Project cars 2 bug report Q&A

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@The_American @IanBell @Bealdor @GTsimms Has there been any talk internally about GT3 cars and possibly other classes driving very differently in the race opposed to practice and qualifying? It's as if an entirely different setup is being loaded by the game. Sometimes you also start with very different fuel and tire pressures from what you set.
I've definitely seen the game loading different fuel loads for the race that what is in the setup I've been using. Could this be the game making sure you have enough fuel to do the race?

I haven't noticed tire pressures specifically...however, I did have a couple instance in the BWM TC car, racing online, where the transmission final drive in the race was different than what I was setting in the tuning menu. The one instance in particular that I remember was at Algarve, in the quali session I shortened the final drive so that I wouldn't hit the limiter on the front straight. However once the race started, I was using the default final drive setting, easy enough to tell, since I was bouncing off the limiter the whole way down the main straight.

Since then, in the Ready screen, I always go to my tune first, and make sure the proper one is loaded, before I click Ready. Haven't noticed issues since then.

I do often feel though that cars handle differently in the race than in quali, even in default setup rooms. When I do notice it, I notice because the race car feel so way more unstable than the quali car.
 
I've definitely seen the game loading different fuel loads for the race that what is in the setup I've been using. Could this be the game making sure you have enough fuel to do the race?

I haven't noticed tire pressures specifically...however, I did have a couple instance in the BWM TC car, racing online, where the transmission final drive in the race was different than what I was setting in the tuning menu. The one instance in particular that I remember was at Algarve, in the quali session I shortened the final drive so that I wouldn't hit the limiter on the front straight. However once the race started, I was using the default final drive setting, easy enough to tell, since I was bouncing off the limiter the whole way down the main straight.

Since then, in the Ready screen, I always go to my tune first, and make sure the proper one is loaded, before I click Ready. Haven't noticed issues since then.

I do often feel though that cars handle differently in the race than in quali, even in default setup rooms. When I do notice it, I notice because the race car feel so way more unstable than the quali car.
I’ve seen fuel start at 11L for 19 lap races and the tire pressures started for me after patch 2.0. They were 0.6 bar higher than they were supposed to be. Then the pressure dropped throughout the race, very strange. I’ve too made sure my setup was right in the ready screen and it still ended up wrong somehow. As for cars feeling different there is definitely something to it. It’s not just an imaginary thing or get good you suck at driving thing either. I don’t know if it’s reseting certain setup things to default or what.
 
The wheel shake bug still seems to be present on Immersive with the G920 on XB1, the wheel likes to turn left to right by itself on Raw too, Informative seems to be better than both. Also with FX on 100 i can still barely feel rough curbs, sometimes not at all, is this normal?
 
More bugs. Quite often I get this one where you join a session but then you can't do anything once joined.



And then another - Stability control just will not switch off. I thought TC and SC are supposed to be linked, but here they're not. I didn't have a button mapped to turn each off individually. Only ever happens online of course.

 
I’ve seen fuel start at 11L for 19 lap races and the tire pressures started for me after patch 2.0. They were 0.6 bar higher than they were supposed to be. Then the pressure dropped throughout the race, very strange. I’ve too made sure my setup was right in the ready screen and it still ended up wrong somehow. As for cars feeling different there is definitely something to it. It’s not just an imaginary thing or get good you suck at driving thing either. I don’t know if it’s reseting certain setup things to default or what.
Some of the difference in feel should be expected. By the end of quali, there's more rubber on the track, so grip is higher - I believe live track 3.0 resets the rubbering jn of the track at the start of the race. Furthermore, ambient and track temps often change from quali to race, which would result in slightly different handling.

All that said though, I do believe there is some sort of issue where setups are not loading properly, as sometimes (not all the time), the handling change from quali to race is so drastic it doesn't feel like the same car. And like my experience with the BMW TC, of the transmission ratios are changing from quali to race, that's not a livetrack 3.0 thing.


Another issue I just experienced, perhaps related. I took the Lotus 49C to Classic Silverstone - medium cloud, 26C ambient, 41C track temp.

Before this session, I had not driven the 49C in PCARS 2 at all. Upon loading to the track, the very very first thing I do is click Drive, ignoring setup, and head out on track. First impressions of the car is that it handles like complete junk. I Sunday drive for 2 laps to get tire temps, but as soon as I push, there's stupid understeer, and touching the throttle results in wheelspin, trying to catch the oversteer results in the tail wagging the dog all the way to the scene of the accident.

I return to the pit box, go to the Tuning Setup Menu, and the game loads the Stable setup. I reduce the brake pressure to 75%, increase the Caster to 4.0, and increase the Steering Ratio to 12.0:1

Head back out on track, and the car feels completely different. I mean completely!! It actually feels like a racecar, not like a shopping cart. Now, I know I made some changes, but the changes I made shouldn't have had this drastic of an impact, and certainly not to where the overall grip level of the car changed.

My gut is telling me that when I first went on track, the game loaded some sort of default of all default setups. Once I loaded the game's base "Stable" setup, (which actually felt more responsive than my first outting), which I would assume would technically be the "default" setup, the handling got at least reasonable.

So going back to online lobbies,
I think that's what is happening. In the READY screen, if you don't load your desired setup, the game loads the default of all default setups for you.
 
In an online lobby, Road C, I'm in the NSX. I'm in the tuning menu looking at the differential. In the rear, it's showing the Gear, Clutch, and Viscous Lock types of diff all set to ON.

Working as intended, or a glitch?

Edit: finished the race, reloaded the same lobby, exact same settings.

I'm looking at the Diff again, the rear still has all 3 set to ON. Different this time is the front, which has Viscous set to ON, and Cluth set to OFF - last session, only option at the front was Viscous (which, to my understanding, is what it should be). I can toggle the Clutch LSD to ON, so that in the front both Clutch and Viscous are set to on.

Again, working properly, or no??
 
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In an online lobby, Road C, I'm in the NSX. I'm in the tuning menu looking at the differential. In the rear, it's showing the Gear, Clutch, and Viscous Lock types of diff all set to ON.

Working as intended, or a glitch?

Edit: finished the race, reloaded the same lobby, exact same settings.

I'm looking at the Diff again, the rear still has all 3 set to ON. Different this time is the front, which has Viscous set to ON, and Cluth set to OFF - last session, only option at the front was Viscous (which, to my understanding, I said what it should be). I can toggle the Clutch LSD to ON, so that in the front both Clutch and Viscous are set to on.

Again, working properly, or no??
Carrying on where I left off with the Diffs.

I started a private test session at Ruapuna Park with the Mustang GT - never driven the car before today.

First time I go into the tuning options, both Geared and Clutch LSD types are turned ON. I get that this car could have one or the other...but both?

I turned the Geared LSD off, and honestly can't tell if it made a difference, or just a placebo. Either way, I'd really like to know if this double diff thing is a glitch or not. @The_American, @IanBell, can either of you set the record straight here?
 
Carrying on where I left off with the Diffs.

I started a private test session at Ruapuna Park with the Mustang GT - never driven the car before today.

First time I go into the tuning options, both Geared and Clutch LSD types are turned ON. I get that this car could have one or the other...but both?

I turned the Geared LSD off, and honestly can't tell if it made a difference, or just a placebo. Either way, I'd really like to know if this double diff thing is a glitch or not. @The_American, @IanBell, can either of you set the record straight here?
I know RL diffs/ limited slips/posis/lockers inside and out. In a standard rear end, like a Mustang would have, it's impossible to have more than one type. But there's obviously a priority - meaning only one will be active. Which one is kind of a mystery at this point. Good job detecting this. Can you turn one of the types off?
 
@The_American @IanBell @Bealdor @GTsimms

Can anyone please clarify what criteria is needed to improve your license from rookie > pro > veteran etc.

It seems highly inconsistent by the stats posted in the competitive racing license thread and for us people really trying to plat the game it will help a great deal to know what to aim for.

Also a bug I've found, I completed a 7 lap race online at Monza last night and found it was NOT recorded in my profile stats.
 
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You know I never keep track of that ****. Just a friendly tip man, don't get over-obsessed with it! It is what it is! Recording it in stats? Fine. Not? Also fine. It's only there for some competitiveness mate and not to pursue greatness. They will fix everything eventually, or i hope so.

EDIT: Just a small finding, I noticed that switching "post processing filters" OFF improved the graphics a bit for me; or so I felt.
 
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You know I never keep track of that ****. Just a friendly tip man, don't get over-obsessed with it! It is what it is! Recording it in stats? Fine. Not? Also fine. It's only there for some competitiveness mate and not to pursue greatness. They will fix everything eventually, or i hope so.

EDIT: Just a small finding, I noticed that switching "post processing filters" OFF improved the graphics a bit for me; or so I felt.

True but I'll only be able to relax once I have all the online trophies as I really want to plat Pcars2 as I'm seriously in love with it! Best racing game ever imo. Hence why I'm constantly asking the dev's to clarify what is required to move your license up from one tier to the next.
 
@The_American @IanBell @Bealdor @GTsimms

Can anyone please clarify what criteria is needed to improve your license from rookie > pro > veteran etc.

It seems highly inconsistent by the stats posted in the competitive racing license thread and for us people really trying to plat the game it will help a great deal to know what to aim for.

Also a bug I've found, I completed a 7 lap race online at Monza last night and found it was NOT recorded in my profile stats.
The race could have been with license requirements set to off. Then it won’t affect your license.
 
The race could have been with license requirements set to off. Then it won’t affect your license.

Didn't think about that, thanks for the reply. However my rating went up by 5 points after the race...weird isn't it
 
Just did an online race, lights went green right away instead of waiting for the 3 sets of red lights, then what was meant to be a 5 lap race only lasted 1 lap.
 
When I left the game last night after some clean races I got my rating up to an E1446. Now when l load up just now I'm back to U1446! WTF? Argh!

Actually when looking in the driver network the history shows E1446 and I can join E races. And suddenly it now says I'm on E1446. I guess somesort of refresh issue. Is the rating downloaded from a server?

Scarey bug that!
 
When I left the game last night after some clean races I got my rating up to an E1446. Now when l load up just now I'm back to U1446! WTF? Argh!

Actually when looking in the driver network the history shows E1446 and I can join E races. And suddenly it now says I'm on E1446. I guess somesort of refresh issue. Is the rating downloaded from a server?

Scarey bug that!
The driver rating is saved on-line (which ensures isn't not able to be hacked) and refreshes when you re-load, but yes it does scare the 🤬 out of you the first it happens.
 
Don't know bout y'all but I've dropped AI Opponent Ability to 15% now. Those buggers even at previous 20% were still as though they were on crack. So it's 15% now. Going to see if that takes away some turbo and super traction from them.
Haven't tried other cars yet. Still in my first Career, Formula Rookie.
Try wet tires. today, default setup, loose, i slashed 2s+ on my best lap time vis-a-vis best lap time set over the weekend in private session for race 1 track in career. doesn't take ages for tires to get up to temp. but on chase camera view, tires do look like wets. i was feeling like hugh hefner in pre clinical trials for the blue pill, kinda bummed and hopeless. but now am confident again.
 
Does anyone know how to limit the timesheets in timetrial to only GT3 cars? It includes the complete GT class which is pointless as why would I want to use a ghost/setup from a GT1 car if I'm in a GT3 car. I can only add the ghost of the top 30 times...all GT 1...smh
 
Does anyone know how to limit the timesheets in timetrial to only GT3 cars? It includes the complete GT class which is pointless as why would I want to use a ghost/setup from a GT1 car if I'm in a GT3 car. I can only add the ghost of the top 30 times...all GT 1...smh
Unfortunately that is not possible on console.
 
Saving setups is still mental - BE VERY CAREFUL WITH LOADING AND SAVING SETUPS





I think it's really bad that I've only just noticed this and it could explain so many issues many have.

This game is not jut bugged, it's off it's rocker with insanity! Please SMS whatever you do, never ever write some air traffic control software, traffic light control systems or train signaling software. lol you'd bring the world to a standstill and kill millions!
 
If I crash any of the Indy cars, even with damage off, the car dies and cannot be driven off in any gear and the race needs restarting. It's very strange. But what's even more strange is I had this exact same issue with the Indy car in the first game. Guess that one carried over, even though the cars in the sequel are supposed to be new...
 
The Sugo glitch is still not fixed



I must say, I am enjoying how easy it is to document glitches and bugs with the PS4 and YouTube :rolleyes:

And more



I'm uncovering an average of about 2 bugs per hour atm!


Had that one last week. Happened to myself 2 or 3 times, stuck at 75% each time. Also was in a PSN party chat with some folk, and it happened to 2 of them while we were trying to load a race. They were stuck at 75% as well.
 
Can somebody verify at all these things are fixed in current version?
(Quantum counting 5+20 is hard from these.. Gonna go shopping this title when quantum counting isn't needed and normal math is around 0+1)

Quote from SMS worker web page comments:

1.) There is no way to type and communicate in a room unless you’re driving. This was a bug in PC1 where the online lobby didn’t work. And since there’s a “Timeout” function that automatically puts you back in the pits, you can no longer park on the side of the road for a while to type in the chatbox. (There seems to have been an attempt to fix this, but with all my game time it seems to only work ~10% of the time, and only in the practice session, never the Qualifying Session.)

2.) Replays still broken. Cars stuck on the grid, and still in the pits, even though they were finishing high in the race. Bug possibly has to do with players leaving in the middle of the race.

3.) Silverstone Classic is still broken. Assume that Hockenheim Classic is also broken. They had the same bugs in PC1 as Silverstone Classic. Need to test them out thoroughly. Basically what happened was that we practiced and qualified, and then started the race it literally raced all the way to the finish line, 15 feet in front of us. We didn’t even get 1 lap in. The race went from the starting grid, to the starting line.

4.) Tracks without Pits: There are many tracks in the game that don’t have pits. This inherently means that you can’t have a Practice Session in multiplayer. I don’t care if you have to create unrealistic pits, or if there’s only 2 pit boxes, you have to do it! Otherwise any map without pits either won’t be used, or will only be a short term gimmick.

5.) Invisible Walls are still in Project Cars. This bug has been in Project Cars 1 since day 1.

giphy.gif


6.) Rejoining Lobbies: If you rejoin a multiplayer lobby after you quit / get disconnected, your time is wiped out. It needs to have the times saved to Steam Profile on the server. Similarly, you can’t rejoin a lobby you get disconnected from, even if you start from the pits or take a time penalty and restart from the pits. This functionality is vital to have if you want PC2 to be used for Endurance races.

7.) There are certain tracks that give “Cut Track” penalties when you are in the middle of the track. Circuit of the America’s turn 1 is one example. Watkin’s Glenn turn 1 is another. Algarve is another.

8.) Cut Track penalty system during passing is broken. If someone spins and / or lets you pass by significantly slowing down, the system thinks the passing car is “cheating”, and forces the passing car to give the spot back. Also, it forces you to give the numerical position back, but not necessarily forces you to give it back to the person you “cheated.” Assume that if / when this system activates at the right time, it’ll still make you give back the position #, not the place to the correct driver.

9.) “Cut Track” penalties are inconsistent, wrong, and illogical. They sometimes occur one lap, but not the next on the same line. Sometimes putting two wheels over the white line gives a cut track, other times going 4 wheels over does not, in the same exact spot.

10.) “Cut Track” penalties give you 30 seconds to slow down and serve the penalty. This is so long that you can brake normally for the next corner and “clear” the penalty. The system either needs to be cut severely in order to serve it (like down to 5 seconds) or needs better coding so that slowing down for a normal corner doesn’t clear the penalty.

11.) In some tracks, the pit crew doesn’t let you leave the pit box. There is a system in the game that prevents you from driving out of your box if there is a car approaching (which is good), but it seems to get tripped up by other cars in their pit boxes just sitting there. Even if the drivers are still in the menu.

12.) Tire System: The tire system is basically broken across all cars. Some cars actually go faster on Wet Tires than slicks in dry weather, and the tires don’t overheat in a reasonable amount of time. Other tires don’t build up any heat at all. Also, like in PC1, it is not justified to use Hard tires at any time over softs because Soft Tires don’t wear off / degrade like they should.

13.) Slight damage to the front causes massive (unproportional) amount of radiator damage in the short and the long term. This is an old PCars 1 bug that was fixed for PCars 1.

14.) Visual Only damage is broken. While it resists damage and doesn’t cause any problems while everything is attached, if you lose a part, that part is removed from the aerodynamic model. I.E. With Visual Only Damage, if you lose a wing or a foil, it should be that you have no handling issues, but it means you can no longer maneuver because the foil is gone from the aero model, too.

15.) The gears sometimes load up incorrectly, and trying to change them causes further bugs. Another Project Cars 1 bug (but not a PC1 day 1 bug).

16.) The functions required to properly steward a race are missing. I.E. We need the ability to assess penalties, and remove penalties. We need the ability to restart the count up and restart the race (in order to get people back in who D/C).
17.) If you accelerate time in Qualifying (in singleplayer), the AI outperform what they should by several seconds per lap.

18.) Double shifting, even TRIPLE SHIFTING is still in game. This is another Project Cars 1 Day 1 bug. Thankfully with down shift protection it has yet to grenade an engine of mine, but earlier today I shifted from 2nd straight to 5th gear.

19.) Hitting the right side mouse button immediately takes you back to the previous menu with no “Are you sure?” prompts. The problem is that there are several places where it’s vital to have the prompt. For example, I was hosting a MP session last night and twice accidentally hit it, which immediately dropped me back to the main menu. Because of this (and the inheriting a lobby bug), I had to restart the lobby several times to get the right options.

20.) Cars still crash and bump into each other in Automatic Rolling Start. The problem is that this gives you both damage (when you can’t control it) AND time penalties.

21.) In no place at the main lobby for the race, or while monitoring, or while bringing up the times while monitoring, does it say what kind of car the person is racing, only the class of car. A small picture isn’t good enough.

22.) Speeding in the pits during the race results in a DQ. It should result in a Stop and Go penalty.

23.) At no place in an online race past the main lobby does it actually show how many laps the race will be. See #1, an attempt was made to show the “Online Lobby” during the race, but it doesn’t show up the majority of the time.

24.) The recent performance of your tires (temperatures, temp gradients, final pressure) should show up in tuning, but doesn’t. You literally can see the spot they are supposed to be in the set up, but it doesn’t actually change.

25.) The pit stop limiter doesn’t default as on when you start from your pitbox. (It does in every single other game. And combined with the fact that speeding in the pits results in DQ’s, this is a bad oversight.)

26.) There are functions that can’t be changed once a lobby has been created that could be changed in Project Cars 1. For example the selection to have “Car Class”, Multi-Class, or Identical cars to lobby host can not be changed.

27.) Lobbies sometimes get locked up and can’t progress for no apparent reason. Furthermore people get stuck at the “Ready Screen”, unable to click the “Ready” button, and get locked out. Cause still undetermined.

28.) If you get across the start line before the green light on a Rolling Start, it still counts the lap as having completed, but only STARTS the clock for that person’s total race time once they cross for the next lap. Basically, if you jump the start line before the green light, even with the drivethrough penalty you’ll come out ahead of those that did NOT jump the start line.

29.) There is no rewind function when on the “Monitor” race section. I.E. Vital race steward functions are missing. (For example, a race steward needs to be able to rewind to an accident, cut track or other problem, figure out who’s at fault, and assess penalties).

30.) The rating system is nice, but there is NO explanation given as to what points you got, and why you got them, and how to move up or down in the safety classes. There should be a box on the final splash screen that shows you your rating change. Or perhaps another screen that shows the points change for all the drivers.

31.) No matter what you do, the virtual mirror turns itself off everytime you go back to the pits. Also occasionally the HUD disappears, and no matter what you do, you can’t get it back.

32.) When you go to the car selection screen, it reverts to the default screen instead of the last screen you used. I.E. If you want to select a car by class, you make your selection, and then go back, it’s not still on the select by class screen.

33.) The end of race logic and server tracking is entirely broken. I just had a multi-class race where I was clear ahead (but in a slower class), not lapped, and when the leader crossed the starting line, I got a 5 second warning before the AI took over. I got sent to the splash screen, however the other drivers in the class DID NOT get sent to the splash screen, and continued to race. They eventually overtook me, and got the spot on the final leaderboard. Thankfully, when I saw the splash screen, it gave me my rating and didn’t take it away once we went back to lobby.

34.) We’ve discovered another break in “end of session” logic. Basically we were finishing up qualifying, and we got to finish our flying laps. People joined late. The session ended, we went to the qualifying results splash screen, but it didn’t end for everyone. Some people (I assume late joiners, but I couldn’t see because I was stuck on the splash screen) were able to leave the pits and drive out on the track as the rest of us were stuck waiting at the results. The session broke, we got stuck, and it never advanced for anyone.

(The bug may or may not be track related [Algarve], others reported something similar when they played earlier, but it got unstuck for them.)

35.) If you leave a server before you see the final splash screen, you are removed from the final results. This bug has been in since day 1 of Project Cars 1, and needs to be fixed.

36.) Jump start or even a questionable jump start in Rally Cross is immediate DQ. It should be a time penalty.

37.) You are unable to turn off assists in an active Time Trial session, even if it’s unrealistic on a car.

38.) Basically if the lobby host leaves, and someone else takes over, the lobby automatically changes to that person’s default or last settings, changing options that are not even available to change after you’ve started a lobby.

39.) There’s an option that comes up during your cooldown lap that says something like “Exit to pits in the Pause Menu.” But if you hit the escape button, you don’t see the option to go to pits. If you hit the Car Management menu, you don’t see it there, either.

40.) AI behavior is good if you are in front or behind of them while in Multiplayer, but they don’t recognize a car next to them unless they’ve been there for a long while, and often attempt to ram them.

41.) If an AI car gets damaged during the pace lap and “decides” to pit to fix it, they do not hold their position and then enter the pits. Instead they go full speed for the race course to get to the pits, and damn anyone that gets in the way.

42.) Time Trial Leaderboards in game cannot be filtered by “Class.” Instead it shows “All” cars. Also, it’s missing “All Cars” option.

43.) DRS still doesn’t work the way it’s supposed to. (I.E. Only available in certain zones on the track. And during the race it only activates 2-3 laps in AND only if you are within 1 second of the guy ahead of you.) If SMS is unwilling to do it right, it should be removed altogether. Or at least give us an option when creating a server to disable it.

44.) Got a “Pit Box Full” error, but was able to pit and fix damage. Either the message was in error, or I shouldn’t have been allowed to pit.

45.) AI’s behavior isn’t predictive. It’s basically on rails. Let me give you an example. In one race last night I got damage early from AI’s (see #3), and the car was difficult to control. At one point I spun out, and came to a stop right in the middle of the road. I saw an AI coming for me still a decent ways away. So I stayed still to allow the AI to go around me. The AI didn’t brake, move to the left, or to the right. It plowed right into me, even though I was on his path for a good 4 seconds just sitting there. (I’m experimenting with this one. It seems to be a problem with AI in multiplayer sessions only. Still working on it.)

46.) The Formula C is no longer a Formula 3 facsimile, but a Star Mazda (facsimile). It should be renamed to something like Indy Small (Indy Light is already taken by an official and real car) so it isn’t confused for a Formula 3. (Further more, we should get a Formula 3 car some time in the future.)

47.) Hole in the Track: Doing Sakitto GP it’s possible to fall through the track if you go where the outside (of the pit turn) pit lane sign is.

48.) The weather system is great, but it’s a little funky session to session. For example, I’m assuming that Practice, Qualifying, and the Race does not happen back to back to back. I’m assuming that they happen on “different” days. I.E. Thursday, Friday and Saturday. The problem is that when you start a new session with new weather, it is assumed to be back to back. If you start qualifying with light rain, when it was dry before, the track is assumed to be dry, and thus skew the qualifying results. With the total control server admins now have, if they want it to be dry to begin with, they should set it that way in the weather settings. So if a session starts with a setting, it must assume to be that setting for a period of time. I.E. Start with light rain, assume the track is wet, not dry (but getting wet).
 
Just... WOW! Thank you for taking the time to document all this. So many of these have happened to me on console, but only once or twice. My tendency is to disregard and forget about it. But to see it all articulated, I'm like, "yeah, I remember that happening to me too!" (5) (7) (8) (9) and (20) are probably the most frequent and frustrating to me.
 
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