• Fixed a potential crash when returning from in-game to main menu.
• Fixed an issue with the rendering of shadow edges, improving overall shadow rendering.

Comments on Sony Cert:
Sorry guys, this got approved so fast that it took us by surprise too. Stephen will post the patch notes tomorrow no doubt.

Doesn't look like the upcoming physics improvements on drifting are in yet, but maybe with the next patch then. Can't wait for the Scottish track dlc.
 

Mascot

Member
PS4 patch live, notes below:


Nothing of huuuuge interest to me in those notes, but good to see SMS are still working on fixes.

Can't wait for the Scottish track dlc.

I'm also eagerly waiting Bannochbrae. Apparently the layout has changed quite considerably from this and from the YouTube videos posted around June:

On another note, does anyone have some good in-game and on-wheel PS4 FFB settings for the CSR Elite wheel?
 
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