My brief experience with Patch 2.0

  • Thread starter CHEN255
  • 70 comments
  • 4,601 views
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
:lol: 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.
 
:lol: 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.
Well sure that the game need quite some tweaks and fixing

But i don't personally see landmines or invisible walls or glued cars in PCARS2

Physics improved, tyre model improved, FFB easy to set compared with the first game.

Better IU with explanations of settings.

Better controler implementation...

And like i said, PCARS2 got already USB keyboard support added, but only for camera and vof... Don't know that the maping didn't work intended or a bug didn't let map..

The 2.0 update is a good start and step forward, it has improved the game a lot in my case, and the bug that didn't fix the damage of the cars in resetting sesion or going to box is fixed.

So i really would say that the second game came in a better shape than the first one

Sure it could be launched in a better shape,but meanwhile i see them working to iron out the game, well I'm OK with it.

None game is prefect, after being waiting one year for private lobbies in Assetto Corsa and see their support speed... I don't complain so much anymore. :D
 
:lol: 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.

Can you do us a favor and refund your copy? I would just put you on ignore but this way if you return the game you'll be done with it.
 
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 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.
 
but replays is not racing I am not buy a movie
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.
 
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.
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 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.
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've got a few things I could change out for KERS and DRS or whatever:
L2/R2 = throttle/brake
L1 = clutch
R1 = reset car
up = lights
left = ICM
right = wipers
down = cycle in-car display
touchpad = toggle ABS
X/square = upshift/downshift
circle = handbrake
triangle = cycle HUD
R3 = change camera (right stick down = look behind)
 
No button for TC? You have L3 you can use.
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.
 
Does anyone else feel a lot more lift off oversteer? ive only noticed it with the Gt3's atm... the downshift protection is wacked as well?? Ive never driven the actual GT3 machines, but watching onboard replay's show they can downshift MUCH faster than PC2...?
 
Back