Physics thread

  • Thread starter LVracerGT
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That's right, physics are always the same (including tyre warmup AFAIK), but the Novice, Amateur and Pro player tailoring selects different sets of options.
 
If you check the description of the levels, it mentions that at Pro the brakes and tyres are cold at the start of an event and at Amateur they are pre-heated. Not sure if that's just one of the assists on/off though. I use Pro only anyway. :P And there are more differences between levels, but those are not related to physics...
 
^ I just checked: Pro and Amateur have the same pre heating of brakes and tyres (100% for TT, 50% for race). I only see differences in the pre selection of options (assists, auto/manual gearing etc.). I'll report the inconsistency between the text and the actual pre heating.
 
It's a sim, I would assume tire blankets are available for any car that would normally have a tire blanket.

Sorry, I mistyped Johnny. What I meant was I hope we don't need to say yes or no to tyre blankets when tuning an individual car. Is there any advantage to not using them? I would assume not so like you I'd like to see it modelled. I suppose the race setup might have an option to force it's use on or off for all cars in that race.
 
In some build notes from a few weeks ago, it mentions how the air suspension in the mercedes 300 was switched for springs because of issues (top of screenshot):

image.jpg


What's happening with that in the future? Are they going to return the air suspension and refine it?
 
Not sure what that's all about. I can tell you that even with the controller you should not have issues driving, and he mentions that it's hard to get back on track from grass - people at WMD have been complaining that it's too easy to drive on grass. So yeah, I wouldn't take this guy too seriously
 

This quote sort of tells me that he doesn't really get the racing genre and he's probably an all around gamer as opposed to a sim racer type dude:

Project Cars is competing with the stunning racers like Forza Horizon 2 andDriveClub,

Maybe to the uber casual fan this is true, but if you're into sim racing, the only similarity between these game should be cars and tracks.
 
Most of his comments were about the glitches in a (presumably outdated) preview build, rather than describing actual handling manners.
In some build notes from a few weeks ago, it mentions how the air suspension in the mercedes 300 was switched for springs because of issues (top of screenshot):

(IMG)

What's happening with that in the future? Are they going to return the air suspension and refine it?
I'd like to know too, but either way it's cool that they gave the air suspension a try. It's good to see that sort of attention to detail. 👍
 
Thank you for the link to the review, very informative.
I had a chance to try an older built a little while back and although the game looked great , the driving was, to say the least, not impressive.
This review, assumedly done with a recent built, clearly states what PCars is about, it looks great!
You get to see the Track during day, night, sun, rain, summer, winter, but if what you are into is realistic driving, it is most likely not going to be your first choice. More for gamers than for simmers.
The fact that it is available on Consoles could be seen as a sign of what is coming.
 
Thank you for the link to the review, very informative.
I had a chance to try an older built a little while back and although the game looked great , the driving was, to say the least, not impressive.
This review, assumedly done with a recent built, clearly states what PCars is about, it looks great!
You get to see the Track during day, night, sun, rain, summer, winter, but if what you are into is realistic driving, it is most likely not going to be your first choice. More for gamers than for simmers.
The fact that it is available on Consoles could be seen as a sign of what is coming.

No. Just no. There was a boatload of new PS4 previews (20+) out there today from all over the world and most of them are very positive about the handling, except for two. Do we really still have to jump to conclusions about what the game is all about everytime somebody doesnt like the handling?
 
No. Just no. There was a boatload of new PS4 previews (20+) out there today from all over the world and most of them are very positive about the handling, except for two. Do we really still have to jump to conclusions about what the game is all about everytime somebody doesnt like the handling?

You are correct, the game will be there soon enough for all to judge, I would love to read a review with praise on how good the driving is in PCars, please share a link.
I have nothing against PCars, I will try it when it comes out and will love to be blown away by the way it drives, I am just not expecting it.
 
You are correct, the game will be there soon enough for all to judge, I would love to read a review with praise on how good the driving is in PCars, please share a link.
I have nothing against PCars, I will try it when it comes out and will love to be blown away by the way it drives, I am just not expecting it.
There are loads of people in this forum saying the physics are top class. Expect it.
 
Well, here is one. http://www.thesixthaxis.com/2015/01/28/pushing-the-limits-with-project-cars/

Flitting from car to car, from LMP1 to BAC Mono, they all had to be dealt with differently and heated their tyres in different ways. Even with the most challenging handling model, these were all quite pleasingly accessible to drive with a gamepad. It’s much more of a simulation that what else is out there, that’s for sure, but I never felt the need to rely on the crutches of driving assists. I did, however, rather enjoy being able to switch on a live telemetry HUD, showing me the exact forces going into each corner of the car, the way the different parts of the tyre were heating up and so on.

And thats just one of many.

But I m not trying to talk your out of your concerns, they are perfectly fine. Just see if you like it come release day. I m sure you can try it again somewhere before buying it. :)
 
Thank you for the link, although I would be more interested in the opinion of some one using a decent FFB wheel as opposed to a game pad "having also got to grips with the finesse required on the analogue stick" or "these were all quite pleasingly accessible to drive with a gamepad" and comparing to SIM that we usually agree are the state of the art at this point in time.
One thing he his convinced is that "it is It’s much more of a simulation that what else is out there" mostly referring to Driveclub, that has to count for something.
Really , we will need to see what eventually is released.
 
Thank you for the link, although I would be more interested in the opinion of some one using a decent FFB wheel as opposed to a game pad "having also got to grips with the finesse required on the analogue stick" or "these were all quite pleasingly accessible to drive with a gamepad" and comparing to SIM that we usually agree are the state of the art at this point in time.
One thing he his convinced is that "it is It’s much more of a simulation that what else is out there" mostly referring to Driveclub, that has to count for something.
Really , we will need to see what eventually is released.
FFB is going to get a major rehaul afaik, but it's one of the later things SMS is completing
 
I've got a DFGT and FFB is already great, with some specific settings that one of our fellow WMD members suggested. I know that stuff will be tunable on consoles too, so if you've got a wheel, I'm sure you can make FFB feel quite good with some adjustments. Hopefully those make into a final build.
 
I've got a DFGT and FFB is already great, with some specific settings that one of our fellow WMD members suggested. I know that stuff will be tunable on consoles too, so if you've got a wheel, I'm sure you can make FFB feel quite good with some adjustments. Hopefully those make into a final build.
Can you tell us what adjustments you made?
 
The avoidance system of the AI is still being fine tuned every day. It has already been reduced some days ago. But to be honest, this seems like a massive exaggeration from his side, as I ve never seen problems that bad. You can easily crash into AI if you are unaware (or deliberately, of course).

The second issue is already fixed afaik (collision shape was not correct) and it was not a general issue but only with some cars.
 
He mentioned that if he drove towards a bot when they are side by side, the bot 'leaps' out of the way like there are 2 opposing magnets attached to the cars, and when you crash into the back of someone you end up on top/ below of their cars.

Are these issues known and will they be fixed come release?
The weekly build notes are posted every Friday in the main thread, it will include ai improvements when updated.
 
You get to see the Track during day, night, sun, rain, summer, winter, but if what you are into is realistic driving, it is most likely not going to be your first choice. More for gamers than for simmers.

It's the only choice available on PS4, and one of two available on X1. FM6 is on the way later in the year, and GT7 may be soon or may not be.

If you are into realistic driving on current consoles, this is what you get for the near future. And if you're on PS4, this is probably all you get for quite some time.
 
Thank you for the link to the review, very informative.
I had a chance to try an older built a little while back and although the game looked great , the driving was, to say the least, not impressive.
This review, assumedly done with a recent built, clearly states what PCars is about, it looks great!
You get to see the Track during day, night, sun, rain, summer, winter, but if what you are into is realistic driving, it is most likely not going to be your first choice. More for gamers than for simmers.
The fact that it is available on Consoles could be seen as a sign of what is coming.

For the life of me I cannot fathom this..

For reference I'm loving the driving in pcars (truly!) and was impressed last time yesterday :)
 

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