CARS - The features that set it apart

587
United States
Utah
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So what makes Project CARS different from what we already have?

[THIS THREAD IS UNDER RECONSTRUCTION AS OF MARCH 29TH, MOST SECTIONS ARE UNFINISHED]​


Standard Features
  • Day/Night (full 24 hours of any given day included)​
  • Dynamic Weather (Ranges anything from light clouds to a full blown thunderstorm)​
  • Pitstops (This includes animations, and details such as replacing a broken headlight)​
  • 30+ Locations to race in (http://www.projectcarsgame.com/locations.html)​
  • Car list ranges from Racing Karts to Formula 1, (Sports cars to LeMans Prototypes)​
  • Career focuses on a motorsport career of your choice (DTM, Sports Cars, Open Wheel)​
  • Wheel Support from Fanatec Included​
  • No money system. (If you want to race for a F1 team, you don't buy the F1 car to drive it)​

The Racing

  • Customized rolling starts/grid starts.​
  • Track conditions change throughout the calendar year, days will get longer or shorter, it will get hotter or cooler and leaves will litter the track in Autumn and winter.​
  • Ability to accelerate the time of day up to 240x speed, as well as the ability to have the race at any time of day.​
  • VR headset compatibility and head tracking.​
  • Motion captured pit stop animations​
  • Fully dynamic weather that can be link to real time weather reports.​
  • Adaptive pit strategy.​
  • In addition to the racing line, it gets more grip over time in wet conditions it becomes dryer quicker.​
  • Overall lighting will darken if a cloud blocks the sun, as it would in real life.​
Career
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  • Total field of cars is up to 45 on Consoles, 64 on PC (Unconfirmed).​
  • There is a in game Penalty system, which is specific to the series you choose to race in.​
  • Free Practice, Qualifying, Warm-up Laps, Safety Car, Rolling/Standing Start is all adjustable in career mode.​
  • All events in career mode will be "scalable" in terms of length.​
  • Build notes mention something regarding championship points in the career mode.​
  • There will be Contact offers in Career (Confirmed).​
  • Your career choice has a ladder to climb​
  • Highly adjustable AI characteristics (Overall challenge, aggression, start reaction, intelligence, qualifying ability, race ability, passing, blocking, stamina, risk taking).​
  • Historic carrier goals (Defending Champion, Rising Star, Triple Crown).​
  • Invitation events & endorsement deals.​
  • Manager & engineer inform you of your progress and career opportunities.​
Solo Mode
  • Playing in Solo Mode wont effect your Career Progress.​
  • Track gets "grippier" as rubber is tire laid down over time.​
  • You can shorten a 24 hour period in game to 6 minutes (real life).​
Damage System
  • Minor Components such as headlights, tires, Gearboxes, etc can be damaged.

Season Mode

  • Ranges from Minor track days to the 24 hours of LeMans​
  • "Your pit engineer will help you deal with the environmental changes as well as when your brakes or tyres are overheating, when you’re gaining/losing on an opponent and other race related information (he’ll be present in every mode)."​
Quick Race Weekend
  • Up to 64 cars on track (PC).​
  • More than 16 on Consoles.​
  • Ability to do a quick 2 lap quick race to practice sessions, qualifying and a 2 race setup.​
The Cars
  • Each car will have its own respective features in alliance to real life (i.e. KERS, DRS, Active Aero, etc.)​
  • Asymmetrical tuning.​
  • Brake Heat.​
  • Engine Heat.​
  • Oil Temperature.​
  • Each car has its own unique set of tires.​
  • Driver helmets fit the time period of when the vehicle went into production.​
  • Windshield Wiper button.​
  • Headlights on/off button.​
  • Tire deformation and punctures are included.​
  • Up to 70+ setup options.​
  • Mechanical failures.​
  • Wheels are detachable if involved in a crash.​
  • If you make contact with another wheel in an open wheel car, like in real life, your car could get unsettled, or worse launched up in the air (i.e. Mark Webber 2010)​
Online

  • Free Practice, Qualifying, Warm-up Laps, Safety Car, Rolling/Standing Start is all adjustable when creating an online session.​
  • There was a claim by the head of marketing that the online multiplayer count on Consoles was stress tested at 30+, however talks are a aim towards 16-20 players in an online session.​
  • Multi-class racing.​
  • Join in season lobbies.​
  • Virtual social network feed where your fans give comment on you, goes in the career sections.​
  • Being able to spectate other drivers and watch telemetry at the same time.​
  • Competitive online with features such as ‘join in progress’ and invite-only sessions​
  • Asynchronous play via the Driver Network – Time Trial mode with downloadable ghosts and regularly-scheduled Community Events​
  • Player tailoring and accessibility features – dial the game to your own particular skill and comfort level​
Misc
  • The basic game difficulty levels are; "ARCADE" - "ACTION" - "REAL" - "SEMI-SIM" - "SIM".​
  • Create your own driver to your liking.​
  • Ben Collins (AKA Stig) as a pit engineer.​
  • Build notes mention something regarding "Motivational Speeches" via Pit2Car Radio (NOT CONFIRMED).​
  • Lens Flare is adjustable.​
  • Grid Girls!!!, Media Press, Race Engineers, Crowds and Race Marshals are all track side, and are built with great detail.​
  • All cars and tracks unlocked from the start of the game.​
  • The game makes use of the Xbox One's controller impulse triggers, similar to that of Forza 5.​
  • The game makes use of the Playstation DUALSHOCK 4 speaker, where "You'll hear your Pit Engineer talking directly to you through the integrated speaker."​
  • Physics underneath runs at 600 times a second (Forza 5 200, iRacing 400), input on the controller is measured 250 times per second.​
Mention-able Notes:
  • The Safety car won't be available at launch, however will rather come in a week 1 update (NOT CONFIRMED).​
  • Indy Cars (DW12) won't be at available at Launch, however will be available in a later update.​
  • Save and share your proudest moments with photos and replays​
  • Support for over 40 different wheels and peripherals​
 
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Your enthusiasm is commendable, but it's a little early for this thread considering the game isn't due for 6 months.
 
Your enthusiasm is commendable, but it's a little early for this thread considering the game isn't due for 6 months.

haha thanks. As for it being early, I was debating to myself on weather I should start this tread or not. But since there have been some amazing features on this game so far, I figured why not.

And if they didnt make it in I was sure to mention that in the OP :cheers: :dunce:
 
Brake heat, engine heat, oil temperature, tyre temperature and deformation, track temperature has effect on the car and track, practices and qualifying...

These are the points that interests me a lot besides of physics and the other aspects of a sim.

And if the AI will be as competitive as in Assetto corsa, I will be damn happy. I'm tired of these gt and forza style **** 'start last become first in 3 laps' crap.
 
Much more exciting sound effects, a mixture of rolling starts and grid starts are bound to be included depending on the discipline you are racing in...

...and most importantly of all, developers that appear to be listening to consumer feedback.

I'm sure that there is much more ;).
 
One thing I found out the other day is that each car has it's own unique set(s) of tires, they don't come with an option for X number of generic tires ala GT and others. A street car will have the rubber it's sold with, race cars will have a couple of compounds. A 60's F1 car will presumably come with it's own set(s) of 60's racing tires and all that entails. I'm not sure this is exactly a "feature" but it is appealing to me in that when you go racing online, you won't have to wade through endless lobbies of people running 180hp hatchbacks on racing slicks with infinite grip rubber. It will be a challenge on many cars to master driving on the stock rubber, but a challenge is what I'm looking for.
 
I'm so stoked! I can't wait for this game to come out, I NEVER been this excited for a game since GT5 because GT4 was so good in my opinion.
 
The Safety car won't be available at launch, however will rather come in a week 1 update.

As per what FLX said, this isn't confirmed. Please just change it to "post launch", as that is all we currently know.

PS, you should remove the dots from the name, they're not there anymore. It's just Project CARS ;)
 
As per what FLX said, this isn't confirmed. Please just change it to "post launch", as that is all we currently know.

PS, you should remove the dots from the name, they're not there anymore. It's just Project CARS ;)

Noted and changed. Thankyou
 
I don't know if you want to add it but all events in career mode will be scalable in terms of length, they won't be a set length like most games. They will have a default length and you'll be able to scale it via percentage. Obviously there will be limits, so people can't set everything to 1 lap.
 
But wouldn't "the shear level of detail..." sum up everything in this thread and not it's own bullet point?

I guess so. Who knows, really this thread is just to inform others in specifics about some of the things PCARS has that other major platform racing titles don't have, that the community has been asking for.
 
I guess so. Who knows, really this thread is just to inform others in specifics about some of the things PCARS has that other major platform racing titles don't have, that the community has been asking for.

OK then. I got two points:

  • Ability to accelerate the time of day up to 240x speed.
  • Ben Collins (AKA Stig) as a pit engineer.
 
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