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Project CARS | OT | Made by 80.000 slightly mad developers

Mascot

Member
I saw this teased on fb on the unofficial page, so probably!

And that's fantastic if it is.


Edit- Kie, pulling myself away from Bloodborne finally, eager to try some of your set ups the next few days.

Thank you so much for continuing to post them here (I'm subscribed, just a good reminder in this thread too).
Excellent news!
Where's this unofficial page?
 

Jamesways

Member
Excellent news!
Where's this unofficial page?

Here you go.
https://www.facebook.com/ProjectCARSUnofficial

But reading the comments, it's a mod pack not to be released for consoles.
Exciting for PC users though, the pack looks great.

2015 Audi R8 LMS
2015 Lamborghini Huracan GT3
2016 Lexus RC-F
2015 Cadillac ATS-V.R GT3
2016 Callaway Corvette C7 GT3

It looks like the next car pack will feature a TS040 Hybrid, a GT86 and two Lancers. I'll certainly buy that one. :)


Pics here: https://instagram.com/projectcarsgame/
Nice! Thanks.


Ian stated custom championships could be coming soon too. That's fantastic news.
Hopefully with patch 5.0.
 

Mascot

Member
Patch 5.0 PC release notes are out. They are so boring I even bother repeating them.

In sensible news: the Logitech liveries are now free for everybody. Whoever first thought of charging for these should be strung up by their testes/pissflaps (delete as applicable).
 

fresquito

Member
I'm surpreised by the patch notes. I mean, there're lots of obvious problems to fix, yet they don't get fixed, while obscure things get fixed. Well, they say they get fixed, because you know howw tings work: Fixed this. Fixed this for real. Nah, now it is fixed, promise. So, so, so fixed now!
 

_machine

Member
I'm surpreised by the patch notes. I mean, there're lots of obvious problems to fix, yet they don't get fixed, while obscure things get fixed. Well, they say they get fixed, because you know howw tings work: Fixed this. Fixed this for real. Nah, now it is fixed, promise. So, so, so fixed now!
That mostly (in my experience) happens when you have lots of precise talent (meaning highly talented developers that are specialized in some aspect), which means AAA games often. Basically, bugs are prioritized by staff availability and some lower priority bugs can be fixed earlier because a developer with the expertise or experience of an aspect is available. (Also that "fix is in, tested personally, QA passed" happens often enough not to be funny.)

But as Mascot said, nothing really exciting with the patch notes. I do look forward to the GT86, but mostly for Scottish track which will hopefully come out this month.
 

Jamesways

Member
But as Mascot said, nothing really exciting with the patch notes. I do look forward to the GT86, but mostly for Scottish track which will hopefully come out this month.

Hopefully indeed. I was really disappointed we got the test track last month instead.

Also, wasn't Mugello supposed to be licensed and coming at some point?
 

_machine

Member
Also, wasn't Mugello supposed to be licensed and coming at some point?
It wasn't licensed which could be why they haven't got it in game yet since I believe the assets themselves were updated quite well (though it wasn't in release condition during the development). I do hope it makes a return though; I really liked the track in time trial and would love to race it some more.
 

fresquito

Member
It wasn't licensed which could be why they haven't got it in game yet since I believe the assets themselves were updated quite well (though it wasn't in release condition during the development). I do hope it makes a return though; I really liked the track in time trial and would love to race it some more.
I woukdn't count on Mugello.
 

Mascot

Member
Yesterday I found this little program called Crew Chef that adds an engie to Project CARS. It's ridiculous how good it is. It's just what the engie should have been to begin with. Very informative without being overly intrusive. It even has a request info option through the mic (haven't tested it).

If anybody is willing to give it a go, go here: http://forum.projectcarsgame.com/sh...ief-an-alternative-race-engineer-for-PC-users

A crew chef, eh? I'm all for having hot food delivered to me while I race. Is it coming to PS4? :p
 

Icefire1424

Member
Question.

What added driver assists are active when "All" assists are enabled, opposed to "Real" assists? I get that Real only enables certain assists if is included within the particular car (TCS, ABS, etc.), but curious what other assists are turned on with the "All" setting.

Specifically I'm wondering if additional stability assists are enabled with "All".

Reason I ask - I'm participating in a makeshift challenge with a couple friends who are all playing on different systems - them on PC and me on PS4. We choose a track and a car, and try to get the fastest lap in Time Trial. I'm using "Real" assists and my competitors both using "All", and despite my best efforts I can't match their times. Granted, I'm only seven tenths of a second off at Laguna Seca, but it feels like an eternity and I'm not sure I can drive it any better than I am currently.

Wondering if I'm significantly handicapped by using "Real" assists to their "All", or if it genuinely doesn't make that big a difference and I just need to spend more time in engineering to improve handling. I feel like I don't have the same grip as them, and it's costing me precious, precious time.

Thoughts?
 
Yesterday I found this little program called Crew Chief that adds an engie to Project CARS. It's ridiculous how good it is. It's just what the engie should have been to begin with. Very informative without being overly intrusive. It even has a request info option through the mic (haven't tested it).

If anybody is willing to give it a go, go here: http://forum.projectcarsgame.com/sh...ief-an-alternative-race-engineer-for-PC-users

I've been using this and it's a complete game changer for me. SMS need to integrate this into the main game, or at least develop a system very similar to it for Project Cars 2 because I can't play the game without it now.
 

TJP

Member
Patch 5.0 PC release notes are out. They are so boring I even bother repeating them.
Look at the notes again...

BMW 320 Turbo – fixed an issue where the car would start 'wandering' in straight lines after a few laps.
This is the cause of the dip and flip bug which has affected all the cars, at least according to SMS staff member Elmo:

This fix affects all cars. Examples for the Dip and Flip bug can be found here.

The wandering we found on the 320 seemed to have the same root cause like the D&F
 
Picked this up in the digital sale going on at the moment, geez it takes some getting used to after being solely Driveclub for the last year and a bit. Certainly enjoying it though and nice to have a career mode etc. Think I've found a nice controller setup after the default would just put me in a spin the moment I tried to turn.
 
I inputted Jack Spade's individual tweaker values for every vehicle and am pretty happy with the general FFB since. Have you tried those? Maybe try them for a car you know and like and then roll them out to others if you're happy?
Finally got this, can someone recommend where to find good starting settings for TX wheel on X1?

Sorry for being LTTP in regards to the Jack Spade Tweaker Files, but I just found out yesterday that there is a conversion table for the consoles.

Tried it yesterday and if you RESET all the general FFB and wheel settings including button configurations on XBox One, the wheel won't be as ultra hard anymore as it was after the FFB patches. Set the wheel to 900° degrees of rotation and calibrate it in PCARS again. Then use this conversion table to setup the general FFB and also the individual car FFB settings:
https://docs.google.com/uc?id=0Bw5ulCOYvLckYUlFOURuX2RRU1U&export=download

It sounded crazy to me to set FFB to 100, because before even 50 could be wheel-breaking hard after the XB1 FFB patches from SMS, but it totally works and feels great. I preferred the "66%" setting over the "classic" and "Fy+SoPLateral" settings from the XLS so far.

I already gave up on PCARS. After the 2 FFB patches I couldn't get my wheel into a playable state again, so this is great news to me. Sorry if this is this is old news to most other GAF XB1 PCARS players, but I thought it would be better to not keep this to myself.
 

ZalXII

Member
Quick Question: When is the DX12 Patch supposed to happen? I heard about it in May and thought they're getting it ready contemporary to Windows 10s launch. End of october now and it's nowhere to be seen.
 

danowat

Banned
Think I might skip the latest DLC, lot's of the same car with slight mods isn't really my idea of a great pack.

Edit : Ok, not so slight mods reading the physics thread on the pack........
 

Jamesways

Member
Think I might skip the latest DLC, lot's of the same car with slight mods isn't really my idea of a great pack.

Edit : Ok, not so slight mods reading the physics thread on the pack........

I can't find the list of what's in the DLC. Do you happen to have a link danowat?

But I hear no track. That's a bummer. I thought for sure the Scottish track would be this month.
 

_machine

Member
I can't find the list of what's in the DLC. Do you happen to have a link danowat?

But I hear no track. That's a bummer. I thought for sure the Scottish track would be this month.
Here's a link to the physics thread. It has descriptions for:
Mitsubishi Lancer Evo VI T.M.E.
Mitsubishi Lancer Evo IX FQ360
Toyota GT86 / Toyota 86 / Scion FR-S
Toyota GT86 Rocket Bunny
Scion FR-S Rocket Bunny
Toyota TS040
Haven't had much time to pay attention to the game lately (just barely keeping myself up to date with some of tech discussion of pCARS2) so I have no idea about the track, but I would love to see the Scottish track this week, especially since it apparently missed the last month just by a hair. Though realistically I will probably get back into the game next year after hopefully having moved to a new apartment and gotten paid so I can get a replacement wheel.

EDIT:
The modding group seems to be making progress, even though I still think they are going to have a hard time getting the physics right without any tools: http://forum.projectcarsgame.com/showthread.php?34577-Modding-Team-start-on-pCARS/page49
8e92ec453cb33ff00deffcc8ecc7f30c.png
 

Jamesways

Member
Here's a link to the physics thread. It has descriptions for:

Thanks _machine.
I still find the physics of some of the road cars to be a bit odd. I get into plenty of tankslappers from over compensation and oversteer snapiness. Hard to describe. Hope these new ones handle well.

I'd love to see a pack come from SMS similar to what the modders are doing. IMO, it needs more GT1-3 race cars.
 

danowat

Banned
Thanks _machine.
I still find the physics of some of the road cars to be a bit odd. I get into plenty of tankslappers from over compensation and oversteer snapiness. Hard to describe. Hope these new ones handle well.

I'd love to see a pack come from SMS similar to what the modders are doing. IMO, it needs more GT1-3 race cars.

One of the GT86's is up to GT spec, which piqued my interest somewhat.

In playing around with the Rocket Bunny bodykit, we thought it would be cool to see how the package worked as a GT4 car. Long story short, it’s great!
 
Goddamn, when the TS040's electric boost comes on it just goes to warp-fucking-nine in the blink on an eye. The hybrid system doesn't seem to engage in the final sector at Le Mans, because you've already reached the 6 MJ per-lap limit by then, I take it? Pretty cool if that's the case. My sole nerd-gripe is that the car doesn't leave the pits on electric power alone, but kudos to SMS nonetheless for going the extra mile to reverse-engineer and simulate these modern hybrid prototypes.
 

xrnzaaas

Member
New cars are out on Steam and PSN. Kinda strange that the Scion is a free car this month and the same looking Toyota models are in a paid DLC. Anyway it's not too expensive so I'll probably buy it next month once I'm finished with current games.
 

markao

Member
Once the specialist fixed my shoulder, hopefully soon as I have not been able to race for months now, I definitely need to try out some of the released DLC cars.


And some good Holiday news for Blizzard/_machine (and other managers+backers I cannot remember ;)) , second payment is coming 1/2 week December if all goes well (WMD forum link)

....
The payments in the last quarter were 110%, the payments in this quarter will therefore be the additional 61.2%
...
 
After patch 4.0, which broken the game beyond belief, I've put it aside. I was fed up.

Today, I've bought the new car pack and decided to get back to pCARS.

I mean, sure, they would have it fixed by now.


So, there I was, two hours spent on a three hour enduro when, suddenly and again:

CC3N3FH.jpg


Will they ever fix this fucking game?


WMD members getting profits is nice and all, but I'm baffled by this contrast: money flowing for some while I can't get this damn thing to work.
 

fresquito

Member
It's not like we WMD members don't experience the bugs. I had to stop organising serious stuff for the game because them. The situation is beyond ridiculous, six months after release.

Our cut from profits doesn't have anything to do with that.
 
It's not like we WMD members don't experience the bugs. I had to stop organising serious stuff for the game because them. The situation is beyond ridiculous, six months after release.

Our cut from profits doesn't have anything to do with that.

I know. I didn't mean to imply that.

It just goes to show how ridiculous the situation is.

To me, the game is hopeless. It was a very ambitious take on racing simulation poorly executed.

And what do you know? Here I'm expecting to be rescue by yet another Gran Turismo game...
 

danowat

Banned
Revisited this game again this weekend to try out the Toyotas.

Man alive, I forgot just how amazing the driving was in this game.......the TS020 is absolutely bonkers
 

Mascot

Member
Yeah, the CtDs are as annoying as fuck. I had one during an online session in a private lobby on Saturday which rather ruined my night.

However, when it's working, there's no game I'd rather be playing. It's fucking amazing with a bunch of like-minded racers.
 
Another day, another go with Project CRASH, another CARS.

I wonder how poorly optimized really is the coding behind the game: it seems to me that CTDs, well, at least mine, are tiggered by very random things which makes the game unrealiable as fuck.

And now I look all nostalgic to those innocent times, when the people that did warned me about Shift all over again seemed so ridiculous, so tinfoil hat, so nay-sayers for the sake of being nay-sayers about the game that pomised so much.

Oh, they knew.

WMD members will say that it has nothing to do with Shift 2. But that game also suffered from bugs that you can still experience in pCARS.

And more worryingly, Shift 2 never got those bugs patched.
 

GHG

Member
Are you guys on consoles?

I've had no issues with crashing since the game got to the final build earlier this year on the PC and I've got over 80 hours playtime on this game.

Anyway, need to jump back in and check out the new DLC.
 

DD

Member
Another day, another go with Project CRASH, another CARS.

I wonder how poorly optimized really is the coding behind the game: it seems to me that CTDs, well, at least mine, are tiggered by very random things which makes the game unrealiable as fuck.

And now I look all nostalgic to those innocent times, when the people that did warned me about Shift all over again seemed so ridiculous, so tinfoil hat, so nay-sayers for the sake of being nay-sayers about the game that pomised so much.

Oh, they knew.

WMD members will say that it has nothing to do with Shift 2. But that game also suffered from bugs that you can still experience in pCARS.

And more worryingly, Shift 2 never got those bugs patched.
Hmm, a played a hell of lot of Shit 2 (on PC) and never had these problems that I face every f*ckin' time I play Project Cars.


Are you guys on consoles?

I've had no issues with crashing since the game got to the final build earlier this year on the PC and I've got over 80 hours playtime on this game.

Anyway, need to jump back in and check out the new DLC.
Me and wowbaggerBR are playing on the PS4.
 
I know that at some point in the builds you could increase the time/weather progression to 240x. Now it's only 60x.
Probably a good reason why; I just want to create some havoc. Anyone know a way to perhaps mod the rate as 240x on PC again?
 

Jilt

Member
Hmm, a played a hell of lot of Shit 2 (on PC) and never had these problems that I face every f*ckin' time I play Project Cars.



Me and wowbaggerBR are playing on the PS4.

Me on PC, never having problems with Project CARS anymore.
Love the game. A shame there are so many problems on PS4!
 

Mascot

Member
PC patch 6.0 is about to go live. Notes thus:

http://forum.projectcarsgame.com/showthread.php?41957-Project-CARS-PC-Patch-6-0-Release-Notes

Hi all,

The PC version is about to go live on Steam, and with that, here are the full release notes. Enjoy

Project CARS – PC Patch 6.0 – Release notes

Online
* NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
* NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
* NEW – Option to set race length by time (also available in Quick Race).
* NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
* NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car's lap time. In private races, the timer is 75% of slowest moving car's lap time.
* Fixed an exploit where a player could be awarded a win by jumping the start.
* Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
* Fixed a game crash issue if the client is kicked while typing in the chat box.
* Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.

Career
* Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’
* Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
* The player will no longer be offered a contract renewal for a DLC contract, if they've since uninstalled that DLC.
* DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
* If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
* Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
* Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.

Controls
* Fixed an issue where remapping KERS would stop it working.
* Fixed an issue where changes made to Gamepad Advanced Options were not saved.
* Added Thrustmaster T150 support.

Tracks
* Zolder – fixed a potential ‘landmine’ issue.
* Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
* Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
* Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
* Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
* Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.

Vehicles
* Bentley Continental GT3 – fixed DLC livery windscreen banners.
* Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
* Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.

Physics & AI
* AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
* Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
* Implemented support to remove detached wheels from the track after a certain amount of time.

GUI & HUD
* Vehicle selection – manufacturer page now orders icons alphabetically.
* Improved the French translations for some of the items in the vehicle setup screens.
* Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
* Improved Race Central screen – better balanced background image, removed gradient in top-right corner.
* Track layout map images are now displayed on the quick track selection screens.
* Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’.
* Updated the Xbox One controller image to the new Elite Controller.
* Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option.

General
* Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
* Driver name tags above cars can now be turned on for replays.
* Entering the pits during a Time Trial will now invalidate that lap’s time.
* Improved Helmet view exposure for historic drivers.

Oculus Rift
This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system.
* All movement and rotation is now relative to the HUD’s local axis instead of world axis.
* The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key.
* HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed.
* The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down.
* Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings.

New and improved Oculus HUD movement keys layout

The HUD adjustment now runs in one of two modes - movement and rotation / scale. Num-Pad 0 toggles between these modes.

In movement mode the controls are as follows (numpad)
4 & 6: move left and right
1 & 3: move left and right slowly
8 & 2: move up and down
7 & 9: move up and down slowly
+ & -: move back and forth
/ & *: move back and forth slowly
5: resets position to the default

In rotation / scale mode the controls are as follows (numpad)
4 & 6: rotate left and right
8 & 2: rotate up and down
1 & 3: rotate anti-clockwise / clockwise
+ & -: scale the HUD bigger and smaller
/ & *: scale the HUD bigger and smaller slowly
5: resets rotation and scale to the default

Custom VR settings system
This file is located in your ‘My Documents\Project CARS’ folder, and is called ‘oculussettings.xml’
There are entries to control the position, rotation and scale for each of the following:
* HUD (HUDSettings)
* Main Menus (FrontEndSettings)
* In-game Menus (InGameSettings)
The format for each is identical and the data can be copied between them. While we currently only allow you to edit the HUD in-game using the system documented above, you can freely copy the saved values to the entries for the front-end and in-game menus settings, and these will then also appear at the repositioned placement/rotation/scale settings.
FYI – the rotation part is a quaternion, if anyone wants to try and make sense of it (the names are intuitive, offsetX offsetY, offsetZ, scale, and rotation[WXYZ]).
The other 3 entries are:
* FullScreen – sets the full screen mirror mode. Default is ‘true’. Set to ‘false’ to disable full screen mirror mode.
* HideCrowds – used to hide crowds (performance gain). Default is ‘true’. Set to ‘false’ to enable crowds again.
* LimitCars – not yet used, future addition
 

danowat

Banned
Starting to thin out on new features now?, any tyre physics improvements are welcome, but other than that, the game is pretty damn good now.

The driving and racing is so, so good, I did a classic touring car race the other day, and it was stunning, I don't think any game I've played yet comes close to just how well the AI give a good race.

Also, the road cars are now pretty good (think there were tyre updates in patch 5.0?) the new Evo in the Japanese pack are great fun.

Now if they could get rid of the good awful tearing on the PS4 I'd be in heaven....
 

Jamesways

Member
I need to get back into this. I'm currently hooked on DC's bikes and still early in the career in WRC5.

Have they given a complete list yet of the Historic DLC for this month? It definitely sounds like the one I've been waiting for with the Lotus and old track hints.
 
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