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- U S A
- Tetsumura
- Nigel Fox
I'm wondering about your reaction too. Now being an iRacing fan, you lot are known to be hard to please, and I actually came across a review by some sim racing site that stated AC was simcade! Which really caught me off guard.Anyway I'm curious. Can you help me understand what it is about PCARS that makes it like GT and Forza? Are the physics too dumbed down? Do you not like the FFB? Or are there too many gamer options? Or is it something else.
EDIT: I'm just adding that I'm still shaking my head and wondering what the because if you think RR is better than PCARS it must be really bad because IMO RR is an oddball, it isn't sim worthy in 2016, it doesn't compare to the racing games, it's just free to play with competitions and I think if it wasn't those 2 things no one would play it.
Maybe it's because I bought RR rather late last year when I sprained my back and wanted an early birthday present, that it feels very simmy. They have updated the physics a number of times, with an awful lot of direct involvement by real world race car drivers from GT3 and other classes, so maybe I'm reaping the benefits of this and you hadn't had a chance to experience it. I do know that when I take similar race cars around the same or similar tracks in AC and RR, I have very close to the same feel, and have very close lap times. The street cars in AC, which don't exist in RaceRoom, have very nice characteristics.
Yes, but I was responding to Imari who ribbed GT Sport for what I read as counting street cars and race cars as different machines. If that's not what they meant, I apologize. I know that PCARS has a nice list with just the one dupe and is no big deal.Have you actually counted how many duplicates Pcars has? Because it's 2.
Now, about PCARS. I know that SMS have made great effort to model as much as they possibly can in their game, and some of that is very good. However, a lot of things that people claim to be so advanced in PCARS doesn't seem to matter much or offer much difference at all when it comes to both car handling and lap times. I know it's the same situation in Gran Turismo, when in GT5 and 6 you adjust camber, and it's not exactly clear if it's helping your lap times and ability to take turns, or if you just have more practice to go by. A lot of the adjustments in PCARS is debated in various boards because it doesn't seem to make much difference at all what you change, other than brake adjustments, and it's a no brainer that you want your suspension as low as it will safely go, but even that seems to be iffy as far as performance difference.
Also, street cars, the one type of car we can all drive ourselves, feels funny to me. Frankly, it feels like a game which is a mod of an old racer like rFactor, where someone toyed with the physics. Some aspects of pushing a car are quite satsfactory, others not, and it's been a while so I couldn't nail down exactly why I have trouble feeling good about the few sports cars in the game. Frankly, yes, taking a sports car on comfort tires in GT6 gives me a more realistic experience. In Forza 4, some things even better, such as the feeling of instability when a car is being pushed close to the edge of stability which doesn't happen in Gran Turismo. The cars always feel nice and planted, and all you get out of them is a loss of grip which is often hard to judge just where it is that you're losing it. Still, a few pro drivers like Tiff Needell like Forza, but put Gran Turismo a tic ahead for getting more things right. Give me a street car in Assetto Corsa though, and now you're talking. The physics, handling, and kinetics of pushing a car hard are tangible, familiar and believable. It feels like just about everything is there, and well modeled.
Online, there are a lot of gushing reviews of PCARS, and I don't really quibble about all that much until they start talking amazing physics and handling. This guy is a sim critic and expresses his issues with PCARS much better than me.
Project Cars does have advantages to other sims in places, but they never really feel fully realised due to simplifications of other parts of the driving model. For example, the game features proper race starts with clutch control and jump starts, but when you can floor the throttle off the start in any car with no issue it sort of misses the point as everything boils down to the fastest reaction time and little else. The game also features brake wear, heating and cooling and brake fade, but most people won't ever feel the difference as the effect can only really be felt when pushing road cars (which I wouldn't drive in the first place as I'll explain in a bit) or driving very long stints in race cars that most people won't ever do. It has great intentions but they feel wasted.
Some cars are still a legitimate challenge to master in Project CARS, namely the old Lotus F1 cars, but none of those ever feel right compared to versions released in other sims. The Lotus 49 and 98T are two of my favourite cars in AC and both are an enormous challenge to drive quickly. Yet in Project CARS they feel lifeless and seemingly don't communicate their grip to the player anywhere near as well as they do in AC, and in my mind have the weirdest force feedback of any set of cars in the game.
I think that's a core problem with Project CARS on PC really. Most of the cars in it seem to already be available in other sims or at least have similar class cars to use, and in most cases they are done better there. The GT cars are OK in Project CARS but pale in comparison to AC and iRacing. Both old and new touring cars are done better in Raceroom Racing Experience, open-wheelers are done better in GSCE, etc. Right now the only cars I'd want to drive in Project CARS are the prototypes, a few of the track day cars and the karts if I'm feeling a little crazy. There's so much content available in it but so much of it feels like padding for us in the sim racing community. A similar feeling applies to the tracks too which I'll elaborate on when I get around to that later.
To me the ambition of Project CARS to be the ultimate car game for both PC and consoles is just that: ambition. Forza and GT do their jobs well as console sims, and us guys on PC will likely flock to other sims that cater to our requirement of feeling great on wheels with richer physics. Being able to provide a decent experience at both is something Project CARS does well, but it excels in neither area.
I would really only recommend Project CARS as a main sim for someone who doesn't own any of the current sims out there but wants to move up from the Codemasters racing games and Forza/GT on consoles, or alternatively find the current selection of hardcore sims too difficult and want to move a step down. The amount of content provided is great for those who don't own other sims and don't have the time to look into downloading mods for said sims.
However if you want to drive some everyday road cars on a PC sim, stick to AC no matter what. Project CARS' roster of road cars are pretty much the donkey class of the game. They are on the whole just not fun to drive and hardly are a model of how a sim should handle road cars. You know there's something wrong when driving a road car at moderate speed is harder than throwing a F1 car through Ascari at Monza at 200 kph. The selection of road cars in AC have character and a suspension model unparalleled at this point. In Project CARS, they feel like solid blocks of metal driving on a small central pivot point that still wants to understeer everywhere. They are a nightmare to drive with no redeeming qualities whatsoever.
I also have a small nitpick that cold tyre temperatures seem overblown compared to other sims and doesn't feel as gradual to warm up as it does in AC and GSCE. While it isn't scripted and can be brought up to temp quicker through weaving, heaving braking, etc., the grip from cold to warm tyres seems like an on/off switch. I am also yet to feel any real effects from tyre wear either, but I haven't really done any long-distance driving in Project CARS yet to test that out. Tracks seem to grip up dynamically but it's hard to prove at this point as there's no visual cue for it at all, so it could just be me improving as I get to grips with the cars more than anything else.