It doesn't say...
Nor does it have... Flashback/Rewind like in Codemasters games since there is no rewind on real life.
I guess that removes the '-cade' part for you.
Now as for sim... are the following more advanced than AC/rF2:
- Tyre model = YES
- Force Feedback system = YES
- Graphics = YES
- Weather = YES
- Throttle control = YES
- Forced Induction modelling = YES
I could go on, but I think that this game is without any doubt within every atom of my body that this game tries its best to simulate a racing environment. Which means it simulates everything needed for you to experience the joys of racing a seemingly real copy of a race car on an as closely as possible replicated track... all within the constraints of time and money available, of course.
Honest... if people say this game is simcade compared to AC or rF2 than I can just say one thing. They probably don't have a drivers license, since they can't even judge what's real and what not in a well enough manner.
I am not saying with that that AC or rF2 are simcade either, as they are sims as well. I am just saying that if you do not know what a real car feels like below, on or over the limit than it will be hard to judge a game's simulation capabilities as you don't have the slightest hint to recognize what should and should not be simulated. After all it is
re-cognition... 'the identification of something as having been previously seen, heard, known, etc.'.
So to be able to judge if a game is properly simulating a car in its most basic form, you should first be able to recognize its inherent basic features that are to be simulate. After that it gets harder as you have to be able to judge a car based on its character... how it behaves/acts under certain circumstances.
This is exactly why Ben Collins is valuable to the project, as he has driven probably more cars than anyone else on this planet. So he is able to recognize all those little character traits of a car and tell the developers what's right or wrong. Which he did and wasn't ashamed to speak his mind if something was way off.
The same goes for all the other pro-drivers that have been with the project.
Here's a little test for you if you drive a car, JJJnC.
Just go for a drive and really and purely concentrate on what your hands are feeling when keeping the wheel straight.
Once you've done that, I want you to use one hand to grab a part of the dashboard. Now try to focus on what you feel through both the wheel and the dashboard.
What you will feel is the resonance of the vibrations that carry through the chassis. From the suspension, engine, gearbox, fuelpump in the back, exhaust, and so on.
Those vibrations are
NOT IMPORTANT for proper reproduction of force feedback that influences you as a driver to control your vehicle. What you need is the vibrations and push that comes from the steering rack.
First I want you to grab a hold of your shifter stick, if you have a manual H-pattern that is. Again recognize the type of vibration in both hands. This vibration can also be ignored in the force feedback reproduction.
Both of these vibrations, suspension, engine and gearbox vibrations, should be replicated via Simvibe. The buttkickers would shake your rig like it all does your cars chassis in real life.
Now onto what you should be feeling. If you've filtered all of the vibrations out mentally and you try to 'feel' a little deeper, than you'll notice the feedback coming from the above.
Basically in a sim rig situation it would look like the following. The steering wheel base has a FFB-Motor and a Position-Sensor. These two are basically your "Pinion" as in the diagram. They are driven by the "Rack" and turn your wheel.
The "Rack" in the above is the same as the force feedback signal coming from your game. This "Rack" in a real car is being pushed either left or right by the movement of the wheels pushing the "Tie-Rods" either way. A force feedback signal is the same, it can only tell the "Pinion" that is our FFB-Motor to turn left or right. Which is the only thing a "Pinion" can do in real life as well... turn left/right as the "Rack" commands.
That explained. While still driving your real car I want you to grip the wheel lightly with both hands, still forgetting all those vibrations from earlier.
Now if you turn the wheel on a round-a-about I want you to focus on how the resistance builds up as you turn-in, but fades away again slightly as you keep the turn. This initial fade-in and slight fade-out of resistance is the movement of the sidewall, which acts as an elastic band between the metal alloy rim and the tyre thread that grips the road surface.
The remaining force you feel as you turn is the tyre trying to self-align again and keep going forward. It's the self-aligning torque. Which can be influenced by wheel alignment.
I will leave it at that for now, but those are a few basics you should recognize via a game. The others would mean you have to drive violently on the public roads, which isn't advised.
What I can tell you is that the central point between your front wheels is the pivot point for the car as it will oversteer.
Now as you've felt that self-aligning torque in real life. You can imagine this going light and in the opposite way all of a sudden during oversteer.
This is because as the rear tyres loose grip and start to try to overtake the front wheels because of centrifugal force pushing the weight of the car towards the outside of the track. The front wheels still have full grip, so they wish to go straight no matter what due to their self-aligning nature.
As the front tyres refurces to turn, the chassis starts to roll the "Pinion" across the "Rack" as the "Steering Shaft" is attached to your chassis.
In other words your chassis, and everything attached to it, is moving independent of the front wheels. The front wheels are the only "loose wheels" on a vehicle that are attached via a series of rods called "Tie-Rod" and "Rack" which move freely.
Just try to jack up both front wheels and try to move one wheel by hand, provided you remove the steering lock from your steering wheel first. Notice how easy it is to move your steering wheel via your front wheel.
If you now try to imagine the weight of your vehicle plus centrifugal force pushing that weight to the outside of the track, and how much force will be turning the wheel at such a time.
My car is 1100kg and that's quite a lot of weight trying to turn a steering wheel. Hence we have something like power assisted steering racks these days even in racing. It makes it a bit easier on the wrists.
![Wink ;) ;)](/wp-content/themes/gtp16/images/smilies/wink.svg?v=3)
This is also
exactly why you should let go of the wheel during a crash. If the steering assembly with the "Rack" gets pushed one way or the other suddenly, it could break your hands easily.
So in short, for feeling oversteer naturally via force feedback you only need to simulate the "Rack and Pinion" connection properly. As you might learned from listening/feeling your own car, some things can be very harshly and very subtly communicated via the force feedback at the same time. Those little details are hard to get right when simulating this in a half-assed manner in a racing game.
Heck, you should even be able to feel compression upon the steering wheel. This due to how the tie-rods move as they are connected to the spindles behind the tyres. So if both tyres move up and down simultaniously it increases the strain on the linkages. You can very subtly and shortly feel this when going over speed bumps.
A classic place for me to test this in games would be the dip in Fuchsrörhe at the Nordschleife. You get some big compression there, and the steering wheel really tightens up.
So is Project CARS a sim? Well, it is able to simulate a "Rack and Pinion" system properly through the force feedback system. Which in return gives you lots of connection with the car and a lot of immersion.
Of course it can not move the "Rack" around properly without simulating the tyres properly. So it does have a state-of-the-art tyre model as well, that simulates tyre behavior from standstill to infinitive high speeds. Whereas other tyre models either use a simplified tyre model at slow speeds (AC) or use a fixed table of data for grip levels (rF2).
I dunno... even with those two things I think Project CARS looks like it is pretty much a sim to me. Than we haven't even talked about weather and so on.
I'd say... just wait until launch and just buy it. No matter what it's a game that should have a place in between AC, rF2 and all the others. It offers a different approach than the other two, and thus will compliment your games list perfectly.
While it is a lot of marketing to say we wish to be the best (who doesn't wish to be?), but I think it would be fair to say that Project CARS will have its own place within the entire sim racing games industry and with that it compliments all the other games.
Like everyone else I think we all tend to play different games at different times for different reasons. One game because of its modding community, the other because of its great road cars, one other because of its laser scanned tracks. You name it... there are tons of reasons why we would boot up different games when we feel like it.
So Project CARS will simply be a must-have simulation racing game that should be in the games collection of every sim racing enthusiast, along with all the other great titles of the past... present and future.
/END OF RANT