TJP
Member
It's part of the PS4's known issue list: http://forum.projectcarsgame.com/sh...ad-(PS4)-Not-for-bug-reporting!-Updated-04-07Never heard it. Car-specific?
It's part of the PS4's known issue list: http://forum.projectcarsgame.com/sh...ad-(PS4)-Not-for-bug-reporting!-Updated-04-07Never heard it. Car-specific?
Actually, it could be car related. I've only spent a few hours with career and heard it plenty with the cars I've used... All 2 of them (clio and gt4 genetta)Weird. I'll try some other cars. Apart from brief exceptions I've almost exclusively driven the RUF RGT-8 and the BMW Z4M. I really should get out more.
It's part of the PS4's known issue list: http://forum.projectcarsgame.com/sh...ad-(PS4)-Not-for-bug-reporting!-Updated-04-07
Actually, it could be car related. I've only spent a few hours with career and heard it plenty with the cars I've used... All 2 of them (clio and gt4 genetta)
Anyone fancy a little bit of hotlap challenge fun?, nothing too structured, just a bit'o fun.
Also, stupid question, why has the R8 V10 Plus got a KERS battery on the display?
I made myself the same question, lol. Also hated that car in this game, although I f*ckin' love Audi. ;(
Project CARS PC Patch 2.5 Release Notes
Game Crashes
We spent a lot of time working directly with a number of users who were struggling with game crashes, and resolved as many of these as we could. The various fixes in this patch should help a great deal in making the game more stable for those of you who were experiencing these instabilities.
Pitting, tuning, setups
* Fixed a case where the in-game tuning Setup was not being saved under certain conditions.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Ensure that the Default pitstop strategy is selected as the Active one when starting a new session.
* Fixed an issue where the wrong vehicle setup would at times be applied to the players current vehicle.
* Fixed another case of where cars would sometimes leave the pits with an invisible reattached wheel.
* Fixed an issue with the Pit Strategy screen where the displayed values did not reflect the saved settings.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the players car was stationary in the pit box.
* Reworked some tyre compound names as displayed in the setup screen to ensure that all compounds are named to be indicative of the type of compound it represents in the pit strategy screen.
* Restrict the selectable pit strategy tyre compound types to only those available for the current vehicle.
Online
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the players car would sometimes begin moving without player, resulting in false jump-starts.
Controls
* New Feature Implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New Feature The Force Feedback Calibration screen now features a multiple force feedback profile selection whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. This will then create a Custom entry in the profile selection list in addition to the current options: "Default" (matches the FFB default settings in Patch 2.0) and "Classic (matches the FFB settings in the original release).
* Fixed an issue with sudden loss of FFB after a crash.
* Reduced the strength of the menu spring for custom wheels.
* Fixed an issue where Mouse controls were showing a deadzone in the centre regardless of deadzone setting.
* Fixed an issue where rumble on the gamepad could at times cause the game to slow down.
* Added support and profiles for the Logitech G29 and G920 on PC
* Added accelerator slip vibration to the wheel rim of Fanatec wheels where available, and fixed brake rumble not working.
Vehicles
* Formula A Added a new tire set which now includes two slick tires - soft and medium. Also rebalanced the heating and wear across all four tyre sets. Wear will now more closely match real-world Formula cars. Heating is more even front to rear also. Further rebalancing of the AI speed as was required, and tweaks to the base setup to accommodate the heat change.
* Modern street cars - New stiffer tyres for improved drivability to more closely match the real world experience, making these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* Mclaren P1 - Stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe.
* Modern street cars - New stiffer tyres for improved drivability to more closely match the real world experience, making these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
Btw, there is a Suggestion on forums by Ian Bell to hard restart Xbox, after patch, to help with control, wheel issues
The FFB Spring Force, so kinda autocentering for menus and it's strength.What the hell is a 'menu spring'?
Did some hotlapping with the new, free A1 around Donington and it was a ton of fun in the rain, it's definitely a super safe car that you can just chuck around the corners, but it should be great for racing too. I'll need to try out the improved street tires soon.
The free car, Audi A1 Quattro is out, but the DLC will follow "soon", with the physics notes from Casey: http://forum.projectcarsgame.com/showthread.php?35219-The-Physics-of-Audi-RuapanaWhat, the DLC cars and new track are out..?
The free car, Audi A1 Quattro is out, but the DLC will follow "soon", with the physics notes from Casey: http://forum.projectcarsgame.com/showthread.php?35219-The-Physics-of-Audi-Ruapana
Really cool stuff to read, I'm most excited to test the Audi 90 IMSA GTO and of course the Ruapuna track as I've never driven it in any game.
How do you access the A1 then? Can't find it..!The free car, Audi A1 Quattro is out, but the DLC will follow "soon", with the physics notes from Casey: http://forum.projectcarsgame.com/showthread.php?35219-The-Physics-of-Audi-Ruapana
Really cool stuff to read, I'm most excited to test the Audi 90 IMSA GTO and of course the Ruapuna track as I've never driven it in any game.
physics notes from Casey: http://forum.projectcarsgame.com/showthread.php?35219-The-Physics-of-Audi-Ruapana
How do you access the A1 then? Can't find it..!
Edit: on PS4
Casey Ringley of SMS said:Aero: Very little 'official' data here, but a lot can be inferred. Audi have made public claims of lift:drag efficiency of 5:1, and we can be sure they are understating that. At top speed when ride height reduces under downforce load, it is probably closer to 6:1 (for those who aren't aero nerds, this is very very very good). What we do know is that top speeds without a draft at Le Mans were typically recorded in the 315-319kmh range. With a draft, closer to 340.
Nope still fucked. Turned down every FFB setting by half and the resistance when turning is so strong it vibrates my whole rig. I now also have this inexplicable wheel shake where the wheel swings wildly left and right before the race and sometimes down straits.
Power you Xbox down and unplug the power supply and leave for 1 minute and then plug back in and switch on.
So how good is the patch in terms of performance improvements?
Using Sonoma GP in clear conditions at 13.00:
Car: Aston Martin V12 GT3 (all assists on) (automatic gearbox)
Race duration 1 lap from pole.
Pre-patch times: (average times)
Cars on grid: 2: Lap time 1m 37s
Cars on grid 43: Lap time 2m 06s
Max cars on grid and still able to achieve 1m 37s = appx 19
Post patch times:
Cars on grid: 2: Lap Time 1m 37s
Cars on grid 43: Lap Time 1m 50s
Cars on grid and still able to achieve 1m 37s = appx 25
Although my driving is not brilliant and the times and totals are simply estimates it still does show that the performance increases are quite considerable so it's most definitely a step in the right direction. Oh and it's worth pointing out that due to the severe reduction in frame rate (albeit less noticeable) it's still not practical to race with a full (or near full) grid. Well not on Sonoma anyway.
But thanks to all concerned because i'm pretty sure that the less demanding circuits are perhaps now going to witness near perfect frame rates.
http://forum.projectcarsgame.com/sh...now-Opinions&p=1050796&viewfull=1#post1050796
The free car, Audi A1 Quattro is out, but the DLC will follow "soon", with the physics notes from Casey: http://forum.projectcarsgame.com/showthread.php?35219-The-Physics-of-Audi-Ruapana
Really cool stuff to read, I'm most excited to test the Audi 90 IMSA GTO and of course the Ruapuna track as I've never driven it in any game.
Loved reading those details.
There's so much that goes on under the hood and most times devs don't let us in on that type of information. Sure, some stuff could sound a little complex for some people but divulging that kind of details and insight instills appreciation for the work these guys put into the cars..
That DLC car pack sounds nice, especially the Audi 90 IMSA GTO. Hopefully it won't be long until it's available for PS4.
The physics engine in pCARS is incredibly complex, but hamstrung by completely baffling design decisions. Parameters like track temperature, air temperature, wind speed, wind direction, atmospheric pressure etc are all modelled accurately and all affect the performance and handling of your vehicle, yet all of these variables are hidden from the player (unless you use a third-party app, and then only on PC) and are therefore completely useless to the user. In fact, by having them hidden, they actually disadvantage the player because you don't know what the values are and therefore cannot consider them as part of your set-ups.
Like I said: baffling.
Don't know if you ever got this sorted but here is what they recommend
And an xbox test with the new patch compared to old
I unplugged fir 30 seconds yesterday, don't know if an additional 30 will make a difference but I'll give it a shot.
- reset your wheel setting with the default command
- redone your calibration procedure
- don't change anything on the calibration parameters section
- set your main FFB to 50% ( configuration tab )
- make coherent setting with your in car ffb parameters
i done that and it's really fantastic ( with low values on scales )
( be sure that you have the last trustmaster firmware on your TX )
Very nice..!
Do you have a good generic setup for the RUF RGT-8? That's my go-to car for pretty much any track. I just love it.
Oh man, and here i thought my days of "tweaking" settings was over when i got the Thrustmaster TX, with the 2.0 patch the FFB and steering ratios have gone to shit... wish I could roll back to pre 2.0
Do you mean the GT3 version? Let me know and I'll try get a good base setup for you. I've not really driven either car. Also are you on a wheel or pad, as not sure how my setups will behave on a pad.
Was same with my t500 on ps4 when 2.0 hit, I found lowering the tire force got it bk to about where it was.
That is some pretty badass driving .Project Invisible Cars
Yep, the GT3 car, and I'm using a wheel (Fanatec GT2). Thanks for this - looking forward to seeing what you come up with!
Did some testing with the AI in Pcars. They are tough cookie, even with difficulty at 85%!
Major fun though and love that Ginetta Supercup car (gt4)!
http://youtu.be/JrFBWm359FM