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Project CARS | OT | Made by 80.000 slightly mad developers

Palpable

Member
Nothing from Chevy or Dodge? Only Fords? Where's the love for American muscle? Come on... Give us some classics. The 1970 Chevelle SS454, the 1972 Plymouth Hemi Cuda, the 1968 Dodge Charger R/T, the 1969 Camaro SS, the 1970 Olds 442, Firebirds, GTO's, etc etc.
 

aro52

Member
Not talking about lack of pre-loading, I'm saying there's no mention of the game anywhere at all on their store front. At least there wasn't last I checked. No gameplay videos, no screenshots, nothing.

Yeah. It seems if it isn't up for preload or purchase, Sony doesn't put up any sort of product page for a game. They do mention it in 'The Drop' on the blog, but they give old TLOU Left Behind the big header image.
 
I found you really have to feather steering very lightly and gradually increase pressure on the triggers when braking or accelerating. Hard braking while turning will spin you, along with hard acceleration. You pretty much only want to floor it while on a straight, on turns or hills with even slight curves you want to accelerate going out of a turn, not as you go into one. Pay attention to the pack as they accelerate around you and you can get a general idea for when it's safe. I also found the inside helmet camera to be one of the best views to get the feel of the game.

Thanks for the advice. I haven't tried the helmet cam yet, so I'll have a look.
 

Velurian

Member
Untill the first big patch there is going to be a lot of whining here.

ps: anyone playin the kart leagues? I find the physics with the 125cc really weird. Collision and traction wise. Feels like an arcade game of bumpercars or sth. It gets better with 250 cc though..

NB! Helmet cam is the boss!
 

saladine1

Junior Member
Fully expecting the next five days of this thread to be a carbon copy of the last five days.

Let the fun commence!

lol, probably worse.

But seriously though, proper control implementation should've been the first things to get right seeing how the game is on consoles.

What was going on with the testing phase I have no idea...

Anyway, back to the GT3 Z4 BMW at Cadwell Park..
 

danowat

Banned
Untill the first big patch there is going to be a lot of whining here.

ps: anyone playin the kart leagues? I find the physics with the 125cc really weird. Collision and traction wise. Feels like an arcade game of bumpercars or sth. It gets better with 250 cc though..

NB! Helmet cam is the boss!

They are just very different, physics wise, I felt they were poor to start with, but now I've gotten used to driving them properly, I like them.
 

Azzawon

Member
FINALLY got to the end of Season 2 (250cc Superkarts) last night after trawling my way through the absolutely
amazing
M1 ProCar series and the
boring as hell
Historic Trophy with the Mk1 Escort as part of the off-season invitations.

Last race of the year, and u wot? I have an invite to 24h Le Mans and I can choose any car I want to race in. I've just won the Superkart championship, how has this even happened?! Lmao. Not only that, but the minimum race distance is 2 hours. Went to bed instead, but I think I'm going to attempt the 100% race at 24 hours.
 

MJLord

Member
They are just very different, physics wise, I felt they were poor to start with, but now I've gotten used to driving them properly, I like them.

I think the physics is fine with them. You gotta remember that the karts have absolutely no suspension so there's very little you can do to shift the weight around and no protection from crazy bumps in the track.
 

aro52

Member
FINALLY got to the end of Season 2 (250cc Superkarts) last night after trawling my way through the absolutely
amazing
M1 ProCar series and the
boring as hell
Historic Trophy with the Mk1 Escort as part of the off-season invitations.

Last race of the year, and u wot? I have an invite to 24h Le Mans and I can choose any car I want to race in. I've just won the Superkart championship, how has this even happened?! Lmao. Not only that, but the minimum race distance is 2 hours. Went to bed instead, but I think I'm going to attempt the 100% race at 24 hours.

Do they allow IRL breaks? Or is it like Gran Turismo endurance races, and you have to pause and leave the game/console running...
 

GHG

Member
Do they allow IRL breaks? Or is it like Gran Turismo endurance races, and you have to pause and leave the game/console running...

Only options are to pause or to pit and swap driver to the AI driver.

They are working on mid race saving.
 
Fully expecting the next five days of this thread to be a carbon copy of the last five days.

Let the fun commence!

ubkBXFp.gif
 

Azzawon

Member
Do they allow IRL breaks? Or is it like Gran Turismo endurance races, and you have to pause and leave the game/console running...

I actually have no idea because I haven't tried it myself haha! I know that you can pit during the race and let the AI take over for you though, and from what I've heard, the AI driver is quite competent too. I might let him take over while I sleep tonight :p
 

GHG

Member
Fully expecting the next five days of this thread to be a carbon copy of the last five days.

Let the fun commence!

God I hope not.

There are 38 pages of controller configurations, guides and tips... Why wouldn't you just read through it?
 

aro52

Member
Only options are to pause or to pit and swap driver to the AI driver.

They are working on mid race saving.

I actually have no idea because I haven't tried it myself haha! I know that you can pit during the race and let the AI take over for you though, and from what I've heard, the AI driver is quite competent too. I might let him take over while I sleep tonight :p

Could be interesting. I was a big fan of running GT5 B-Spec while sleeping and at work!
 

Trojan X

Banned
This game played via Oculus is going to blow people's minds. I seriously cannot wait to play this via Oculus using the helmet cam view and all. Absolute insanity.
 

FordGTGuy

Banned
First Impressions so far(For Xbox One):

  • Game works really well with the Thrustmaster TX, shifter and pedals.
  • Physics feel more forgiving with everything off than FM but still the second-best sim physics I've felt on console.
  • Car sounds are really good, on par if not the best on console.
  • Force feedback feels really good although I haven't messed with the settings yet.
  • You cannot use the controller to navigate the game menus with the wheel hooked up, something you can do with every other racing title I've tried on Xbox One.
  • Graphics are pretty good but not great.
  • Constant audio glitches and screen tearing.
  • Frame rate does not feel steady nor does it feel smooth.
  • AI completely ignores you and it only gets worse on higher difficulties.
  • Texture glitch on the left walls when you get onto the long straight of Le Mans.

So far it feels good but the game honestly doesn't feel finished.

current setup:
05sN2wq.jpg
 

FordGTGuy

Banned
Nice setup! How are you finding the use of those pedals? I'm using them while I wait for my T3PAs to arrive so they aren't hard mounted, but I find that I'm having to turn ABS on because I can't find a sweet spot with the brake pedal.

I think the stock pedals are pretty good but I've heard great things about the T3PA pedals and I would like to get the pro version when I get the money and when they get in stock.

I would recommend changing the shift knob though, stock one just isn't any good.
 

saladine1

Junior Member
Who are these guys?


Do people even know what “simcade” means?

As much as I dislike what Slightly Mad Studios have done to the greater driving game community with the World of Mass Development experiment, you have to give credit where credit is due. While their 1990 Winston Cup Lumina was underwhelming, I gotta hand it to them, I actually really enjoyed both the Radical SR8 and RUF RT 12 in Project CARS. The discrepancy between cold tires and warm tires was heavily exaggerated, and at some points the SR8 felt a little too on rails, but in the end I liked what I drove and it was comparable to how the same car drove in Race 07. Would I have preferred to shut down the game and drive the Radical in Race 07, a title without several game-breaking bugs, glitches, and omissions? Yes.

But that doesn’t automatically mean the Radical in pCars is a horrible piece of garbage. The RUF RT 12 also surprised me, it felt like a really well-done Assetto Corsa mod I got to try a while back. Even though the game has been marketed to a mass audience and a large portion of players will be playing with a gamepad (or trying to, given recent reports), and even though there are a huge amount of bug reports that have rapidly caused the title’s hype to deflate, that doesn’t mean it’s suddenly simcade.
 

Azzawon

Member
I think the stock pedals are pretty good but I've heard great things about the T3PA pedals and I would like to get the pro version when I get the money and when they get in stock.

I would recommend changing the shift knob though, stock one just isn't any good.

The pro set does look very good! I'm too impatient to wait until they come back in stock though :(

I'm considering picking up the shifter at some point, but I'll need to get inventive with my Obutto rig as in the UK I'm right-hand drive, but my keyboard swivel table is on the left already (access the cockpit from the right), simply because my mouse and keyboard cables aren't long enough to reach my PC. Such a pain!
 

OrangeOak

Member
Is there key Steam in retail version of this game? I would like to buy it that way because it is cheaper but I would also like to have it on Steam
 

Bydobob

Member
Must have missed this post before, but as far as I know 911s are understeery in nature, because there is so much weight in the back.

Static weight distribution is only one side of the coin though. Extreme example: try throwing a dart with the flight first and see how the heavier rear goes to the front. Similarly, a rear engined car is more likely to oversteer as soon as forward momentum is applied in a corner through lifting off or braking. If 911s are "understeery" these days it's because Porsche have largely dialled out its snap oversteer characteristics. But that's another discussion and we're already straying off topic here!
 

Azzawon

Member
I hate that EA still has the rights to Porsche.

Seeing Porsche restricted to Real Racing 3 breaks my heart. Still, we at least have that Forza 4 DLC pack to hold onto <3

Edit: I wonder if the Porsche Curves at La Sarthe are called the RUF Curves on pCARS
j/k
 

flashmouth

Neo Member
No worries ;)

For fellow PC players, check out the video below for a visual guide as to what each graphical setting does and how it looks from lowest to highest settings:
https://www.youtube.com/watch?v=wdUmhUhSgYk

Wow! What a great video, helps a lot.
The game looks absolutely stunning on Ultra, whoever has a machine that can run it that way is in for a treat. But it can also look really good with only medium settings, especially in motion it doesn't make that big of a difference to me. Right now I am constantly on the fence about buying, mostly because I'm not sure my rig can handle it with 60fps and looking not to shabby, but now I'm more confident about that.
 

Fox Mulder

Member
They really need to add to the UI.

Give settings descriptions and use the huge ass unused screen space to show what visual changes like HUD and camera settings do with a screenshot.

You can fiddle with FoV and there's 5 settings of sun flare, but no way to see what it looks like in menu.
 

tuna_love

Banned
I think the stock pedals are pretty good but I've heard great things about the T3PA pedals and I would like to get the pro version when I get the money and when they get in stock.

I would recommend changing the shift knob though, stock one just isn't any good.
T3PA are awesome. And yeah that stock knob is shit house but I replaced mine with an even shitter Spiderman one :)
 

nw3

Member
Must have missed this post before, but as far as I know 911s are understeery in nature, because there is so much weight in the back. The rear has grip, grip, grip even in slow corners (because of the weight of the motor), whereas the front needs weight shifted to it to get grip and not understeer(which it only gets during deceleration). Once you lose traction in a corner (trying to power oversteer too much maybe) the rear is gone and is super hard to catch, which is the main thing that makes 911s so benign, you feel in control until it's too late. In general - but especially in slower corners - it is better to go for "late apex" turning in a 911 to get most of the steering done before accelerating again (where the heavier rear helps you again).

I agree with both of you that, with all assists turned off, the RGT-8 in PCARS feels off. It's too grippy under full throttle considering its high torque values.

Driving a 911 generally requires breaking earlier than you would in mid-engine cars (get all your breaking done while still in a straight-line), however because of the masses of mechanical grip you can accelerate heavily out of the corner earlier than you would usually in mid-engine cars.

911 road cars from the factory do indeed naturally understeer but this can be dialed out with suspension adjustments and playing with tyre pressure. It's important to be clear that the oversteer (arse sliding out) that 911s are known for if going into a corner too fast or without balanced inputs is 'lift-off oversteer', i.e. if you feel the back going out DON'T lift your foot off the accelerator, which is the natural reaction....instead keep your foot down and the car will correct itself with the natural weight transfer.

Source: I drive a 993 Carrera 2 (manual) from 1994. Granted the older cars have no traction control or other digital aids that the newer cars have + I don't know how RUFs are set up from the factory. But either way hopefully this gives an insight into how the rear engine 911 chasis handles without driver aids.
 

MaLDo

Member
Is this going to get fixed on consoles? It stands out like a sore thumb in the rain?

Any SMS lurking to answer this?


Take a look

No exact analysis, but it seems that PS4 version is using lower than medium shadow quality and more or less medium track quality. LOD cars are around medium/low. AA is only FXAA over 1080p frame. AF is low, visible in the marks in the center of the track. Impostor reflections for rear lights are deactivated for now.

Car shadows dissapear at too small distance, the first line cars don't have shadows. Track shadows a bit further. Shadow resolution and filtering is visible in balconies shadows in the right and in the shadow of the car peering on the left.

But globally, it is more than worthy.


A few corrections/updates to your analysis:

- PS4 uses EQAA(MSAA) and not FXAA.
- PS4 shadow detail is between the medium to high equivalent PC setting - more precisely PC medium shadow settings are 1024x4096 with 16 bit precision and PS4 is the same resolution but with 32 bit shadow precision.
- PS4 track detail/quality is equivalent to the high PC setting.
- PS4 car detail is equivalent to high with lod scaling between medium to high for the car shadows.
- Imposter reflections are activated on both consoles in the D1P after a concerted optimisation effort.


Draw your own conclusions
 
I hate that EA still has the rights to Porsche.

I dont understand how that deal hasn't come to a end by now.

Its not like Porsche gets extra special placement in NFS games, they are just one of many car makers in a game full of cars. And its not like people are buying those games because Porsche are in them. It makes zero sense.


I think it got extended a few years ago as well right? It was originally a 10 year deal but it continued for some reason.
 

Mascot

Member
Take a look

...

Draw your own conclusions

A genuine mistake was made? Or the reflections were subsequently removed prior to the release of the patch for performance gains?

There seems to be an underlying accusation in your post, or am I imagining things..?
 
Static weight distribution is only one side of the coin though. Extreme example: try throwing a dart with the flight first and see how the heavier rear goes to the front. Similarly, a rear engined car is more likely to oversteer as soon as forward momentum is applied in a corner through lifting off or braking. If 911s are "understeery" these days it's because Porsche have largely dialled out its snap oversteer characteristics. But that's another discussion and we're already straying off topic here!

Thats not contradicting what I said (understeery under constant speed or acceleration). But never thought about how there is more weight transfer under braking in a rear engine car and oversteer more likely to occur on deceleration, so thanks for the input, I'm learning.
 

LilJoka

Member
Thats not contradicting what I said (understeery under constant speed or acceleration). But never thought about how there is more weight transfer under braking in a rear engine car, so thanks for the input, I'm learning.

And to add, as you brake the weight is shifted to the front of the car, the rear wheels go light and lose grip compared to fronts, that will tend to bring the rear swap around, considering the momentum of the rear is still greater due to being rear engined, it makes it much worse. So RUF should be pretty slidy to drive.
 
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