- 1,391
- vermont
- diesel4x497
but replays is not racing I am not buy a movieIt’s in the replays where the small details really make themselves known.
but replays is not racing I am not buy a movieIt’s in the replays where the small details really make themselves known.
the apologies won't stop. Let's brake it down.Well, in Project C.A.R.S 2 1.03 version there was already USB keyboard support but only for camera and vof settings.
That is why the 2.0 update patch notes said "USB keyboard compatibility improved" and not saying "USB keyboard support added".
So not an amateur mistake in my eyes.
BTW, complaining about USB keyboard support.... But How many more games apart from Pcars 1 & 2 features that support in driving games?
Fast answer = 0
Well sure that the game need quite some tweaks and fixingthe apologies won't stop. Let's brake it down.
PCARS is released with far more button assignments than there are buttons on a controller, or on a wheel. Brake Bias, Rol Bars, pit stop, DRS, KERS, wipers, lights, shifting, etc. They released PCARS without being able to assign additional buttons for all the extra stuff included in the game. We had to get on forums, and ask to have keyboard support patched in. How they thought adding all these functions in a game without enough buttons to assign them all has to at least raise some eyebrows. Given that it was the first game, maybe it was an honest mistake.
Now we're on round 2, and they did the exact same thing. They learned no lessons.
The very, very, first thing I did when I fired up PCARS 2 was go into the options menu and try to assign all my buttons to where they were in PCARS 1. Inlirerally found this in the first 5 minutes of playing the game. How NO ONE at SMS caught this just blows my mind.
Now, you can argue that it's not that big of a deal, which in the grand scheme of things, the isolated incedent of the missing keyboard support can be forgiven. However, when you put it in the context of how many other bugs and missing "features" are in PCARS 2, many of them carried over directly for PCARS (like landmines), it starts to raise a lot of red flags. It's very clear to everyone that this game was not bug tested, or even taken for a quick spin on console.
I build houses for a living the, and one of the rules we live by is "don't give the customer a reason to start looking for faults." This means main entrances, high traffic areas, features, they need to be flawless, or as close to as possible. It's a natural human reaction that as soon as they find 1 thin wrong or out of place, they start looking for more similar issues - brake out the fine tooth comb and magnifying glass, as it were.
This isn't my first game, I understand that programming is not easy, but the amount of issues I had within the first hour of playing the game could only lead me to 1 conclusion - the game is not finished.
the apologies won't stop. Let's brake it down.
PCARS is released with far more button assignments than there are buttons on a controller, or on a wheel. Brake Bias, Rol Bars, pit stop, DRS, KERS, wipers, lights, shifting, etc. They released PCARS without being able to assign additional buttons for all the extra stuff included in the game. We had to get on forums, and ask to have keyboard support patched in. How they thought adding all these functions in a game without enough buttons to assign them all has to at least raise some eyebrows. Given that it was the first game, maybe it was an honest mistake.
Now we're on round 2, and they did the exact same thing. They learned no lessons.
The very, very, first thing I did when I fired up PCARS 2 was go into the options menu and try to assign all my buttons to where they were in PCARS 1. Inlirerally found this in the first 5 minutes of playing the game. How NO ONE at SMS caught this just blows my mind.
Now, you can argue that it's not that big of a deal, which in the grand scheme of things, the isolated incedent of the missing keyboard support can be forgiven. However, when you put it in the context of how many other bugs and missing "features" are in PCARS 2, many of them carried over directly for PCARS (like landmines), it starts to raise a lot of red flags. It's very clear to everyone that this game was not bug tested, or even taken for a quick spin on console.
I build houses for a living the, and one of the rules we live by is "don't give the customer a reason to start looking for faults." This means main entrances, high traffic areas, features, they need to be flawless, or as close to as possible. It's a natural human reaction that as soon as they find 1 thin wrong or out of place, they start looking for more similar issues - brake out the fine tooth comb and magnifying glass, as it were.
This isn't my first game, I understand that programming is not easy, but the amount of issues I had within the first hour of playing the game could only lead me to 1 conclusion - the game is not finished.
The ICM menu makes some of those button assignments unnecessary, so it's not the exact same as PCARS1. I believe ICM was developed as a direct response to this. You may dislike ICM, but you can't say they learned nothing here.PCARS is released with far more button assignments than there are buttons on a controller, or on a wheel. Brake Bias, Rol Bars, pit stop, DRS, KERS, wipers, lights, shifting, etc. They released PCARS without being able to assign additional buttons for all the extra stuff included in the game. We had to get on forums, and ask to have keyboard support patched in. How they thought adding all these functions in a game without enough buttons to assign them all has to at least raise some eyebrows. Given that it was the first game, maybe it was an honest mistake.
Now we're on round 2, and they did the exact same thing. They learned no lessons.
That’s fine, you don’t watch replays, I do. I love replays in racing games. To state the obvious, its not a movie it’s a replay of the players participation, replays are just fantastic. I wouldn’t buy a racing game without them, it would be incomplete to me.but replays is not racing I am not buy a movie
I find the ICM involves far too many button presses and eye glances to make dynamic brake bias and roll bar adjustments mid race.The ICM menu makes some of those button assignments unnecessary, so it's not the exact same as PCARS1. I believe ICM was developed as a direct response to this. You may dislike ICM, but you can't say they learned nothing here.
It's no fault of SMS that you find yourself compelled to bind every last niche function to a button. Roadcars don't have KERS or DRS. Open-wheelers don't have wipers or lights. With ICM at my disposal, I found myself with a couple spare buttons without a concrete purpose.
You have a point there. Though if you didn't mind the ICM, there are enough buttons for basically everything that could be essential to one car or another.I find the ICM involves far too many button presses and eye glances to make dynamic brake bias and roll bar adjustments mid race.
As for the niche functions, I don't want to have to constantly reassign buttons every time I go into a different type of lobby, or every time the lobby host changes the type of car being used. In a Shuffle type of lobby, we can go through races in almost every type of car in the game in a few hours. For offline, doing longer sessions, I could live with reassigning the buttons. But for quick online races, which is what I do most, it's really clumsy and annoying to have to change them.
Also, most open wheelers have lights . Dash lights.
I don't use TCS, and I prefer leaving L3 unassigned so it's not accidentally pressed. If push comes to shove, like freak weather in a critical career race, I could turn on stability control in the ICM.No button for TC? You have L3 you can use.