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Project CARS | OT | Made by 80.000 slightly mad developers

fresquito

Member
There is definitely something wrong with engine, I randomly get half a second stutters (most of the time on the start/finish line or before turns) independent of my graphics settings :(
That's entirely different to what I'm talking about. I'm talking about stuttery camera turn, very noticeable in fast turns and when you look to the side. Straight on, the game is smooth for me.

Could be somethings related to temps?
 

markao

Member
News on the latest payment for the "backers/investors" of this game on the old WMD forum here. In short 40 cents to the € invested (this Quarter + next one), paid out around 23 feb (next one is in Aug), make sure your payment info (paypall) is up to date. ;)
 

Patrick S.

Banned
6,2GB used (of 8) and I run the system on a SSD (not the game though).

Yeah, that's not it, then. I have 8gb, too, and as I said it's all butter.

What I can tell you is that on this same system I used to have an R9 290 graphics card, and the game ran like shit, with lots of slowdown and jerking, especially when I was going through corners it wasn't smooth. GTA V ran very poorly and stuttered like hell, too. On my nvidia 970 now, all the stuttering is gone.

Can someone lend you a different graphics card so you can make sure that's not it?
 

Jilt

Member
Version 9.0 is out on Steam!

New V8SC sound, you like?

Changelog:
Project CARS – PC Patch 9.0 – Release Notes

Vehicles
• Aston Martin GTE - adjusted the AI suspension damper rates down to better handle curbs
• BMW 2002 SW - Adjusted default setup for better drivability. Adjusted optimum temperatures and heating to move the optimum running temp closer to 180F. Adjusted cockpit camera position.
• BMW 1M SW - Changed transmission to sequential, paddle shift to match the 3D model
• BMW 2002 Turbo - Speed adjustments for player and AI for better match in the Vintage racing class.
• Formula Renault 3.5 - Raised collision mesh and adjusted default setup for better curb behaviour. Adjusted various other setup items to make player drivability better. Upped tire temperature build-up to get the tires more in the optimum range to use more of the intended grip with the default tire pressures and setup.
• Ford Escort, Mercedes 300SEL - Balanced the speeds better against the new BMW Stance Works car for the same class. Slight improvements in available grip through moving them into better optimum heat/grip range. AI speeds changed to match.
• McLaren F1 GTR - Fixed an issue where parts of the car would clip through other parts when damaged.

Tracks
• Road America - New race line and corridor tweaking. The main goal was to keep the AI off the curbs so heavily, as with the massive alligator teeth here cause the stiffer car fits and lifting off the throttle.
• Silverstone Classic – Fixed an issue that caused the game to dramatically slow down and at times crash during pitting in a multiplayer race.

Tires
• Reworked some vintage tires to get a better average temperatures increase, resolve severe flat spotting, localized overheating and too-easy punctures which were being reported.

Audio
• Ford Falcon – Reworked the vehicle sounds to a closer match of the real car.

UDP
• UDP - fix for PC joypad and steering wheel buttons not registering.
 

danowat

Banned
Vehicles

• BMW 2002 SW - Adjusted default setup for better drivability. Adjusted optimum temperatures and heating to move the optimum running temp closer to 180F. Adjusted cockpit camera position.
.

That better bloody not overwrite the setup I've spent hours on tuning.

New DLC videos

Corvette C7R

https://www.youtube.com/watch?v=99rChCTFfi4

Dallara DW12

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

Cadillac ATS-V.R GT3

https://www.youtube.com/watch?v=95DeC84jUvo

Ford Fusion Stock Car

https://www.youtube.com/watch?v=gm5d-I9VLLw
 

Mascot

Member
I bought the Renault pack at the weekend. I think I originally skipped it on release because of wheel problems I was having at the time.

Wow. The RS 01 is a bloody magnificent monster. I've been hooning it around Silverstone Classic all weekend with a massive shit-eating grin on my face. Love it..!
 

danowat

Banned
My God, if this game had a championship creator mode I'd be all over this. Too bad I'm not interested in invitational events... =/

Piece of paper or a spreadsheet and make your own.

Yes, I know there is a potential issue of the AI drivers changing each racing.
 

DD

Member
Piece of paper or a spreadsheet and make your own.

Yes, I know there is a potential issue of the AI drivers changing each racing.

I did that (but with my cellphone) with Driveclub, but it's too annoying to put the results on a Excel spreadsheet with a touch screen. The good thing is that the AI names are always the same there, and it was "just" 12 names to work with. Now imagine with Project Cars, with twenty-something (or more) drivers... ;(
 

TJP

Member
I see a few Shift 2 cars have been converted to pcars on Race Department. It will be interesting to see how this type of modding progresses over time.
 

Mascot

Member
PS4 patch 9.0 is live.

pCARS forums said:
Vehicles
• Aston Martin GTE - adjusted the AI suspension damper rates down to better handle curbs
• BMW 2002 SW - Adjusted default setup for better drivability. Adjusted optimum temperatures and heating to move the optimum running temp closer to 180F. Adjusted cockpit camera position.
• BMW 1M SW - Changed transmission to sequential, paddle shift to match the 3D model
• BMW 2002 Turbo - Speed adjustments for player and AI for better match in the Vintage racing class.
• Formula Renault 3.5 - Raised collision mesh and adjusted default setup for better curb behaviour. Adjusted various other setup items to make player drivability better. Upped tire temperature build-up to get the tires more in the optimum range to use more of the intended grip with the default tire pressures and setup.
• Ford Escort, Mercedes 300SEL - Balanced the speeds better against the new BMW Stance Works car for the same class. Slight improvements in available grip through moving them into better optimum heat/grip range. AI speeds changed to match.
• McLaren F1 GTR: Fixed an issue where parts of the car would clip through other parts when damaged.

Tracks
• Road America - New race line and corridor tweaking. The main goal was to keep the AI off the curbs so heavily, as with the massive alligator teeth here cause the stiffer car fits and lifting off the throttle.
• Silverstone Classic – Fixed an issue that caused the game to dramatically slow down and at times crash during pitting in a multiplayer race.

Tires
• Reworked some vintage tires to get a better average temperatures increase, resolve severe flat spotting, localized overheating and too-easy punctures which were being reported.

Audio
• Ford Falcon – Reworked the vehicle sounds to a closer match of the real car.

Controllers
• Fanatec - Fixed CSRE second d-pad issue.
• Thrustmaster - Fixed a crash bug when using the T500 wheel.

Edit: one user is reporting that Silverstone Classic isn't fixed after all. Can anyone check?
 

prag16

Banned
I'm sure people have encountered this glitch by now (didn't check/search), but this was funny: https://www.youtube.com/watch?v=ibTe2yrOsms

After running some "more serious" laps (first day with the game), I was messing around seeing how the damage model looked and behaved...

I actually got a tough to get trophy out of this, maintain 205mph+ for over 7 seconds or something haha.
 

terrible

Banned
I'm sure people have encountered this glitch by now (didn't check/search), but this was funny: https://www.youtube.com/watch?v=ibTe2yrOsms

After running some "more serious" laps (first day with the game), I was messing around seeing how the damage model looked and behaved...

I actually got a tough to get trophy out of this, maintain 205mph+ for over 7 seconds or something haha.

My favourite part was when your tires went cold after like 1 second in the air. So random lol.
 
I'm sure people have encountered this glitch by now (didn't check/search), but this was funny: https://www.youtube.com/watch?v=ibTe2yrOsms

After running some "more serious" laps (first day with the game), I was messing around seeing how the damage model looked and behaved...

I actually got a tough to get trophy out of this, maintain 205mph+ for over 7 seconds or something haha.


I have this reaccruing dream where that happens to me on a bike minus the spinning.
 
Probably the end of the month I'm guessing.

Corvette Racing says next Tuesday (the 23rd):
The #Corvette #C7R is coming to @projectcarsgame in 1 wk. @TommyMilner had huge role in development! @TeamChevy

CbWQGyuUEAE91Tf.jpg

It's nice to know that one of the works drivers had quite some input on the digital version of his car, (and he's certainly no stranger to sim racing). I want the C7.R so damn bad, I spent most of the afternoon throwing money at the screen, but no luck. :(
 

TJP

Member
It's nice to know that one of the works drivers had quite some input on the digital version of his car, (and he's certainly no stranger to sim racing)
I believe it's the best way for any developer to get a car into a sim (it sure worked for Sector 3) and it can certainly help with improving all aspects of the sim ;)
 

danowat

Banned
I dunno, maybe it's just me, but with the inclusion of the latest DLC there will be three paid for cars that should really need an oval (and one that is pretty much wasted anywhere other than an oval).

I know SMS have said they aren't releasing ovals due to the fact that they can't get the AI to work, but why not just let us have at least one for hotlapping and online play?, heck they managed to do ovals in the Shift games.

Just leaves a bit of a bad taste in my mouth.
 

Mascot

Member
I dunno, maybe it's just me, but with the inclusion of the latest DLC there will be three paid for cars that should really need an oval (and one that is pretty much wasted anywhere other than an oval).

I know SMS have said they aren't releasing ovals due to the fact that they can't get the AI to work, but why not just let us have at least one for hotlapping and online play?, heck they managed to do ovals in the Shift games.

Just leaves a bit of a bad taste in my mouth.

That's been requested quite a few times on the official forums. I think SMS seemed mildly receptive to the idea, so you never know.
 

Mascot

Member
Latest update to pCARS Dash (Android) is out in the wild. This app just keeps getting better and better. Amazing post-release support from the dev. If you haven't got it, you are quite mad.

cjorgens on the pCARS forums said:
v2.7 has been released officially on Android and submitted to Apple for approval. Change list from 2.6 is
-Reworked button mappings to handle PCARS patch 8 button changes
- Config screen no longer uses dropdown lists for button selection, instead you "click to assign"
- Added automatic zooming effect to map page based on your car speed. So the faster you go, it will zoom out to make it easier to see whats coming up. As you brake it will zoom back into the preset zoom amount.*Added options to configure the min/max auto zoom, the zoom relative to car speed and the car marker size increase during zoom
- Added option to save all PB's to clipboard (Csv or text). This is every PB track/car combo saved on the device
- Fixed issue with string handler which could result in car name showing with a ? at the front
- Added option to "disable in menu" to the button mappings configuration page so that controller mappings don’t function while you are in the in game menu
- The yellow text on the light HUD will invert to a darker color when the yellow shift background is displayed and the shift indicator brightness is set at 60% or higher.
- When you click the Options button from the map page, lite hude page and timing pages it goes directly to the options page related to the page you have come from.
- Added overall session time / total race laps to timing exports
- Added missing Kart track maps
- Added config option to load PB's from game (disabled by default as consoles don’t store per car PBs)
- Lite HUD now has tire wear/temp indicator
- Lite HUD fuel level is now a bar gauge and warning indicator
- Added config option to reset all stored PB's
- Added config option to set warning and critical fuel levels for lite HUD
- Lite HUD now shows ~laps remaining when low/critical on fuel
- Added config option to force Ascii strings when reading UDP stream
 

prag16

Banned
That's been requested quite a few times on the official forums. I think SMS seemed mildly receptive to the idea, so you never know.

Yeah, lack of any ovals at all is a turnoff for me. I'm a NASCAR fan (one who wants the series to run on more road courses than the two currently included) so I'd like some ovals to change things up. Preferably not 1.5 mile cookie cutters, but stuff like Pocono, Bristol, Martinsville, etc would be freaking sweet.

Surprised AI is the reason given for not having them.
 

terrible

Banned
Latest update to pCARS Dash (Android) is out in the wild. This app just keeps getting better and better. Amazing post-release support from the dev. If you haven't got it, you are quite mad.

There is an app (probably more than 1 actually) that claims to work with Project CARS and Assetto Corsa. I'd love to move most of my HUD elements to my phone to keep the in-game screen clean and free of clutter but I don't have a mounting solution. That's the problem with those apps.
 

Mascot

Member
There is an app (probably more than 1 actually) that claims to work with Project CARS and Assetto Corsa. I'd love to move most of my HUD elements to my phone to keep the in-game screen clean and free of clutter but I don't have a mounting solution. That's the problem with those apps.

That's not a problem with the apps though, is it? Hell, it's not really a problem at all with a tiny bit of effort. There are a myriad of cheap off-the-shelf mounting solutions for tablets and smartphones than can be adapted with a minimum of fuss, and many will work perfectly straight out of the box. I even mounted two tablets to my TV using a couple of old dinnerboards duct-taped together and clamped in place to the VESA mount with a strip of scabby wood I found in a skip :p.


Don't be put off by the false perception that mounting your phone will be difficult. It really won't be.
 

Bradf50

Member
That's not a problem with the apps though, is it? Hell, it's not even a problem full stop. There are a myriad of cheap off-the-shelf mounting solutions for tablets and smartphones than can be adapted with a minimum of fuss, and many will work perfectly straight out of the box. I even mounted two tablets to my TV using a couple of old dinnerboards duct-taped together and clamped in place to the VESA mount with a strip of scabby wood I found in a skip :p.



Don't be put off by the false perception that mounting your phone will be difficult. It really won't be.

I don't play PCars much any more (I probably should) but I still keep an eye on this thread and what SMS are updating in the game. I just wanted to say that's a lovely set up you have there. Loving the 2 tablets mounted along the top.
 

terrible

Banned
I'm usually on my plasma TV so I'm too far away to stick my phone up top and still be able to read the display. My racing seat has basically no obvious mounting point for a phone since it's a Playseat Challenge too. It may end up being more distracting having that info off-screen than on-screen depending on where the phone is placed. The app is relatively cheap though so I wouldn't be surprised if I impulse buy it just to play around with it and maybe that would motivate me to be a little more creative.
 

Mascot

Member
I'm usually on my plasma TV so I'm too far away to stick my phone up top and still be able to read the display. My racing seat has basically no obvious mounting point for a phone since it's a Playseat Challenge too. It may end up being more distracting having that info off-screen than on-screen depending on where the phone is placed. The app is relatively cheap though so I wouldn't be surprised if I impulse buy it just to play around with it and maybe that would motivate me to be a little more creative.

This might be a good solution for you then. Cheap as chips from eBay or Amazon:

61L7Wx8h3aL._SY355_.jpg


 

terrible

Banned
$1.77 Canadian for one of those? Oh god lol.

Bought.

edit: It'll cover the top row of buttons on my GTE wheel but I'll still try it out. Now to wait 1-2 months for it to arrive from China.
 

Mascot

Member
$1.77 Canadian for one of those? Oh god lol.

Bought.

edit: It'll cover the top row of buttons on my GTE wheel but I'll still try it out. Now to wait 1-2 months for it to arrive from China.

You might find you can mount it 'higher' than shown in that image by rotating the band around the wheel rim so that the phone sits in front of the top part of the rim. You might need to restrain the bottom somehow to keep the phone flat. Anyway, hope it works out as a solution - you'll wonder how you managed without the app once you start using it.
:)

Post some pics once it's fitted.
 
In case someone here is interested, how the braking distance in pCARS compares to other games available on console, I posted this in the Driveclub OT:


_________________
Ok, I wanted to know how the Driveclub Hardcore mode braking distance compares to other games and came up with the idea to compare the time it takes to decelerate from 200km/h to 0km/h. To do that I took video footage and looked up the exact frames.
THEN I saw "hey, you got the speed of this car at any given time of the braking... what if you made a graph of those with lots of values taken from the video? The area under the graph would be braking distance!". So that's what I did here, just that I also used an interpolation algorithm from Mathematica and did a numerical integration on it, to have a very precise idea of the area under the deceleration-speed curve.

I used the Pagani Huayra in every game. Here are the results:
Driveclubnormal.png

Driveclubhardcore.png

Forza6.png

pCARS.png

GT6.png


Sidenotes:
- I tried to find a straight that was even in Japan, but the road in Driveclub might have had a very minor inclination/unevenness, unlike in Monza or the Forza drag strip where the values for the other games where taken. This has nothing to do with the dents in the speed curve on the last meters.
- In GT6 the standard tyre for the Huayra [sports hard] seems a little weak; the same tyre is used in your usual sport saloons in the game. pCARS has the outstanding Pirelli Trofeo on the car. Forza doesn't name the tyre brands, but assigns different tyre compound values to every car in stock configuration.
- Tyres were warmed up, no ABS was used, except in GT6, where I went for ABS on the lowest possible setting (1/10), because my threshold braking is terrible in that game. In Forza and pCARS I went for a lower brake pressure in the setup and then pushed the pedal to the metal. Driveclub automatically doesn't lock up the brakes in 100% input as long as you're not trying to steer or are going downhill.
- I might add the last 2 Grid games and Assetto Corsa in late April.
 

terrible

Banned
You might find you can mount it 'higher' than shown in that image by rotating the band around the wheel rim so that the phone sits in front of the top part of the rim. You might need to restrain the bottom somehow to keep the phone flat. Anyway, hope it works out as a solution - you'll wonder how you managed without the app once you start using it.
:)

Post some pics once it's fitted.

I found a free app for Windows that looks pretty cool but the Windows store is being the Windows store and I can't download it on my tablet because I get an error. Downloads just fine on my desktop though. This Windows Store experience reminds me why I probably shouldn't be excited about Forza 6 coming to Windows 10 should it happen lol.
 

Mascot

Member
I finally got around to installing Crew Chief on one of the tablets. What a superb app!
Obviously, one of the first things I did was to activate the 'bad language' option. I was struggling to get past the car in front for a few laps and almost crashed due to laughing when he said something like "stop fannying around mate and get past this bastard"...

Ha ha..! :p
 

paskowitz

Member
In case someone here is interested, how the braking distance in pCARS compares to other games available on console, I posted this in the Driveclub OT:


_________________
Ok, I wanted to know how the Driveclub Hardcore mode braking distance compares to other games and came up with the idea to compare the time it takes to decelerate from 200km/h to 0km/h. To do that I took video footage and looked up the exact frames.
THEN I saw "hey, you got the speed of this car at any given time of the braking... what if you made a graph of those with lots of values taken from the video? The area under the graph would be braking distance!". So that's what I did here, just that I also used an interpolation algorithm from Mathematica and did a numerical integration on it, to have a very precise idea of the area under the deceleration-speed curve.

I used the Pagani Huayra in every game. Here are the results:
Driveclubnormal.png

Driveclubhardcore.png

Forza6.png

pCARS.png

GT6.png


Sidenotes:
- I tried to find a straight that was even in Japan, but the road in Driveclub might have had a very minor inclination/unevenness, unlike in Monza or the Forza drag strip where the values for the other games where taken. This has nothing to do with the dents in the speed curve on the last meters.
- In GT6 the standard tyre for the Huayra [sports hard] seems a little weak; the same tyre is used in your usual sport saloons in the game. pCARS has the outstanding Pirelli Trofeo on the car. Forza doesn't name the tyre brands, but assigns different tyre compound values to every car in stock configuration.
- Tyres were warmed up, no ABS was used, except in GT6, where I went for ABS on the lowest possible setting (1/10), because my threshold braking is terrible in that game. In Forza and pCARS I went for a lower brake pressure in the setup and then pushed the pedal to the metal. Driveclub automatically doesn't lock up the brakes in 100% input as long as you're not trying to steer or are going downhill.
- I might add the last 2 Grid games and Assetto Corsa in late April.

This is super interesting. What would be ideal is a complete statistical comparison of each sim in similar "as scientific as possible" scenarios. (Forza, GT, pCARS, AC, rFactor 2, iRacing, etc). The latter two games may pose a challenge but the first four are very doable.

Use the same (hopefully professional) driver, and the same equipment. Start off with with the basics, acceleration, braking, g-force. Then go to lap times, sector times, corner speeds, etc. Similar to how Motor Trend does Head2Head. Plot all the data in excel, graph it and then put side by side video to the results.

I could see the KTM X-Bow, Pagani Huayra and Mercedes SLS AMG GT3 being good contenders for the cars. With Monza, Silverstone and a drag strip for the tracks.
 
This is super interesting. What would be ideal is a complete statistical comparison of each sim in similar "as scientific as possible" scenarios. (Forza, GT, pCARS, AC, rFactor 2, iRacing, etc). The latter two games may pose a challenge but the first four are very doable.

Use the same (hopefully professional) driver, and the same equipment. Start off with with the basics, acceleration, braking, g-force. Then go to lap times, sector times, corner speeds, etc. Similar to how Motor Trend does Head2Head. Plot all the data in excel, graph it and then put side by side video to the results.

I could see the KTM X-Bow, Pagani Huayra and Mercedes SLS AMG GT3 being good contenders for the cars. With Monza, Silverstone and a drag strip for the tracks.
Check this out: http://www.neogaf.com/forum/showpost.php?p=178934393&postcount=565


I have 6 pages of handwritten lap times from different racing games, mostly Forza and GT, about half of them are already put into a self-written Mathematica database, that can compile the data in same-track-in-different-cars charts as well as same-car-on-different-tracks. Problems are that I'm not the best driver and I still get better while I'm doing these tests, so especially my Nordschleife times are off. Very extreme example: When I had pCARS for ~3 days last year to a week ago when I really pushed the car for my skills and not on Xbox One but on PC with a different wheel, my time improved by almost 13 seconds (edit: in the Audi R8 V10 Plus). But my Spa and Brands Hatch times should be pretty consistent.

My latest lap times show that pCARS and Forza 6 are extremely close when the track is laserscanned:

Brands Hatch GP in McLaren 12C
pCARS: 1:33.330
Forza 6: 1:33.239

Brands Hatch GP in Pagani Huayra

pCARS: 1:31.212
Forza 6: 1:31.110
GT6: 1:31.994

For comparison: Hyundai Genesis @Brands Hatch GP in Grid 2: 1:21.410

Edit 2:
I just remembered - just in case you're interested - that I also did a lateral g-force video comparison between pCARS and Forza 5 (without having telemetry-tool data on Xbox One). I used the wheel to feel how much I could turn-in at roughly the same speed in Silverstone and took the g-force meter from the pCARS video as a half-transparent overlay on the Forza g-meter: https://youtu.be/UQs-qr9P40k
 

TJP

Member
I finally got around to installing Crew Chief on one of the tablets. What a superb app!
Obviously, one of the first things I did was to activate the 'bad language' option. I was struggling to get past the car in front for a few laps and almost crashed due to laughing when he said something like "stop fannying around mate and get past this bastard"...

Ha ha..! :p
The fellow response for the app originally made it for RaceRoom. He was a beta tester and is a funny guy so I'm not surprised his bad language option is great too.

He's tried to make the app for Assetto Corsa but has no end of trouble with the way AC ouputs data and Kunos offer no support.
 

Mascot

Member
I wish these were available for iOS. That sounds great.

You can run it from a Windows laptop for your PS4 if that helps - I know a few people who do it this way. It's free too on PC (although the dude deserves rewarding for his hard work). I went the paid app method (£4.50) purely for convenience (as my tablets are already part of my rig).

The fellow response for the app originally made it for RaceRoom. He was a beta tester and is a funny guy so I'm not surprised his bad language option is great too.

He's tried to make the app for Assetto Corsa but has no end of trouble with the way AC ouputs data and Kunos offer no support.

Yeah, he's been very open and responsive on the pCARS forums, and is constantly updating the app. The thread is here if anyone wants to know more:

click
 

danowat

Banned
Spent a bit of a time doing some GT3 races at Laguna Seca this weekend, sorta getting ready for the new Vette and Caddy GT3 cars in tomorrows DLC.

Damn, this game is still fantastic when it comes to the actual racing, I was driving a BMW GT3 with a field of 20 GT3 cars, 12 laps with 3 slots of different cloud cover and 60x time change.

Was absolutely stunning, seeing the clouds change, seeing the night come in and the track lighting up, having my cockpit bathed in light from the cars behind me, and the AI (on 85) was really life like.

It's just stunning when it works properly, nothing I've played comes close.

Double edged sword though, because the good is so good, it's so frustrating when it's bad.
 

Mascot

Member
Spent a bit of a time doing some GT3 races at Laguna Seca this weekend, sorta getting ready for the new Vette and Caddy GT3 cars in tomorrows DLC.

Damn, this game is still fantastic when it comes to the actual racing, I was driving a BMW GT3 with a field of 20 GT3 cars, 12 laps with 3 slots of different cloud cover and 60x time change.

Was absolutely stunning, seeing the clouds change, seeing the night come in and the track lighting up, having my cockpit bathed in light from the cars behind me, and the AI (on 85) was really life like.

It's just stunning when it works properly, nothing I've played comes close.

Double edged sword though, because the good is so good, it's so frustrating when it's bad.

I couldn't agree more, and just posted something similar in one of the many whinge threads on the official forums:

The biggest compliment I can pay SMS is that despite menus so labyrinthian I keep tripping over Minotaur droppings, despite needing deep-sea drilling equipment to navigate the UI, despite Lewis Carroll having final sign-off on design decisions, despite patches carrying more bugs than a hooker's gusset... despite all these things I still leave every sweaty session with a Joker-wide smile and a jackhammer heart. Project CARS gave console motorsport sims a long-overdue and much-needed punch up the chutney and, despite its flaws, exceeds everything I ever dared hoped from it.
 
In case someone here is interested, how the braking distance in pCARS compares to other games available on console, I posted this in the Driveclub OT:


_________________
Ok, I wanted to know how the Driveclub Hardcore mode braking distance compares to other games and came up with the idea to compare the time it takes to decelerate from 200km/h to 0km/h. To do that I took video footage and looked up the exact frames.
THEN I saw "hey, you got the speed of this car at any given time of the braking... what if you made a graph of those with lots of values taken from the video? The area under the graph would be braking distance!". So that's what I did here, just that I also used an interpolation algorithm from Mathematica and did a numerical integration on it, to have a very precise idea of the area under the deceleration-speed curve.

I used the Pagani Huayra in every game. Here are the results:
Driveclubnormal.png

Driveclubhardcore.png

Forza6.png

pCARS.png

GT6.png


Sidenotes:
- I tried to find a straight that was even in Japan, but the road in Driveclub might have had a very minor inclination/unevenness, unlike in Monza or the Forza drag strip where the values for the other games where taken. This has nothing to do with the dents in the speed curve on the last meters.
- In GT6 the standard tyre for the Huayra [sports hard] seems a little weak; the same tyre is used in your usual sport saloons in the game. pCARS has the outstanding Pirelli Trofeo on the car. Forza doesn't name the tyre brands, but assigns different tyre compound values to every car in stock configuration.
- Tyres were warmed up, no ABS was used, except in GT6, where I went for ABS on the lowest possible setting (1/10), because my threshold braking is terrible in that game. In Forza and pCARS I went for a lower brake pressure in the setup and then pushed the pedal to the metal. Driveclub automatically doesn't lock up the brakes in 100% input as long as you're not trying to steer or are going downhill.
- I might add the last 2 Grid games and Assetto Corsa in late April.

How did you get those stats for Forza 6? I don't see any way to bring out those stats in game.
 
How did you get those stats for Forza 6? I don't see any way to bring out those stats in game.
I tried to describe it above the charts. I took a video, uploaded it, opened on PC, wrote down the frame-number when the car decelerated to 190km/h, to 180km/h ... 0km/h (24 values). Then converted delta frame-numbers to seconds and the corresponding km/h to m/s. From those values I told Mathematica to make an interpolation formula(a superlong formula of a sectionwise defined function). The area under the curve in a speed/time graph equals the traveled distance, to get that area I did a numerical integration on the interpolated formula (speed is the first derivative of distance in respect to time, acceleration the second and so on, we reverse engineer that with integration to get distance from speed values).
The calculated values should be fairly accurate, maybe not to the second decimal place, but close to +-1m would be my guess.
 

Rival

Gold Member
So how is the Xbox one version of this game? I just bought it from Best Buy for 8.50 shipped with gamers club. I've wanted to play it forever!
 
I tried to describe it above the charts. I took a video, uploaded it, opened on PC, wrote down the frame-number when the car decelerated to 190km/h, to 180km/h ... 0km/h (24 values). Then converted delta frame-numbers to seconds and the corresponding km/h to m/s. From those values I told Mathematica to make an interpolation formula(a superlong formula of a sectionwise defined function). The area under the curve in a speed/time graph equals the traveled distance, to get that area I did a numerical integration on the interpolated formula (speed is the first derivative of distance in respect to time, acceleration the second and so on, we reverse engineer that with integration to get distance from speed values).
The calculated values should be fairly accurate, maybe not to the second decimal place, but close to +-1m would be my guess.

Oh god ok I thought it was some simple trick.
 
So how is the Xbox one version of this game? I just bought it from Best Buy for 8.50 shipped with gamers club. I've wanted to play it forever!

It's terrible! I re-bought it on PC, even though it's not even in my top 3 racing games this gen so far. Try to avoid races with a low sun position, god-rays kill the framerate on xbox one even when you're alone on track... some tracks are worse than others though.

Are you playing with a controller or a FFB wheel?
 

Rival

Gold Member
It's terrible! I re-bought it on PC, even though it's not even in my top 3 racing games this gen so far. Try to avoid races with a low sun position, god-rays kill the framerate on xbox one even when you're alone on track... some tracks are worse than others though.

Are you playing with a controller or a FFB wheel?

I just have a controller. Haven't played it yet since I just ordered it. Is it even worth $8?
 
I just have a controller. Haven't played it yet since I just ordered it. Is it even worth $8?

Definitely, there's a chance you'll even love it.
I can't help you with good controller settings though as I'm playing with a wheel. Most say the out of the box controls are fucked, but the game and its controls are super customizable, maybe someone here can help you with good controller settings.
 
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