Just loaded this up (PC version) for the first time. Am I crazy, or is there no way to exit the game without a keyboard?
You can click the x top right corner to close the game.
Just loaded this up (PC version) for the first time. Am I crazy, or is there no way to exit the game without a keyboard?
Dirt Rally has an amazing sound design. Some of the best work in racing audio to date.
Dave Sullivan and co. must be commended for their outstanding work thus far.
But to call CARS sound design amateurish?
Wow.
Greg Hill and Steve Baysted are among the top guys imo when it comes to audio in racing games.
Anyway, for those interested, there's a good article/Q&A featuring Greg Hill, Steve Baysted and Nick Wiswell on the design of audio in racing games
http://designingsound.org/2014/08/vehicle-engine-design-project-cars-forza-motorsport-5-and-rev/
Yes they used a few drivers who gave feedback, but I don't know what they did to implement that feedback. It's accepted that the road cars are awful and weren't finished in time for release so if you're having trouble with the cars it maybe down to that. You may just, unfortunately, need to do the sim racing thing of sitting there for hours trying to sort out the FFB to get things in order. Both PCars & RRE are guilty of this with so many settings/effects which aren't explained very clearly. Check RacingDepartment and other sim racing forums to see if people have done the leg work for you because out the box the game handles like shit.
To answer your other question: Yeah lots of drivers promote other games- Rubens promotes GSCE, DTM drivers for RRE, AC had Ferrari test drivers I think? Take it with a pinch of salt to be honest.
What do you mean, you don't know? It was a public conversation between devs and drivers on the WMD forum.
To answer your other question: Yeah lots of drivers promote other games- Rubens promotes GSCE, DTM drivers for RRE, AC had Ferrari test drivers I think? Take it with a pinch of salt to be honest.
I mean I don't know. I didn't compare the before and after the feedback.
Neither. FXAA will add some blur and SMAA will ad some shimmering on shadows. Only use SMAA when you want to take nice pics. other than that, I'd say off to both of them.What's the consensus on FXAA vs SMAA in this game for IQ?
Neither. FXAA will add some blur and SMAA will ad some shimmering on shadows. Only use SMAA when you want to take nice pics. other than that, I'd say off to both of them.
I'm tired of reading AC fans talking bad about the FFB of this game. They sum it up with "I can't feel nothing". Yeah, the default settings of Project CARS don't break your wheel, it's way more subtle than AC is.
The thing is, they oversell AC as it is the perfect sim, then talk at lengh about how you can feel all the four tyres through your hands. Excuse me? What kind of car are you driving that lets you feel the four tires through a driving wheel? There's no car in real life that makes you feel the four tires through your driving wheel. That's a gamey approach. You can tell me you like it better because it's compensating for things you should be feeling if inside a real car, but that's totally unrealistic from an output point of view.
The approach of Project CARS is different, what you feel is more subtle, but also more in line with what you'd feel in a real car only through your hands. So it's more of a sim approach. You can dislike this approach, but it's a more ralistic approach, that's for sure. I know people with sim motions that love this game because the wheel provides the info that's relevant to the wheel, while the sim motion gives the rest of the info.
Now I did not play PC much yet, but it's certainly not just the FFB that feels better in AC. I just took a RUF on a spin on the ring and it felt like a VW Golf. The handling is very tame. All assists off.
The RUF doesn't feel like a FWD car at all.
Doesn't feel like a RUF either.
I'm tired of reading AC fans talking bad about the FFB of this game. They sum it up with "I can't feel nothing". Yeah, the default settings of Project CARS don't break your wheel, it's way more subtle than AC is.
The thing is, they oversell AC as it is the perfect sim, then talk at lengh about how you can feel all the four tyres through your hands. Excuse me? What kind of car are you driving that lets you feel the four tires through a driving wheel? There's no car in real life that makes you feel the four tires through your driving wheel. That's a gamey approach. You can tell me you like it better because it's compensating for things you should be feeling if inside a real car, but that's totally unrealistic from an output point of view.
I never said you can't like AC FFB better or think it feels better. I just said that people praising AC FFB as the best FFB ever should realise that, as better as it might be, it's also totally unrealistic.Now I did not play PC much yet, but it's certainly not just the FFB that feels better in AC. I just took a RUF on a spin on the ring and it felt like a VW Golf. The handling is very tame. All assists off.
I never said the experience of driving in AC is bad. It has great output out of the wheel that helps you understand what the car is doing. I only point out the obvious: that's info that in real life you don't get out of your driving wheel."I can, however, say that games like Assetto Corsa feel leaps and bounds ahead of other certain sims on the market, and Assetto Corsa on its own is very close to what a real race car feels like."
I never said you can't like AC FFB better or think it feels better. I just said that people praising AC FFB as the best FFB ever should realise that, as better as it might be, it's also totally unrealistic.
What do I have to do to not make this game feel like crap on a G27? I used the in-game calibration which made some things better and some things worse. 90degree steering, wtf? Also I had to uninstall the Logitech profiler, game would not start with it.
... And this game feels like an arcade racer compared to Assetto Corsa.
You can dislike Project CARS FFB, of course. What you can't say is that it's bad because it's not like AC. It's a totally different approach that you may like less, but that makes it not bad. And if we are talking about simulating, my opinion is that what Project CARS tells through the wheel is closer to what a real car tells through the wheel.Well the same complaint can be given to Project CARS then? But you say:
"The approach of Project CARS is different, what you feel is more subtle, but also more in line with what you'd feel in a real car only through your hands. So it's more of a sim approach. You can dislike this approach, but it's a more ralistic approach, that's for sure."
Uh?
is a wheel pretty much required for this game or no?
Bumped into this on reddit, anyone tried that yet?
Best controller settings for Project CARS, works for PC, PS4 and XBOXONE
is a wheel pretty much required for this game or no?
No but you will need to learn the art of feathering the triggers and thumb sticks. Not so bad with triggers but most gamepads are badly suited for fine movents near the dead zone - although you can spend a day or so configuring your controller sensitivity...which is really not easy with a car simulator that has high customization of the car itself.is a wheel pretty much required for this game or no?
Cheers.
Ditto.
I am absolutely in love with the physics in this game!
I'm loving it more than AC.
The combination of great handling and great sound creates a truly immersive experience like no other imo.
Just checked, don't have that specific issue with my wheel in regards to the livery selection.
It seems like a lot of the issues are wheel model specific, each with their own quirks. Same with the pedals, I just have the basic CSR pedals and they work fine, yet some people with the clubsports have having a few issues.
I found a very simple guide the "may" work for many as a good starting point - everyone's mileage may vary.
Project CARS short guide to FFB parameters:
Credit to Remco Van Dijk (WMD)
General FFB strength
Output strength of the FFB to the wheel after it has been calculated by the FFB engine. This is basically the final 'volume' adjustment of the FFB. This means that if the FFB is clipping, turning the FFB strength down won't help anymore.
Tyre Force
This is the strength of the tyre contribution to the FFB, which is also the main contributor to the FFB. If the FFB is too high or too low for all cars, you can adjust this value to get it equally stronger/weaker for all cars.
The car-specific settings
These you want to adjust when the FFB of one car is good while for the next car it's too weak or strong (or has a wrong subjective balance of the individual force contributors).
Spindle Master Scale: this scales the forces below it equally up and down, i.e. it's the FFB 'volume knob' specifically for that car. Turn it down if the FFB is clipping, and up if it's too weak.
Fx: this is the FFB component representing the longitudinal force on the tyre contact patch. This should determine FFB when accelerating or braking, but I haven't really experimented with this one yet.
Fy: this is the FFB component representing the lateral force on the tyre contact patch. Very important for feeling mass transfer/inertia of the car when cornering.
Fz: this is the FFB component representing the vertical force on the tyre contact patch. This plays an important part in the 'road feel' of the FFB, i.e. when going over bumps in the road.
Mz: this is the FFB component representing the twisting force of the wheels, i.e. rotation along the vertical axis of the wheel. It is the self-aligning force of the wheels into the driving direction and is most important for getting the 'classic' feel of the FFB getting lighter when the front tyres lose grip.
So when you want a particular force to stand out in the FFB, raise its relative contribution to the total FFB, and after that adjust the Spindle Master Scale value if necessary to get the FFB stay within the full range (i.e. not clipping or getting too weak).
1) I recommend setting the ingame FFB strength setting to 100 (very very important!). Then instead set the FFB strength in the Thrustmaster CONTROL PANEL between 60 - 75, depending on how much of a workout you want.
Other than that, yeah, you got it nailed.
2) Also make sure to experiment with the car setup FFB settings that you find in the garage/edit screen of each car. The most important setting there is called Spindle Arm Angle and can ONLY be found when you are not on the track/in the actual gameplay part but rather in the main menu (I have no idea why they didn't include it in the in-game garage/setup screen). The spindle arm angle is set a bit weird on many cars. For instance the Ginetta G40 has it default to 15 I think but it works much better when set to 21.
I also usually tweak the Fx, Fy, Fz and Mz settings to something like this:
Fx = 80
Fy = 50 to 70 range
Fz = 60 to 70 range
Mz = 100 to 110 range
Then also set the Spindle arm multiplier (first setting on this screen) to something higher than the default 26. I usually end up at around 32 to 40, depending on how much down force the car produces (more down force = stronger FFB)
Damper = 0
Force Feedback = 60
Tire Force = 100
Change the following settings but leave the rest below Tire Force unchanged:
Deadzone Removal Range = 0.05-0.08 (depends on your preference)
Relative Adjust Gain = 0.98
Relative Adjust Bleed = 0.10
Relative Adjust Clamp = 0.96
Scoop Knee = 0.70 (this is the most important one)
Scoop Reduction = 0.10
I'd also like hearing of T500RS owners on the PS4 (since there's no control panel there.)Is there anyone with a PS4+Thrustmaster T100/T300 that could speak of their experience?
Yeah, the GT3 cars are an absoluete pleasure to drive.Totally agree, but I don't know if I've been spoilt by the amazing GT3 cars. They sound like angry dragons and have immense levels of grip..! I just tried the Ford Escorts for the first time and (quite rightly) they were sliding all over the place, and the audio sounded pathetic by comparison. I think I'll be spending a lot of my time in the GT classes.
The Ginetta Juniors are a lot of fun, by the way. And Watkins Glen - what a superb track!
One little thing I love about pCARS - no excessive and persistent tyre squeal! It could probably do with being dialled up a little bit (I'd love more detailed audio tuning, full stop) but it's a pleasant change from GT and FM in that regard.
Ah, thanks. Interesting to note.
Yes. Project CARS sound mixing, specifically, is completely amateurish. Listening through a Fidelio X1 headphone/DAC/amp combo and I can't stand to play more than ten minutes at a time at normal listening levels. Again, harsh, fatiguing, synthetic, and distorted/clipped to hell.
I'll make a longer, more in depth comparison vid in the near future, but here's a quick one:
https://www.youtube.com/watch?v=peqcNpbBEco
Bumped into this on reddit, anyone tried that yet?
Best controller settings for Project CARS, works for PC, PS4 and XBOXONE
Yeah, the GT3 cars are an absoluete pleasure to drive.
I read somewhere that the Road cars aren't done right or something. I don't know about other road cars but the Mitsubishi Lancer Evo feels pretty spot on to me having taken one out on some track days months ago.
Considering the many, many niggles, performance issues, bugs, quirks, silly UI and baffling design decisions in pCARS it's amazing that this game gives me such a mile-wide grin every time I play it. It's the game Shift could have been five years ago before EA started jamming their shitty sticks into the mix and fucking up the physics. Perhaps its faults are deliberate to stop me exploding with pleasure every time I strap myself in? Loving it. Loving it.
Got any plans to build a cockpit to complement your PC Uber Rig..?
DO IT.