Ryökäle;165200187 said:Second try, 1:32:678.
I'm starting to get some flashbacks from couple of years ago with Dilly and Arucardo in front of me.
Ryökäle;165200187 said:Second try, 1:32:578.
I'm starting to get some flashbacks from couple of years ago with Dilly and Arucardo in front of me.
If the PRC website is true (I know & understand some people hate the website), things aren't as rosy at RD nowadays sadly. People need to step away from the keyboard and/or the internet for a whileYeah his posts on Race Department were appalling. He basically went in with his back up. People raised issues asking when they were due to be fixed so they can create leagues, then he got a persecution complex and WMD members came in bashing the admins.
If the PRC website is true (I know & understand some people hate the website), things aren't as rosy at RD nowadays sadly. People need to step away from the keyboard and/or the internet for a while
I'm happy to play these sims and ignore the storms in teacups that appear to crop up from time to time.
If you're finding the AI at 90% to be easy, then you're doing alright man.Now, I know I'm not fast, and the hotlap challenge reinforces that, but I am just about to start running 100% AI, as 90 is a bit easy now.
I dread to think how much the faster drivers can pull out over 100% AI, reckon they need to bump it to 120% in a patch....
All I can find is the English cricket player when I type the name into YouTubeLots of youtube videos about Mr Bell, and also the way the crowdfund was run popping up.
This is the saddest part of the commentators versus WMD/SMS soap opera as the games SMS make are, on the whole, pretty solid experiences.I don't think, no matter how Mr Bell wants to dress his actions up in the forum, or how the individual views his response, has done SMS, or his game, any favours, infact, it's probably irreparable damaged their reputation, regardless of how the zealots want to dress his actions up.
Bugs are now an established part of any SMS release Shame as the core gameplay in project cars is a lot of fun so I too hope the issues are fixed ASAP.Yes, there are issues in the game, big ones, the game changing your setup is a massive one for me, and the reason why (I think) people have reported massive differences in handling between users copies of the game, so I hope they will be fixed in due course.
But I've still got 40+ hrs in it, and I still return to it every day, so regardless of the shitstorm that surrounds the game, I think I've got my moneys worth.......
All I can find is the English cricket player when I type the name into YouTube
Thaks for the links; I'll take a look at these a little later"Lots" was probably a bit hyperbolic on my part......
So has this game had any major patches yet for PC? I haven't played since launch hoping that they'd fix some of the bugs and weird performance issues.
I was wondering the same thing I've been playing The Witcher 3 in the mean time, at least till they fix racing in the rain. The Witcher has had THREE patches since release and it came out after Project Cars. :/
Have they all gone on holiday?
I was wondering the same thing I've been playing The Witcher 3 in the mean time, at least till they fix racing in the rain. The Witcher has had THREE patches since release and it came out after Project Cars. :/
Have they all gone on holiday?
Same car, one without any aero, maybe BMW 1M, same track, maybe a short Silverstone track?, run a fast lap, and just freeze frame the replay at the same place, mid apex,and note the lateral g load.
Not scientific, but might prove interesting.
Now, I know I'm not fast, and the hotlap challenge reinforces that, but I am just about to start running 100% AI, as 90 is a bit easy now.
I dread to think how much the faster drivers can pull out over 100% AI, reckon they need to bump it to 120% in a patch....
I was wondering the same thing I've been playing The Witcher 3 in the mean time, at least till they fix racing in the rain. The Witcher has had THREE patches since release and it came out after Project Cars. :/
Have they all gone on holiday?
Done, but sorry for the inconsistent driving.
https://youtu.be/UQs-qr9P40k
[Sorry, posted the wrong video at first, had one with a g-force meter overlay prepared, should be the right one now]
For the PCARS video I had the feeling "you're too slow, you have to speed up to get the maximum g out of this" but it didn't speed up fast enough, then I tried more turn-in and yeah... unideal power oversteer at the end. In the Forza video I had the feeling that I was already on edge of grip and rather went wide.
PCARS felt safer to me than Forza 5, but as predicted the lateral g-forces seem to be very similar.
P.S. of course this unscientific BS, considering my driving at the size of the dot in PCARS' g-meter.
You'd expect that considering they don't have to spend any rendering budget on realtime environment lighting and heavy alpha effects. I wanna see if FM6 is a little more ambitious with their engine, they've been playing it safe for 3 generations now, it's time to implement something more in line with the competition.Cheers for the videos, if nothing else, it shows that FM5 still looks good!
You'd expect that considering they don't have to spend any rendering budget on realtime environment lighting and heavy alpha effects. I wanna see if FM6 is a little more ambitious with their engine, they've been playing it safe for 3 generations now, it's time to implement something more in line with the competition.
I don't mind that really, I'll be perfectly honest, apart from a great "box comment" weather does nothing for me, it doesn't add much to the experience apart from "-10 grip", which can just be frustrating.
Most of my driving in PCars is in the dry, and in the middle of the day, so personally I'd have spend that rendering budget on a locked 60fps.
I agree that, overall, PCars level of grip feels more in general, however, the drop of in grip at the edges of the grip envelope makes things go very pear shaped, very quickly, and make it very difficult to hold on the limit and hold slides.
Dude, clearly(!) you've been playing Forza 5 on "normal" and not simulation steering(which I found borderline unplayable with a controller). I would definitely say that Forza 5 on simulation steering is more unforgiving than PCARS when you're trying to catch a sliding car.
Nope, simulation steering for FM5, normal only really makes a difference is saving tank slappers, once the slide has become unholdable.
I can bearly hold a slide in PCars, let alone drift, I can drift like a demon in FM5!
This. It's quite entertaining at times, but also very strange. Ian is obviously getting frustrated at all the criticism, but some of his responses are pretty inflammatory. It's the apologists at the moment that are annoying me.
From chatter on the official forums I believe the team were given the weekend off (it was a bank holiday in the UK) but patches for wheel/controller issues have been sent to Namco for checking before submission for certification with Sony & MS. I understand PC patching is a much quicker process.
Like the Caterham, some dev posts imply it's user side while others say it's not complete.
I don't mind that really, I'll be perfectly honest, apart from a great "box comment" weather does nothing for me, it doesn't add much to the experience apart from "-10 grip", which can just be frustrating.
Most of my driving in PCars is in the dry, and in the middle of the day, so personally I'd have spend that rendering budget on a locked 60fps.
Ok, so you dropped ~2 seconds off your time by adding in some assists that the car normally has...As requested 5 laps 1:37.474 wheel, real assist
You will also never find a single dropped frame. Turn 10 do not like to compromise on performance like other devs do, which limits them in what they can do, but I applaud this 'performance first' approach.You'd expect that considering they don't have to spend any rendering budget on realtime environment lighting and heavy alpha effects. I wanna see if FM6 is a little more ambitious with their engine, they've been playing it safe for 3 generations now, it's time to implement something more in line with the competition.
Ok, so you dropped ~2 seconds off your time by adding in some assists that the car normally has...
So what that's telling me is that with the assists off, you're pushing it too hard...my guess is you're losing a lot of time under braking with lock ups, and/or having to brake way early to avoid lock ups...
I always run Forza and Gran Turismo with assists off (ABS on)...might be something for you to try. I understand the appeal of running no assists, but in the case of pCARS with the "real" setting...by turning everything off you're actually putting yourself in situations where professional drivers have some assists
Hotlap Challenge #2
RUF RGT-8 GT3 @ Oulton Park (International)
---------------
1. 1:31.408 - Betta Lines (pic)
2. 1.31.512 - kie25 (pic)
3. 1.32.528 - Dilly (post), PC
4. 1:32.562 - Arucardo (pic) // PC
5. 1:32.651 - Big Takeover // pic
6. 1:32.893 - paskowitz (pic) // PC
7. 1:32.915 - Azzawon (pic) // XB1, wheel, no assists (auto clutch?)
8. 1:33:499 - PjotrStroganov (pic)
9. 1:33:843 - saladine1 (pic)
10. 1:33:867 - Scaramanger (pic) // PC, gamepad
11. 1.33.905 - Jilt (pic) // no assists wheel
12. 1:33:909 - Speech (pic) // PC/Assists Off(Auto Clutch)/Wheel
13. 1:34.691 - Ryökäle (pic) // TC and ABS
14. 1:34:744 - Metfanant (pic / video) //PS4/T500RS/Real/manual w/auto clutch
15. 1:35:047 - Flightwave (pic) // Wheel, real assists, automatic
16. 1:35.049 - Scaramanger (pic) // PS4
17. 1:35:665 - Brentech (pic/ video) // DS4, Manual/TS/ABS
18. 1:35.787 - TylerDurden4321 (pic) // wheel, no assists but auto-clutch, softer car setup
19. 1.35.993 - PriitV (pic) // stock setup, wheel/real assists/pc
20. 1:36:332 - danowat (video) // pad no assists
21. 1:36.526 - Mascot (pic) // PS4, no assists, manual gears
22. 1:37.200 - Anton668 (pic) // PC - DS4
23. 1:38.495 - Gestault // PS4 -DS4, Auto-transmission w/ TCS
24. 1:38:716 - mitchlol (pic) // Logitech DFGT / Auto Clutch + racing line // PC
25. 1:39:040 - FunkyLounge (pic) // Newbie with a wheel, assist set to real, manual shifting, auto clutch on PC
26. 1:39.073 - soundscream // wheel, no assist
27. 1:40:324 - Sickbean (pic) // PC, 360 pad, no assists,
28. 1:42.378 - RP912 (pic)
29. 1:46.853 - DoctorWho (pic)
Ok, so you dropped ~2 seconds off your time by adding in some assists that the car normally has...
So what that's telling me is that with the assists off, you're pushing it too hard...my guess is you're losing a lot of time under braking with lock ups, and/or having to brake way early to avoid lock ups...
I always run Forza and Gran Turismo with assists off (ABS on)...might be something for you to try. I understand the appeal of running no assists, but in the case of pCARS with the "real" setting...by turning everything off you're actually putting yourself in situations where professional drivers have some assists
Which Caterham, and what's the issue with it?
I don't mind that really, I'll be perfectly honest, apart from a great "box comment" weather does nothing for me, it doesn't add much to the experience apart from "-10 grip", which can just be frustrating.
Most of my driving in PCars is in the dry, and in the middle of the day, so personally I'd have spend that rendering budget on a locked 60fps.
GT3 cars generate a fair amount of downforce so if you're able to reach a higher speed, there is, to some degree, more grip to be found. It's a positive feedback loop, where going faster gives you more grip, and more grip allows you to go faster, so that could be part of the reason why you're 10-15mph slower in each corner.I've been watching some of the faster hot laps of Oulton by you lot trying to improve, and I just cannot figure out how you get round corners so fast.
For example, watching kie25's video, he takes the slight left hander before the first hairpin at around 130mph! Anything over 110mph for me has me in the grass. I'm probably in average 10-15mph slower in each corner.
GT3 cars generate a fair amount of downforce so if you're able to reach a higher speed, there is, to some degree, more grip to be found. It's a positive feedback loop, where going faster gives you more grip, and more grip allows you to go faster, so that could be part of the reason why you're 10-15mph slower in each corner.
As for the kink, it's possible that you're struggling to enter above 110mph because of the way you take Cascades (T3). A good run out of there should allow you to hit over 145mph before the kink. If you're not doing at least 140mph at that point, you might not have the necessary downforce to turn in and take the kink at 130mph.
If you're at the right speed and still struggling to get the car to turn in, think about the timing of your throttle lift in combination with the steering input. It shouldn't require much steering at all - understeer is the last thing you want here - a correctly-timed throttle lift is what you need to make the car rotate.
GT3 cars generate a fair amount of downforce so if you're able to reach a higher speed, there is, to some degree, more grip to be found. It's a positive feedback loop, where going faster gives you more grip, and more grip allows you to go faster, so that could be part of the reason why you're 10-15mph slower in each corner.
As for the kink, it's possible that you're struggling to enter above 110mph because of the way you take Cascades (T3). A good run out of there should allow you to hit over 145mph before the kink. If you're not doing at least 140mph at that point, you might not have the necessary downforce to turn in and take the kink at 130mph.
If you're at the right speed and still struggling to get the car to turn in, think about the timing of your throttle lift in combination with the steering input. It shouldn't require much steering at all - understeer is the last thing you want here - a correctly-timed throttle lift is what you need to make the car rotate.
Nice! Stock settings?
I must try sticking in higher gears. You did one corner in sixth that I do in fourth.
Be nice if you fasties showed full telemetry in your replays..!
kie25 mentioned further up that's he's shifted the gear ratios up one (so his 6th is like 5th on a stock setup)
I don't have it, will download it now. Might not have time to do a run today, but I'll let you know.@Betta Lines: do you have/use this tool, if so, could you post a lap. I would love to see the data, to check if there is a specific place were I can gain time, or it's just a little everywhere
It's trial and error - I never use the kind of telemetry analysis that markao is talking about (I'm not saying it isn't worthwhile, it's just not something I find enjoyable). I'm pretty familiar with Oulton, so it didn't take long to get up to speed. If the track is completely new to me, it takes longer, but the process is still the same. It's just a case of being methodical and exploring the boundaries a bit more each lap, trying a few different lines. If I get a green split number, I know I'm heading in the right direction - if it's red (and unexpected), then I have to think about what could have lost me time. Delta bars are particularly helpful for this as they blend from green to red in real time - iRacing's is particularly good, rF2 has a decent plugin... but I don't think PCARS has one, so I'm just relying on the split time.Fascinating insight here Betta, thanks. Shows the attention to detail required for those superfast laps!
My question would be how do you approach a new time trial to find this stuff out? Is it just trial and error or something more scientific?
Thanks!
Sure! Can be a bit tough to see exactly what you're doing without on-screen inputs being displayed, but I can try to give you some pointers.Thanks for the input.
I'll post a video of my lap when I get a chance so you can confirm if this is the case.
Nice work kie25!
I don't have it, will download it now. Might not have time to do a run today, but I'll let you know.
It's trial and error - I never use the kind of telemetry analysis that markao is talking about (I'm not saying it isn't worthwhile, it's just not something I find enjoyable). I'm pretty familiar with Oulton, so it didn't take long to get up to speed. If the track is completely new to me, it takes longer, but the process is still the same. It's just a case of being methodical and exploring the boundaries a bit more each lap, trying a few different lines. If I get a green split number, I know I'm heading in the right direction - if it's red (and unexpected), then I have to think about what could have lost me time. Delta bars are particularly helpful for this as they blend from green to red in real time - iRacing's is particularly good, rF2 has a decent plugin... but I don't think PCARS has one, so I'm just relying on the split time.
It's just as much about extracting the most from the car as it is from the track, in the sense that you can take the perfect line and hit all the braking points but not drive the car in the right way and you'll still be losing time. The driving part is much harder to describe though!
Sure! Can be a bit tough to see exactly what you're doing without on-screen inputs being displayed, but I can try to give you some pointers.
Nice work kie25!
Tab doesn't do anything for me, I guess it became unassigned at some point. Are you talking about the 'Cycle Lap Info' display? Didn't realise I had that turned off actually, so thanks for that. It's not really what I'm after though...Try pressing 'tab' when ingame, it will show split times in real time.
Aha! Ta. Any reason?