Patch Release Notes and Discussion Thread

  • Thread starter DrJustice
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Currently how i play PCars is this:
After various losses of save data over last 6 months or so and fresh installs and start agains and since the patch 6/7 tyre debacle and the fact career has ground hog day weather..
Also going fully down the 'jack spade' FFB settings route which to ME IMO, was a dead end, i now am starting again but litterally sorting out FFB how it feels good to me, so no SOPs no BODY or 'GUT', just playing with the top sliders and beacuse of that i working through each section , road, touring, GT etc and doing like few laps on few of my favorite tracks...
I'm loving it, once i am happy with FFB i will then do like a 5 lapper with AI.
Its great, and for a game that cost me £25 i'm happy with that, would like custom championships but that is withheld till PCars 2 and i'd like a better career but again we are stuck with that, so its now just a good game to mess about on..
Now thats fine, but i can understand why some folks want more from it.
But anyway thats pretty much how i play it, added to that my game time is limited and online i avoid.
Hopefully PCars will be more of a 'game' but as it stands without custom championships i'll just treat this like a great way to blast around on some favorite tracks now, pretty much what i ended up using SHIFT 2 for, the game became making the cars drive properly, like the FFB has now become the 'game' to me to find the perfect feeling...
Funny old game but i enjoy it.
I just play solo race mode even though I started a career, which I haven't dipped back in to in ages. Like you, I avoid online. This game is just perfect for choosing a track, a car, boosting AI grid size to the max (or not sometimes), and going out and racing then enjoying the replay afterwards. It completely meets my needs for these things, custom championship would have been absolutely awesome though.
PCars nailed the experience I was after. I wasn't wanting a forza or gt "game" of progression and unlocks, just the ability to interact with the game as I choose, with everything accessible from the start, much like many of the PC sims.
 


For entertainment only :P not sure what's funnier, the drift setup shown or how the car can still be driven in game or the "drift" driving he demonstrate. The rain 'drifting" looks real funky, like there's something holding the car :P

" Do not touch the steering. Just let it go, let it go " - best advice he's given that works for his car and crazy setup :crazy: :lol:

Enjoy the laughter :cheers:


So it's OK for you to ridicule other people's setups? Wasn't so funny when people were commenting on your setups despite you not having the game.
 
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So it's OK for you to ridicule other people's setups? Wasn't so funny when people were commenting on your setups despite not having the game.

Ridicule ? Maybe, but I enjoy a good laugh once in a while,what do you think of the "drift" setup shown ?

Who commented on my setups ? So far, only a few I know gave feedback on my Pcars setup, @super_gt and @Fanapryde
 
I just play solo race mode even though I started a career, which I haven't dipped back in to in ages. Like you, I avoid online. This game is just perfect for choosing a track, a car, boosting AI grid size to the max (or not sometimes), and going out and racing then enjoying the replay afterwards. It completely meets my needs for these things, custom championship would have been absolutely awesome though.
PCars nailed the experience I was after. I wasn't wanting a forza or gt "game" of progression and unlocks, just the ability to interact with the game as I choose, with everything accessible from the start, much like many of the PC sims.

My feelings exactly. Other than the AI at times, I don't really have any complaints about PCARS. As you said, "PCars nailed the experience I was after." Really looking forward to PCARS 2.
 
I just play solo race mode even though I started a career, which I haven't dipped back in to in ages. Like you, I avoid online. This game is just perfect for choosing a track, a car, boosting AI grid size to the max (or not sometimes), and going out and racing then enjoying the replay afterwards. It completely meets my needs for these things, custom championship would have been absolutely awesome though.
PCars nailed the experience I was after. I wasn't wanting a forza or gt "game" of progression and unlocks, just the ability to interact with the game as I choose, with everything accessible from the start, much like many of the PC sims.

This is correct, but I'm, like you i presume, a petrol head, i dont really consider myself a 'gamer' as such, i know that may sound weird, but i play driving games to give me a fix of racing / driving when i'm not able to either track day or karting, i no longer have a garage toy for weekend driving eithetr, so all i'm left with is a family wagon on the road. So my expectation of PCars was that i was happy just having Clio Cup in it with some UK tracks!
But i can see from other perspectives and some people want a 'game', this is where PCars falls short, a simple custom championship i.e pick 15 random tracks, choose 20 AI qual and race. Done. I could play it forever (which is why they scrapped it...make us beg for it in PCars 2 so we buy that)

My biggest fear will always be SMS listening to the fanboys which means they wont push themselves that hard, why bother if you biggest fans will let you get away with stuff and any dissenters are dealt with swiftly?
I'm happy with the bare bones of PCars but really i wish i didn't have to be.
 
Any patch release notes yet?

I've been told by a friend that its available now in Australian region,
 
The PC patch 8.0 will be rolling out today.


Project CARS – PC Patch 8.0 – Release Notes

Vehicles
• McLaren F1 GTR - adjusted cockpit exposure, fixed visual clipping issues.
• Radical RXC Turbo - Fixed typo in statistics file. Engine now correctly displays as V6 not V8, Fixed asymmetry typo in default setup spring rates.
• Lotus 51 - Fixed a typo giving 100 steps to rear fast rebound damper settings instead of 10. Default values were unaffected.
• Renault Megane RS265 - Fixed typo causing asymmetry in default setup springs.
• KTM X-Bow - Fixed clipping on the roof camera.

Tracks
• Cadwell Park – Fixed an issue where cars while on the main straight would hit the pit wall at a certain spot and be disqualified.
• Ruapuna all layouts - updated the position of the pit exit trigger so it's after the start line trigger. Full optimisation pass done on all the layouts to improve performance.

Physics, Tires and Setups
• Further adjustment of heating on under-inflated tires where it was reduced as part of the discontinuity fix.
• Fixed issues with players not being able to save setups to DLC tracks, if they started their profile with older versions of the game.

Controllers
• Fixed OSW / DIY sim wheel driver crash in PID.DLL.

GUI
• DLC cars and tracks will now remain selected between game sessions.
• Fixed a bug where some tracks with forced rolling starts was locking out the rolling start option after moving to a different track.

UDP
• Extended joypad and dpad bitfields to include some extra buttons on steering wheels. Added 'same class as player' flag in participant info mSector field. Fixed a couple of issues with packet types 1/2 not sending at the correct rate.

Render
• Fixed bloom not working correctly on any MSAA mode on PC.

Oculus Rift
• Updated to Oculus SDK 0.8 SDK
 
The PS4 patch 8.0 will be rolling out over the course of day, first in EU and later in US.


Project CARS – PS4 Patch 8.0 – Release Notes

Vehicles
• McLaren F1 GTR - adjusted cockpit exposure, fixed visual clipping issues.
• Radical RXC Turbo - Fixed typo in statistics file. Engine now correctly displays as V6 not V8, Fixed asymmetry typo in default setup spring rates.
• Lotus 51 - Fixed a typo giving 100 steps to rear fast rebound damper settings instead of 10. Default values were unaffected.
• Renault Megane RS265 - Fixed typo causing asymmetry in default setup springs.
• KTM X-Bow - Fixed clipping on the roof camera.

Tracks
• Cadwell Park – Fixed an issue where cars while on the main straight would hit the pit wall at a certain spot and be disqualified.
• Ruapuna all layouts - updated the position of the pit exit trigger so it's after the start line trigger. Full optimisation pass done on all the layouts to improve performance.

Physics, Tires and Setups
• Further adjustment of heating on under-inflated tires where it was reduced as part of the discontinuity fix.
• Fixed issues with players not being able to save setups to DLC tracks, if they started their profile with older versions of the game.

Controllers
• Fixed long standing missing functionality in Thrustmaster PS4 implementation -- the ignore device gain setting was not being honoured meaning the soft lock was being applied at the master gain level instead of full gain.

GUI
• DLC cars and tracks will now remain selected between game sessions.
• Fixed a bug where some tracks with forced rolling starts was locking out the rolling start option after moving to a different track.

UDP
• Extended joypad and dpad bitfields to include some extra buttons on steering wheels. Added 'same class as player' flag in participant info mSector field. Fixed a couple of issues with packet types 1/2 not sending at the correct rate.
 
the discontinuity fix.
• Fixed issues with players not being able to save setups to DLC tracks, if they started their profile with older versions of the game.

I personally take credit for getting this issue sorted out :sly:
Hope it works!

And also how does someone seriously put V8 and not V6 in the text? See things like this all the time with this game.

But anyway, I'm sure there will be nothing but tyre testing for the next few days for a lot of people. We shall see...
 
I personally take credit for getting this issue sorted out :sly:
Hope it works!

And also how does someone seriously put V8 and not V6 in the text? See things like this all the time with this game.

But anyway, I'm sure there will be nothing but tyre testing for the next few days for a lot of people. We shall see...
Let's see the tyre fix...but the shame is that they not fixed the 🤬 pitstop prison bug of the Silverstone Classic circuit....2 months awaiting already...

Hopefully it's coming next month :banghead:
 
Fixed long standing missing functionality in Thrustmaster PS4 implementation -- the ignore device gain setting was not being honoured meaning the soft lock was being applied at the master gain level instead of full gain.

What does this mean?
 
What does this mean?

Hi Dave. The soft lock limits the rotation of the wheel based on the car you're driving. When you turn the wheel too the maximum the car allows the game applies a sudden "brake" to the rotation of the wheel. This stops us needing to change the degrees of rotation on the wheel when we change cars. You can keep turning through the "soft lock" if you force it but it's there too help. Previously the effect of it could be hugely lessened as it's strength was assigned by the wrong setting. This should fix it. It was working properly when I tried just now.

Warning to everyone - I did find my auto clutch was turned off so I stalled on my first race start. It's been a while since I drove with my wheel but I don't think I'd turned it off last time I used it (it might just be me though). CHECK YOUR SETTINGS.
 
Also with the new 8.0 patch the calibration of the steering wheel is different and harder to turn .

I have a T300 RS Trust in the Master .

Before patch 8.0 if I waned to calibrate my wheel it went in a smooth/soft way .
Now with the new Patch it is hard to turn the wheel and calibrate .
 
Also with the new 8.0 patch the calibration of the steering wheel is different and harder to turn .

I have a T300 RS Trust in the Master .

Before patch 8.0 if I waned to calibrate my wheel it went in a smooth/soft way .
Now with the new Patch it is hard to turn the wheel and calibrate .

you might want to check if you are on standard or classic setting
 
I have a couple of questions: can anyone confirm that the Aston Martin GTE has had itsrestrictor increased to 29.5mm from 29.4mm? Can anyone with access to the game files or with more clout than I on the official forums check if the car uses the same tires as the other GT3 cars in game?
 
It's likely it shares the GT3 tire. They moved some GTLM style cars into the GT3 bracket and gave them tires for BOP reasons within the class. I'd imagine they did the same for the GTE. That being said with the Corvette GTLM coming, we may see a separate GTLM style class at some point. I'd imagine if they end up with four or more cars they could separate it (They have the BMW 3er, the GTE Aston and the upcoming Corvette at the moment)
 
It's likely it shares the GT3 tire. They moved some GTLM style cars into the GT3 bracket and gave them tires for BOP reasons within the class. I'd imagine they did the same for the GTE. That being said with the Corvette GTLM coming, we may see a separate GTLM style class at some point. I'd imagine if they end up with four or more cars they could separate it (They have the BMW 3er, the GTE Aston and the upcoming Corvette at the moment)

The Aston definitely needs some BoP loving, it lacks so much pace compared to the M3 specifically.
 
April 2016 cant come soon enough......
Yup.... April 2016 is a great month for consols simracing fans...

5th Dirt Rally...
22th Assetto Corsa..

About the tyres in Pcars, i tried yesterday with the 8.0 patch... And yes,they are way better than the 7.0 update... But for me they're not so good that the 6.0.

Now they have a good grip, but bad heating..

Making "donuts" with the oreca LMP2 on Spa in August at 15:00pm and the engine blowed up with the tyres not even yellow...

The biggest shame about it, is that the developers said the will be like that from now on...

If there was a way to revert my game on the 6.0 update i was surely doing it
 
Yup.... April 2016 is a great month for consols simracing fans...

5th Dirt Rally...
22th Assetto Corsa..

About the tyres in Pcars, i tried yesterday with the 8.0 patch... And yes,they are way better than the 7.0 update... But for me they're not so good that the 6.0.

Now they have a good grip, but bad heating..

Making "donuts" with the oreca LMP2 on Spa in August at 15:00pm and the engine blowed up with the tyres not even yellow...

The biggest shame about it, is that the developers said the will be like that from now on...

If there was a way to revert my game on the 6.0 update i was surely doing it

Apparently its all the console guys fault..you know the 85% of customers of the game....only PC owners are proper drivers clearly...lolzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
 
Apparently its all the console guys fault..you know the 85% of customers of the game....only PC owners are proper drivers clearly...lolzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
I'm Ps4 user cause i didn't got the money enough for a good Pcgamer,rig and wheel..
I played some good sims on a friend's PC (assetto, R-Factor...) But i must say that the 6.0 tyres physics where the best and most accurated to real life tyres...

For me they really taked a bad decision to revert on 5.0 physics because popular console petition...

Man...SMS don't have two professional development drivers and andy??some technical details and decisions about physics should only be taken by the development team... More if you wanted to make your game a pure hardcore simulator.

So i really think the the majority of console users aren't really ready for simulator games like those they are on PC.

(my opinion)
 
I am struggling to enjoy the FFB with the new patch, feels hard on turn in. All the cars feel different in the FFB department. Was on with my buddy last night and we were trying to figure it out.
 
I am struggling to enjoy the FFB with the new patch, feels hard on turn in. All the cars feel different in the FFB department. Was on with my buddy last night and we were trying to figure it out.

In one of the earlier patches something got changed in the global settings but i cant remember what it was. Maybe take a look there
 
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