Patch Release Notes and Discussion Thread

  • Thread starter DrJustice
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when there is no practice, qualifying counts as practice that is why you have random start positions,...
i found that out at official forum

add a practice and skip it , is at the moment a solution.

devs are looking into it :cheers:


(in another thread a person mentioned that he always does practice but bug still happens :irked:)

I read that too. However I always run both a practice and qualifying, unless I am specifically setting a random start.

(in another thread a person mentioned that he always does practice but bug still happens :irked:)

oops, that was probably also me. :)

Anyway despite the bugs, I have played 170 hours and I am just about to try driving some more of the GT3 cars, they are so easy to drive, but also great fun.
 
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when there is no practice, qualifying counts as practice that is why you have random start positions,...
i found that out at official forum

add a practice and skip it , is at the moment a solution.

devs are looking into it :cheers:


(in another thread a person mentioned that he always does practice but bug still happens :irked:)

Correct me if i'm wrong but dont have to run a practice in between quilifying and racing to make this work right ?

practice > quilifying > practice or warm up > race
 
can not find the right thread on the official forum, but it should be practice, qualifying, race,.....
it sees the first "race" as practice,...

but for mr serious that does not work... :indiff:
 
THIS is exactly why I don't want to learn how to tune. :lol:
I'm more interested in the why than the how, the maths and science behind it, and the "how" looks like 100s of hours of reading, research, trial and error. I haven't got time to do all that as well as race for a video game.


Too lazy to learn how to tune eh? Good one ;-)

As I told you before, you are just a casual gamer who just messes around the periphery of this video game. No wonder you don't encounter the bugs like others do that treat it like a racing simulator.

You do a couple of long races on standard settings and recon you are the expert and then criticise others for getting right into the guts of the game and finding issues with it.
 
Find it hard to tune ? Run zero camber, reportedly to be quicker and better tire wear 👍
I'm not so sure any more with this whole issue of camber .
I think that camber doesn't work .
The fact is last week i did with the BMW M3 GT a whole week practice on Watkins Glenn GP with many many laps and camber on zero .
I could do a 1:41.850 fasted lap time .
Because there where some guy's who didn't had patch 4.0 the race was postponed so we had another week to train .
Tuesday i was practising and i thought ... why not put some mayonnaise on the tyres so i have the front 1.2 camber and the back 0.8 camber .
And you now what..... I did the same lap time 1:41.855 as with camber on 0 .
 
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I'm not so sure any more with this whole issue of camber .
I think that camber doesn't work .
The fact is last week i did with the BMW M3 GT a whole week practice on Watkins Glenn GP with many many laps and camber on zero .
I could do a 1:41.850 fasted lap time .
Because there where some guy's who didn't had patch 4.0 the race was postponed so we had another week to train .
Tuesday i was practising and i thought ... why not put some mayonnaise on the tyres so i have the front 1.2 camber and the back 0.8 camber .
And you now what.....yesterday I did the same lap time 1:41.855 as with camber on 0 .

Mmm, maybe there's a line for some cars, where more camber will be detrimental to the handling and wear on tire. @Mike_grpA in his thread had better lap time and tire wear/even temp on zero camber ( different car though, formula A at nurb GP )

Maybe toe also affecting the camber performance ? and seeing how landmines triggered from accumulating toe, all these may be interconnected together, as well as caster ( @Mike_grpA what was the caster and toe on formula A you were running with zero camber ? ) Maybe experiment with different caster ( either lowest / highest )
 
Too lazy to learn how to tune eh? Good one ;-)

As I told you before, you are just a casual gamer who just messes around the periphery of this video game. No wonder you don't encounter the bugs like others do that treat it like a racing simulator.

You do a couple of long races on standard settings and recon you are the expert and then criticise others for getting right into the guts of the game and finding issues with it.

I do "treat it like a racing simulator", fiddle with my own setup (even though not with every single aspect of it) and still don't experience bugs at all.

Haven't tried 4.0 so far, but I don't think I wouldn't work as every other update before works fine for me.
 
And you now what..... I did the same lap time 1:41.855 as with camber on 0 .

The whole camber thing is just not very straightforward, as there are several factors in play here. It's not just a matter of 'more camber = more grip' or 'always run x amount of camber'. Because there's also drag, camber thrust, temperature and several other factors (e.g. caster, type of tire) into play, raising camber may introduce more grip, but at the same time more drag and thus no (or very) result in laptime. But even this example is very simplified. And different car/tire/track combo can produce different results. Or even simply a slightly different suspension setup. But bottomline is yes, camber is not having the effect it should have at this point in time (as confirmed by the devs). I think for now, the only thing to do (until it's fixed) is just experiment with values to find out what works best for a given combo. And even that is going to be pretty hard. :lol:
 
Mmm, maybe there's a line for some cars, where more camber will be detrimental to the handling and wear on tire. @Mike_grpA in his thread had better lap time and tire wear/even temp on zero camber ( different car though, formula A at nurb GP )

Maybe toe also affecting the camber performance ? and seeing how landmines triggered from accumulating toe, all these may be interconnected together, as well as caster ( @Mike_grpA what was the caster and toe on formula A you were running with zero camber ? ) Maybe experiment with different caster ( either lowest / highest )
Hey why don't you try it Ridox?
 
Mmm, maybe there's a line for some cars, where more camber will be detrimental to the handling and wear on tire. @Mike_grpA in his thread had better lap time and tire wear/even temp on zero camber ( different car though, formula A at nurb GP )

Maybe toe also affecting the camber performance ? and seeing how landmines triggered from accumulating toe, all these may be interconnected together, as well as caster ( @Mike_grpA what was the caster and toe on formula A you were running with zero camber ? ) Maybe experiment with different caster ( either lowest / highest )

I still haven't gotten back on the game since that race, but I know I left the caster and toe on the stock levels when I was testing stock camber vs 0 camber.

I altered rake, springs, dampers, gearing, downforce, diff, and removed all of the brake mapping (I always remove all brake mapping, as I want full control over the engine braking, and if I need a little throttle under brakes in certain corners I'll do it myself).

I left the tyre pressures and alignment settings stock, so that I could control the variables somewhat. I think by memory stock toe is negative 1 or 2 degrees front and positive 2 degrees rear. Caster I can't remember the values but I know the Formula A does run quite a bit stock.

I'll test removing caster, removing toe, and low amounts of camber, all individually, and in combinations, next time I'm on. I know that even with 0 camber, with the high stock caster settings the car will have significant camber gain when steering, so I also have to consider that.

Obviously it isn't working as it should, but it's not necessarily not working at all. I'll put an update in my thread when I've tested some more.
 
The camber model is definitely in there/working, but not as we expect it to. ;)

Yeah, it might just need some tweaking to get it working as it should. Since SMS are aware of it, they'll be testing it to see what adjustments are needed. I'm confident it'll be fixed.
 
I would, but would you and a few others who didn't like me would believe my report ? Someone who have hundreds of hours play time would be better right ?
Don't go around assuming things! You know what they say about assumptions. I thought your mate had the game?
 
Don't go around assuming things! You know what they say about assumptions. I thought your mate had the game?

I would rather stay away from you if I could, and I can assume anything I want based on past experiences :) He still had the game, still on 3.0, and it's getting harder to get play time as he's becoming more agitated with crashes to home screen ...
 
I would rather stay away from you if I could, and I can assume anything I want based on past experiences :) He still had the game, still on 3.0, and it's getting harder to get play time as he's becoming more agitated with crashes to home screen ...
I thought he shelved it a couple of months ago.
 
I thought he shelved it a couple of months ago.

If I was not asking him to play, he would .... so me playing is like asking him to suffer a little :lol: As I said, it's harder for me to get play time as he would avoid the subject or offer to play something else or watch a movie instead.
 
He still had the game, still on 3.0, and it's getting harder to get play time as he's becoming more agitated with crashes to home screen ...

Unfortunately the crashes are frustrating all of us on PS4. I really hope they fix those, as it doesn't happen with literally any other PS4 game I've played, and it's really not good enough to have a game crash so much. The other bugs I can live with, but not the crashing.
 
Unfortunately the crashes are frustrating all of us on PS4. I really hope they fix those, as it doesn't happen with literally any other PS4 game I've played, and it's really not good enough to have a game crash so much. The other bugs I can live with, but not the crashing.
My friend was asking if it was crashing and glitching as much on Xbox, but I don't know. Is it the same on both consoles?
 
I wouldn't have a clue mate, I'm on PS4, and only know one person with an X1, and I don't think he's got Pcars. Everyone else I know with a current gen console have PS4s.
 
They're doing...I think three total Lancers. The one in the game (current), the Makinen old VI? And one more if I recall correctly.
 
Project CARS – PC Patch 5.0 – Release notes

Online
* Enforce fixed (default) setups – fixed cases where enabling this would still allow players to use custom setups. Enabled the player's custom controller settings to still be used when using fixed setups.
* Mojave layouts – fixed an issue where, if the host were disqualified, it would force end-of-race for everyone.
* Fixed an issue with tyre choices being ignored during pit stops.

Physics & AI
* Improved AI behaviour in pit lanes to further reduce cars hitting the pit walls when driving out of the garages.
* Fixed an issue where cars under AI control would struggle to drive correctly on tracks with high banking.
* Fixed an issue where some car parts that were dislodged during a collision would not be removed when the track is cleared.

Career
* Fixed an issue where the maximum amount of contract and invitation emails could be exceeded with DLC installed, resulting in the player not being notified of newly unlocked contract offers and invitational events.

Controls
* Fixed a bug on the splash screen where the controller used to press the A Button to start was not selected as the current controller.
* Logitech G29/G920 – updated default controller map sets for the layouts to be consistent between wheels and across platforms.
* Logitech G920 – fixed an issue with the gearshift mapping.
* Removed default assignments for wipers and lights, as this was disabling the wipers/lights turning on automatically when it started raining or got dark.

Tracks
* Nürburgring GP, Sprint, Sprint Short – fixed an issue that caused issues for cars pitting in the first pit spot.
* Nordschleife – fixed an issue that caused cars to get stuck against the pit wall when driving in the pit lane.
* Nürburgring Sprint Short – fixed a cut track issue at the NGK Chicane.
* Barcelona GP – fixed cut track issue when entering the pit lane.
* Watkins Glen – improved overall track performance to address frame rate drops in certain areas.

Vehicles
* Aston Martin Vantage GTE – tweaked cockpit exposure to work better with rainy conditions.
* Aston Martin DBR 1-2 – set the car up so that the steering wheel remains in a static state when the user chooses the ‘hide wheel’ option, so that the user can still read the vital info displayed on the wheel.
* Aston Martin DBR1 1959 – fixed an issue where the wrong helmet was displayed when using Helmet View, tweaked inertia and roll stiffness to improve collision behaviour.
* Audi 90 IMSA GTO, Audi R8 V10 plus, Ruf Rt 12R – fixed an issue where the KERS bar would appear on the HUD of these cars, even though they don’t have KERS.
* BMW 320 Turbo – fixed an issue where the car would start 'wandering' in straight lines after a few laps.
* Bentley Continental GT3 – updated engine and minimum ride height to match latest; mapped real world balance of performance; updated gearbox ratios to current FIA specifications, putting it more in line with the other GT3 cars.
* Ford Mustang GT – improve braking power to better match the car's weight.
* Ginetta G40 – partial fix for front tires overheating if pressure goes over 1.8bar.
* Historic Lotus Formula cars – improved the Helmet View exposure settings
* Lotus 98T – fixed an issue with missing bodywork in the cockpit
* Mercedes C Class DTM – adjusted steering wheel shift lights to better match the engine's power band.
* Ruf CTR – changed to a more durable brake pad for track use and added an optional brake duct to help control temperatures at slow tracks.

GUI & HUD
* Display correct message when trying to toggle assists when assists are disabled.
* Fixed an issue with the Leaderboards navigation that prevented the user from changing the vehicle or location.
* Changed the displayed values for Lateral and Longitudinal weight bias, to make it more intuitive.
* Fixed an issue with bad Text spacing on the Telemetry screen.
* Fixed various issues with the HUD gearshift indicator during replays.
* Fixed an issue where making real time changes to the stability control would display incorrect information.
* Fixed an issue where the in-game Standings screen ‘Lap time’ was cleared too soon.

General
* Fixed an issue where the ‘Sync to Race’ option was unavailable when configuring Weather Progression.
* Fixed an issue where the Best Driving Line assist appeared in the rear view mirrors.
* Localisation – added ‘United Arab Emirates’ used by Lykan to non-English language sets.
* Fixed an issue with Quick Race Weekend, where running Qualifying and Race without a Practice session would cause the Qualifying session rules to not work correctly.
* Fixed a case where the ‘One more for the road’ achievement would not unlock correctly.
* Fixed an issue where the player could still toggle driving assists on via buttons, even when driving assists was disabled.
* Fixed an issue where the external driving camera would clip through the track on steep banking.
* Fixed an issue with random cloud ‘popping’ in and out of view.
* Fixed an issue with clouds disappearing when using time acceleration.
* Fixed a render timing issue that would at times cause a black screen when the processor is under heavy load.
* Fixed an issue that caused the player’s view to switch from helmet camera to cockpit camera during pit stops.
* Fixed an issue with Enhanced Mirror, where enabling it could at times cause occasional drop-outs of mirror content

Oculus Rift
* Improved support for Oculus Rift rendering to desktop and headset simultaneously.
* Added command line option -vrfullscreen for use when using second screen, to use whole screen instead of windowed mode.
* Amended driver head offset when in Oculus Rift mode – defaults to 0.0 but can be set using command line -vreyeoffset amount.
* Added HUD position editing control keys to the existing HUD editing setup: AD – left/right, WS – up/down, ZE – in/out. (Note that this doesn't save yet between game restarts. We have this working internally now but it missed this patch, so will be coming your way very soon)
* HUD and Menu system is now located in world and car space instead of attached to the player’s head.
* Updated to Oculus SDK 0.7.0.0.
- NOTE - If you experience a black flicker/flash in the right eye view when playing in VR, please ensure that you have VSync enabled.
 
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