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You missed black friday, that's how much I paid.I have this game on my wish list and hoping that sometime soon there will be a sale for under 20$ so then I can get the game.
You missed black friday, that's how much I paid.I have this game on my wish list and hoping that sometime soon there will be a sale for under 20$ so then I can get the game.
You missed black friday, that's how much I paid.
And yet my opinion of the AI is completely different, I think it's some of the best out there.
Perhaps I should have written "in my experience" than "in my opinion."It's not a matter of opinion ... if you experienced what I was experiencing you couldn't possibly say that. So why is your experience different? I was driving the Lotus 49C - admittedly, the open wheel aspect makes the consequences of collisions much worse (using full damage). Cars were colliding with each other repeatedly on the first lap & careening around the road. If I managed to avoid the cars in front I would frequently get shunted from the rear. This would happen repeatedly, forcing me to restart multiple times, until I gave up starting in the middle of the grid & started from the back. Once the cars got more spaced out, the AI action was fine - certainly better than something like GT. BUT, the ease with which I won (even though I didn't feel I was driving as fast as should be possible) was a bit disappointing.
Can anyone suggest a race set up which would show off the AI at its best? I would be happy to give it a try, as what I am really looking for is an opportunity to race offline in a casual, but challenging way. I am enjoying the graphics dynamic weather/TOD, track selection, sounds & FFB of PCars.
Perhaps I should have written "in my experience" than "in my opinion."
i played GT6 using DFGT mid 2015 and was blown away by the immersion. in october he let me borrow his PS3 + DFGT and played is for a few weeks. Decided then i was gonna get into sim racing. So went out and got a PS4 with G29. Since december have played Pcars and have spent 380 hours in 6 months. Went from a total novice to being in the top 100 regular in the time trial championships. Still about 2-3 seconds of the lap records on most tracks but don't know how to improve any more??.... but the game is so addictive and physics improvements of GT6 that i will keep playing it.
Just looking forward to GT sport and the competing nations cup online. Hope GTS physics is not to easy/dumbed down for the casual market.
Project cars physics are very natural. The physics results in the cars behaving in a neutral way. The physics are in fact realistic. There is always room for improvement (like formula 1 team simulator) but then u need big money, and people on Internet forums are broke (cos they hav not got money). For ps4 project cars is real good.
Look here, a cars motion near the edgeof grip is transients for road car and more snappy for high grip/downforce cars.....same as in project cars.
I don't understand what people want but it sure ain't a video game. They not gonna be happy till someone gives them an actual blancpain GT Audi R8 Factory supported drive, then they be tied over untill they supposedly realise something else is not right !!
I´ll leave aside all the stuff that doesn´t work in the game, and just focus on design decisions: what people who complain want is...
- A game without excessive grip levels that cause all cars being 3 seconds faster than in real life.
- A game with merciless damage system instead of a half-assed compromised model. That goes both for crashes and mechanical damage, like transmission damage for poor downshifting.
- A game with manual pitstops (with accurate duration for each class), proper flags and rules implementation.
- A game without silly setup exploits and without broken tyre compounds (like these intermediates that don´t work).
PCARS is better than GT6, that I can agree, but it's definitely a step below the proper PC sims. I played PCARS for the first time a friend's place, drove the P1 at California Highway with all aids off and I can attack those corners and undulations like I've played PCARS all my life. Whereas in AC even after driving the P1 many times it still bites me when I did a poor weight transfer or mash the throttle too eager on exit.
PCARS is good for racing, but anyone claiming it's the pinnacle of driving simulation is simply misguided.
I hope GT sport knocks the ball out of the park and can get iRacing type structured racing to consoles....
The physics remain the biggest point of curiosity for me until I get a PS4. Difficulty is independent from realism and authenticity, so now that simulators are more sophisticated than ever and leaving fewer phenomena or mechanical details off the table, it's more challenging to rate them. More details won't make up for a poor tire model or errors (or "assists") in fundamental kinetics, and a game can simulate every possible type of oversteer yet make them too easy/hard to master.
I know from prerelease talk that PCARS was specifically intended to buck the trend of unrealistically-difficult "hardcore" PC sims, and I also know the default setups were crafted with some unrealistic values (including brake strength, tire pressure, and differential settings) to make the game more accessible for newcomers, especially with a controller on PS4/XBone. So PCARS is easier by design on those two counts, in pursuit of realism and yet also to make the game accessible. That adds some confusion to the discussion.
With AC and GTS coming, the question posed by the thread is kind of moot.
I always chuckle when reading about the physics of a racing game.
For me anyway, I'll play any game that is fun.
I've never driven a real racing car so I have no idea what is realistic and what is not, I can only see what the car does and compare it to what I see on TV when watching racing.
And even if I were a professional race driver, what would the point be if a game had the most realistic physics ever, but was no fun to play?