CEO lounge?Yes, I m a manager and Dr. Justice too. That mysterious thread, if it really exists, is not in the manager lounge.
Seems very buggy after 7.0 more land mines, blue screen and so on. This game is so far off any serious online racing 👎
Love the dash apps tho but we should have a more solid running game/sim by now. I can't see we will ever get it now tho!!
EDIT: Run some GT3s yesterday and the tyres was heating ok really (not right tho). I did notice the tyres stayed mostly green yet when i looked at the temps my rears was 250-260 @ Watkinks.
On the dash app tyres would go in the red, yet on the tyre indicator in game would stay green.
In other classes they just don't heat up!
Cheers for the info 👍 he is not the developer of PCars Dash though, this guy is http://forum.projectcarsgame.com/member.php?55366-cjorgens79some info from the dev that made the pcars app i think
Originally Posted by Haiden
I got PCars Dash up and running on my tablet. I like it a lot. Pretty cool app.
I noticed that the temps on my brakes match the temps I see on screen, but the brakes turn red in the app way before they turn red in the game, and I think by a few hundred degrees. The same thing seems to happen with tire temps. Red in the app, well before any section of the tire even starts turning brown in the game. The tire wear doesn't seem to match either. Although, there, the screen shows more wear than the app, but the app's numbers feel more like the grip I have in game.
Does anyone else have this issue? Why are the figures different, and better yet, which one is right?
With regards to tire wear, the in game HUD shows wear to 50% (ie when the in game HUD shows the tires are worn out, they are actually at 50%). My app (and some of the others) show the FULL tire wear, so if my app shows 0%, then the tires are completely gone.
As for the colors with temps for brakes/tires, it currently just uses a range i preset in the app. I think in game there are different tire heating ranges/colours for different compounds, but we don't get that info in the API so ive just done a best guess estimate of recommended temps. I have it on my list to make the ranges configurable so you can see when they turn red etc.
Stephen Viljoen, the Game Designer/Director :
"Hi guys,
It's interesting to read all these theories and speculation on the what and the why! Apologies that a proper answer has been a while coming but we wanted to be sure of what exactly was causing the issues. Well, after much back-and-forth testing between patch 5.0 and patch 7.0, we finally got to the bottom of this. Firstly though, we decided it was best to revert to the patch 5.0 style tyre heat model. The simple truth is that it was a too far-reaching change that on review should not have been patched into the game at this late stage in the product's life cycle. As it happened, there was another change in patch 6.0 that we didn't revert as it wasn't obviously related, which is now causing the discrepancy between how the tyres heat in patch 7.0 versus patch 5.0. We have a fix in testing currently and all being well, will roll it out in Patch 8.0.
We'll keep you posted on how testing goes, but please keep in mind that the team is pretty much shut down from end today until first week in January, so don't expect to hear too much back before January."
From the Pcars tire physics thread.
So i spent a few hours @ Brands GP in the BMW Z4 GT3, i don't know what they have done but driving with no TC and stability seems harder now. I think driving with aids has more of a advantage and is faster,on this track anyway. Was testing cambers and to me rear -0.0 was still faster, i had to re tune the car as my old setup was pretty wild with abs only. Here are my laps and tune, lap 1 abs only lap 2 full aids.
I wouldn't change setups too much until patch 8.0 comes out.
So i spent a few hours @ Brands GP in the BMW Z4 GT3, i don't know what they have done but driving with no TC and stability seems harder now. I think driving with aids has more of a advantage and is faster,on this track anyway. Was testing cambers and to me rear -0.0 was still faster, i had to re tune the car as my old setup was pretty wild with abs only. Here are my laps and tune, lap 1 abs only lap 2 full aids.
Haven't tested camber much since the patch, but it seems the camber thrust effect is there, it's just so tiny it makes little to no difference, so grip at peak loads isn't much higher than 0.0, but longitudinal traction is better with 0.0, so depending on the track, it can still be faster with 0.0, it can be faster with camber, and on some tracks it makes no difference. Disappointing, but not unexpected from an SMS fix lol.
I also noticed the aids seem to be more beneficial, thanks for bringing that up, I thought I may have been going mad lol. I have the aids set to "real", but with the buttons mapped to my keyboard, because I usually switch them off in the cars that have them. I usually run a couple of laps with the aids on, and then I'll turn them off to compare. Most cars just feel better with all aids off, or I feel more in control. I just have it set to real so I have the option in the cars that do irl.
Recently I had a hard time finding braking stability in the setup of my Macca GT3, and it just ended up being far better with abs on. Perhaps this is down to the tyre changes in 7.0, but it's good to know I'm not the only person noticing this, I thought maybe I was imagining it lol.
Yes i only had a quick play with this combo as i know were i should be at lap time wise and didn't expect my faster laps to come with lower numbers after 7.0, its strange as before my tune had -2.2 on the front but to me it felt better with -1.2 this time around
They have fixed the straight line speed advantage that's clear but i still don't think cambers are working as they should, on this car and track anyway . Gonna do some more testing on this next week tho.
As for aids being even more beneficial, its disappointing as i always think the challenge without should be faster.
I guess things will all change again in 8.0 tho
Yes the amount of time in development tyres and cambers should have been solid before release, instead they are making themselves look silly again. Time should be being spent on making online solid, as it is any serious racing is a total waste of time, its a lottery every race you enter because of the bugs. Im not sure we will end up with the game we have waited so long for.
Ian Bell on tire heat change in 7.0 :
http://forum.projectcarsgame.com/sh...iving-on-Ice&p=1196254&viewfull=1#post1196254
In reply to this post :
Originally Posted by Rockefelluh
Wow, this is ridiculous. Adjusted the tire physics TWICE in 2 months
Ian Bell said :
"I don't see this as being ridiculous at all. We added a more demanding heating system to the tyres to introduce more strategy in long races due to costumer demand. When added, some users found it undrivable on pads so we reverted.
If us trying to deliver requests to users is ridiculous then it's sort of hard for us to win. Now, the fact that the revert introduced a bug is disappointing, but probably not worthy of being called ridiculous. I think the way we are constantly adding to the game needs a slightly different mindset than would apply to most games out there.
Tyre physics weren't adjusted per se, the heating was made more strict."
Us poor wheel users!Yea but they didn't have to go overboard with the heating for the tires. And all we ask for was to tone it down a little so are tires won't overheat after 2 or 3 laps. Now it's hard trying to keep the tires warm during a race after 7.0. It's the complete opposite of what we wanted. Like i said, i just wanted it tone down.
Even some wheel users thought that V6.0 was a little to much, maybe if the tires cooled quicker it would have been fine.Us poor wheel users!
Even some wheel users thought that V6.0 was a little to much, maybe if the tires cooled quicker it would have been fine.
The problem was there is difference between PC and console in the heating and cooling speeds
I find it ironic that Ian said "they added a more demanding heat model based on consumer demand". This game was sold as a sim and instead of adding a more realistic heat model they choose to add one that consumers wanted, which we mostly agreed wasn't realistic, but was close. There's a lot to his post if you read between the lines.Ian Bell on tire heat change in 7.0 :
http://forum.projectcarsgame.com/sh...iving-on-Ice&p=1196254&viewfull=1#post1196254
In reply to this post :
Originally Posted by Rockefelluh
Wow, this is ridiculous. Adjusted the tire physics TWICE in 2 months
Ian Bell said :
"I don't see this as being ridiculous at all. We added a more demanding heating system to the tyres to introduce more strategy in long races due to costumer demand. When added, some users found it undrivable on pads so we reverted.
If us trying to deliver requests to users is ridiculous then it's sort of hard for us to win. Now, the fact that the revert introduced a bug is disappointing, but probably not worthy of being called ridiculous. I think the way we are constantly adding to the game needs a slightly different mindset than would apply to most games out there.
Tyre physics weren't adjusted per se, the heating was made more strict."
Haven't seen that question, but that would be way cool to still get the infield tracks still.So would that mean no in field layouts either? I mean I'd happily forsake the ovals but I wonder if they'll scrap the whole circuits due to the amount of complaining there will be if we got in fields and not ovals.
Today's DLC and free car?Was there an update on PC today? Got a 19.6MB upload, but I don't see patch notes anywhere or discussion? My build # on the bottom left of the title menu is v7.100.1149, is that a 7.1?