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Project CARS | OT | Made by 80.000 slightly mad developers

paskowitz

Member
From previous page:
Originally Posted by http://forum.projectcarsgame.com/sh...Patch-2-0-Release-notes&p=1012539#post1012539
Hi all,

Below are the current list of issues that are addressed in patch 2.0.

PLEASE NOTE - The patch is not yet finalized and is still in testing, meaning that some of this may still change. I will post up the final list, or confirm that this one is final, as soon as the fixes are all confirmed and the patch is in final submission.

We want to get this posted up so that you all are aware of the fixes being addressed in this patch. We are investigating and fixing all reported issues, so if there is an issue that you don't see in this list, please don't post "Where is the fix for this issue?" style questions in this thread. There are dedicated threads in other areas on the forum where you can post and discuss other issues. Please keep discussions in this thread to issues mentioned in the list below.

Finally, please be aware that this patch is not yet in submission with Microsoft and Sony, so we are most likely looking at a few weeks before it will be released. We will post the final release dates as soon as we have them.


Project CARS – Patch 2.0 – Release Notes

Performance Improvements
* PC – up to 5% frame rate improvement when using Ultra settings
* XB1 – up to 17% frame rate improvement in extreme conditions

Online & Community Events
* Multiplayer search filter 'Skill' now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth.
* Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’.
* Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers.
* Xbox One - fix attempt for a hard-to-reproduce issue where the game would at times freeze or crash when 8 or more players joined a session all at once.
* Xbox One – fixed an issue that at times would prevent a player from establishing full connectivity when leaving a lobby and trying to reconnect to it.
* PS4 – fixed an issue where, after the PS4 resumes from Rest Mode, no network features can be used.

Controls – All platforms
* Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts.
* Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds.
* Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode.
* Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached.
* Fixed an issue in Force Feedback calibration that would prevent a player from setting "Soft Clipping (Half Input)" back to 0 after modifying it from the original value.

Controls – PS4
* Thrustmaster T100 Force Feedback improvements.
* Fixed the Force Feedback dynamics for wheels with physical steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and similar wheels.
* Added a Motion Sensor controller profile.
* Fixed a crash issue when disconnecting and reconnecting Fanatec wheels.
* Enable support for USB keyboards to be used for in-game controls.

Controls – Xbox One
* Built in protection to prevent unsupported controller devices from crashing the game.
* Gear shifters – fixed an issue that prevented the selection of neutral when using an H-gate shifter add-on with a car that has an H-gate shifter in-game.
* Implemented accelerator vibration on the gamepad right trigger to indicate when and how much the tyres slip under acceleration.
* Madcatz wheel - fixed an issue where the switch on the wheel to change between 270 to 900 degree mode stopped functioning.

Physics & AI
* Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced.
* Adjusted the AI tyre wear rate to better match the player’s tyre wear rate.
* Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts).
* Adjusted the heating of slicks and rain tyres to more realistic levels.
* Adjusted tyre temperature sensitivity on several cars.
* Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry.
* Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking
* Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting.
* Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying.
* Fixed an issue where the AI would set impossible lap times during races with pit stops.
* The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race.
* Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate.
* Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car.
* Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field.
* Fixed an issue that prevented the AI from pitting within the final 3 laps of a race
* Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet
* Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions.

Pitting, tuning, setups
* Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres.
* Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop.
* Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated.
* Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again.
* Reworked the brake bias display information so that changing the values is more intuitive.

Tracks
* Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars.
* Track cutting tolerances reduced on all tracks where it was too forgiving.
* Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks.
* Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects.
* Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier.
* Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane.
* Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits.
* Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs.
* Laguna Seca – improved the AI performance as they were running too slow in some sections.
* Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float.
* Bathurst - fixed a render issue with shimmering edges in parts of the track.

Career
* Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career.
* Fixed the unlock details for the Supercar Ardennes Club Day Invitational.
* Fixed an issue where skipping the session during a race caused the player to move up in the session results.

Vehicles
* Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session.
* Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
* Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy.
* Lotus 98T – tweaked turbo to improve AI estimation of top speed.
* McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used
* McLaren F1 - Fixed an issue that caused the car to use the wrong default tyre compound.
* Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer - Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI.
* All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights.

General
* Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts.
* Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen.
* Fixed an issue that could cause the game to crash while watching a saved replay.
* Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered.
* PS4 – fixed an issue that required the game to first restart after installing an in-game DLC before the DLC would be available for use.
* Audio – rebalanced the volume of skid sounds to make them a bit more audible.
* PC, Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences.
* PC, D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected.
* Updated the achievement "I am the 5%" to ensure that it can be achieved in non-Pro-modes as well.
* Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails.
* GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment.
 

_machine

Member
Didn't notice it at first, but PS4 keyboard control support is always kinda cool even if it's not the most useful in this game particular. Better if it works together with wheels that might not have that many buttons so you can assign every possible function, but I don't know how it works.
 

danowat

Banned
Keyboard support is indeed a good addition.

However, weird that some of the AI tyre fixes were also listed as fixed in v1.4, wonder if they will finally fix them..........
 

Mascot

Member
Didn't notice it at first, but PS4 keyboard control support is always kinda cool even if it's not the most useful in this game particular. Better if it works together with wheels that might not have that many buttons so you can assign every possible function, but I don't know how it works.

It should hopefully work like that (ghetto button box - yay!) because simultaneous wheel and gamepad use is also being patched in:

* Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode.
 

Zeknurn

Member
I'm glad to see that the improvements Martin Griffiths' made to Oculus Rift support is making in to the next patch. I've been holding off playing for it.
 

_machine

Member
It should hopefully work like that (ghetto button box - yay!) because simultaneous wheel and gamepad use is also being patched in:
Oh nice, I missed that too. Should help me too since the G25 doesn't have that many buttons and I have no room to have the KB close enough so 360 buttons should help.
 

Mascot

Member
Oh nice, I missed that too. Should help me too since the G25 doesn't have that many buttons and I have no room to have the KB close enough so 360 buttons should help.

I've asked for confirmation in the patch notes thread at WMD.

I can't for the life of me think why keyboard control would be added instead of gamepad/wheel control, unless you are one of those nodding bird thingies.

giphy.gif
 

_machine

Member
Great news:

CONFIRMED

Ghetto keyboard button-boxes are go!
Cool, I gotta ask around if someone has a spare usb-numpad ready to be "upgraded" (or violated).

Just got back from work with the G25, 10 hr day, but almost ready to drive now...edit: I do have a slight problem though, either I use a crappy chair or have problems with the slightly heavy brake pedal since I keep rolling back with my chair :D

edit2: I'm also now in heaven, the Capri/Highway combo is pure bliss with the H-shifter. I fell in love with the game even more now, worth the 4 year wait to get a proper wheel :)
 

Dilly

Banned
Why has any source of light become a paint brush on my screen? I never had this burn-in effect in any of the builds and now it's suddenly there since the last update...
 

kie25

Member
The keyboard use on ps4 is what I've been waiting for, can assign non essential controls to keyboard, keep most important controls on my wheel, and at last be able to move my drivers chair bk, forward up down in each car to get that perfect position :) so far SMS have done great with these patches, now I'd like the AI slider to go to 130 as 100 is to easy once you know a track and have a good setup.
 

_machine

Member
The keyboard use on ps4 is what I've been waiting for, can assign non essential controls to keyboard, keep most important controls on my wheel, and at last be able to move my drivers chair bk, forward up down in each car to get that perfect position :) so far SMS have done great with these patches, now I'd like the AI slider to go to 130 as 100 is to easy once you know a track and have a good setup.
Kind of surprised that it hasn't happened yet since Ian mentioned that he's crushing the AI too and wants it upped. I guess their AI programmers are tied to fixing stuff first though. Doesn't matter for me just yet though, it'll be a while before I can match my pad speed with the wheel on full manual gearbox.
 

Dilly

Banned
Kind of surprised that it hasn't happened yet since Ian mentioned that he's crushing the AI too and wants it upped. I guess their AI programmers are tied to fixing stuff first though. Doesn't matter for me just yet though, it'll be a while before I can match my pad speed with the wheel on full manual gearbox.

That's good to hear, because I'm matching the AI at 100 without changing anything on setups.
 

danowat

Banned
AI is just too unbalanced at the moment.

On certain cars and tracks I can annihilate the AI at 100, on others I can struggle at 80
 

xrnzaaas

Member
* Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced.
Thank you. :) The unbalanced "wet AI" was ruining a lot of my career championships.
 

kie25

Member
Anybody know if a Bluetooth keyboard will work on project cars after patch, as I've already got my shifter and wheel in the ps4 usb slots, it only says usb keyboard on the patch notes. so im not sure if it will?
 

Klocker

Member
Geez, playing this in the wet conditions was pissing me off but watching the Tudor series at Watkins Glen in the rain makes me realize how dicey it really is to keep these GT cars on the road when wet.

Can't wait for the next patch to equalize the AI in the rain a bit.
 

Jezbollah

Member
So I played this for the first time in a few weeks (and after a couple of patches)... The AI still bolting out of pitlane with "warm tyres" is still a thing - and it's disappointing. Starts still exploitable too. Thats a shame.
 

fresquito

Member
In case any Spanish speaking fellow gaffer is willing to take part in a serious Championship, this weekend LFO Club is starting a GT4Cup - 2008 Relive Championship. It's going to rock.

All info here: http://lfoclub.com/index.php?forotid=3550

Starts still exploitable too. Thats a shame.
You're missing how the system works. You can accelerate and move before the green light. What you can't do is move out of your box. In before you criticise it, F1 is not the one and only motorsport, this kind of start is common to a lot of motorsports. Should it be unique for each discipline? Probably.
 

MGR

Member
Tried to do a 24 hour race last week and the moment I let the AI driver take over...the computer crashed :(.

I don't even bother to attempt a race longer than about 10 laps. Game is too unstable to commit to anything longer.
 

MGR

Member
What platform? I regularly do 20+ lap races on PS4 without a hitch.

PS4 too. The instawreck (and lost FFB) bug happens often enough for me to not bother with any distance racing. I usually just race online now and most seem to be 5-8 laps.
 

kie25

Member
In case any Spanish speaking fellow gaffer is willing to take part in a serious Championship, this weekend LFO Club is starting a GT4Cup - 2008 Relive Championship. It's going to rock.

All info here: http://lfoclub.com/index.php?forotid=3550


You're missing how the system works. You can accelerate and move before the green light. What you can't do is move out of your box. In before you criticise it, F1 is not the one and only motorsport, this kind of start is common to a lot of motorsports. Should it be unique for each discipline? Probably.

Yes but in real life the time is varied in project cars the sequence is the same every time meaning you can jump start, if they added random delays from when the red turns to green it would be fine as you go early your more than likely going to get a penalty.
 

Jezbollah

Member
You're missing how the system works. You can accelerate and move before the green light. What you can't do is move out of your box. In before you criticise it, F1 is not the one and only motorsport, this kind of start is common to a lot of motorsports. Should it be unique for each discipline? Probably.

Cheers for the clarification. In this case I would expect the AI to do the same.
 

Mascot

Member
PS4 too. The instawreck (and lost FFB) bug happens often enough for me to not bother with any distance racing. I usually just race online now and most seem to be 5-8 laps.

I'm pretty sure I only ever lose FFB when switching between my wheel and the DS4 when responding to party/game invites when racing online, or sometimes when joining a new lobby. I might be wrong but I don't *think* I've ever lost FFB during an offline race.
 

danowat

Banned
I'm almost at the end of my tether with the AI, almost ready to drop career and solo races altogether and just concentrate on hotlapping and online.

The AI is just so unbalanced that it's a real turn off, the fact that I have to reduce the AI to 60 or 70 on some combos to even stay in touch with them, and the fact that on others, even at 100 AI I am miles ahead makes it a bit of a chore, also the way, no matter what level of AI you are on, sometimes first and second place will bolt away at the start of a race, and stick in some seriously quick times that are unmatched by miles by the rest of the field.

That combined with the AI's super braking, which means their stopping distances on some corners (second to last hairpin on Donington GP is a good example), and their ability to hold a shed load more speed around some corners (Carousel on Road America) means that you just end up getting the AI bunch up with you at said corners (or punt you off the track), and then you just pull away from them again, meaning close racing is almost impossible.

Some combinations or OK though, but it's just tiresome continually adjusting the AI level to get a decent race.
 

_machine

Member
I'm almost at the end of my tether with the AI, almost ready to drop career and solo races altogether and just concentrate on hotlapping and online.

The AI is just so unbalanced that it's a real turn off, the fact that I have to reduce the AI to 60 or 70 on some combos to even stay in touch with them, and the fact that on others, even at 100 AI I am miles ahead makes it a bit of a chore, also the way, no matter what level of AI you are on, sometimes first and second place will bolt away at the start of a race, and stick in some seriously quick times that are unmatched by miles by the rest of the field.

Some combinations or OK though, but it's just tiresome continually adjusting the AI level to get a decent race.
Ouch that sucks, I'm gonna post some more on the matter on WMD if it helps any bit (even though they've acknowledged it already). If it's not trouble, could you list some examples? I haven't gotten that far in the career what with the lack of time and I decided to restart it with the wheel. I personally hate fiddling with those numbers constantly so I would definitely like to see improvements there soon.
 

danowat

Banned
Any car that is tough to drive (Ford MkIV, Lotus 98T, basically anything very powerful, or with less grip etc etc) the AI don't seem to have any issue with and can completely wipe the floor with the player unless you ramp the difficulty down, and that's before you factor in the fact that rain and cold/hot tyres barely affect them does'nt help, cars that are not as hard to drive (like the Formula Rookie) the AI are rubbish at, and even at 100% I can beat them by a country mile.

Certain courses, Like Sonoma, the AI are OP, others, like Oscherslaben the AI are rubbish at, and there are a number of corners where the AI are fast at (Carousel Road America) basically anything with a fast constant radius curve (their tyre model is so much better than the player), and some they are just plain slow at, some chicanes, especially the lust turn at Sakitto sprint, or those that they just take rubbish lines at, but can seriously out brake the player (last turn on Brand is a good example.

Not sure what they can do, apart from go through ever combination by hand and tune it, the fact that the players tyre model is quite complex and nuanced and the AI's is very simple means it's probably going to be next to impossible to balance it in any decent way.
 

fresquito

Member
Yes but in real life the time is varied in project cars the sequence is the same every time meaning you can jump start, if they added random delays from when the red turns to green it would be fine as you go early your more than likely going to get a penalty.
Not again. The sequence also varies in Project CARS. It's not fixed by any means.

Cheers for the clarification. In this case I would expect the AI to do the same.
Agreed. AI is awful at race starts.
 

kie25

Member
Not again. The sequence also varies in Project CARS. It's not fixed by any means.


Agreed. AI is awful at race starts.

I'm sorry but if it various it must be by about 0.3 seconds which is pointless. I'd like it to be a wait off 2-6 seconds say making it impossible to guess without running risk of penalty at the moment there is basically no risk off a penalty when you guess when to go.
 

ZalXII

Member
How do the tyre brands in the setup page relate to the compounds listed when I pit?
Firstly, the ones in the box doesn't really exist if a car has a specific brand. For example, the BAC Mono has two choices: Kumho V70a Prime and Kumho V70a Supersoft
You'll always get one of these two when you pit depending on what you choose during a pitstop. The Prime is the harder one, Supersoft obviously the softer.
I know that you get Supersoft when you choose Soft or Medium, Prime when choosing Hard.

I don't know for rain/Full Wet, because i always take Soft with this Car which is the supersoft. Both work in Rain and Supersoft works much better in dry and rain. If a car has only one kind of Rain tyre, you'll always get it when choosing Full Wet/Rain/Intermediate. With this in mind:

- Pirelli P Zero: High profile street tyre.
- Pirelli P Zero Corsa: Sports tyre with normal profile.
- Pirelli P Zero Trofeo: Racing Slick with very low profile

- (Masculin/Faretti) UHP Summer: Comparable with P Zero.
- (Mascullin/Faretti) XR (Extrem) Summer: Comparable with P Zero Corsa.
- (Masculin/Faretti) Track: Comparable with P Zero Trofeo.

That's what i know so far, hope it helps.
 
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