Project CARS 2 General Discussion Thread - Out Now on PS4/XB1/PC

  • Thread starter jake2013guy
  • 12,209 comments
  • 1,211,582 views
Hello guys
Are online drivers swaps still planned ?
cheers

Nothing definite. Last we heard was that @IanBell indicated a possible implementation via a patch in the future. Nothing more since then about it. I certainly hope it happens. It will be a key item to dethroning iRacing as the top online racing sim on PC. Fingers crossed.....
 
Thank you for your answer
Online endurance races are pretty much the only races i do ,together with my team i've done more than 100 endurance races on various simulators (rfactor1,iracing and rfactor2 )so i was disapointed that pcars 1 didn't had that feature ,I really hope we can get a confirmation that it's still coming for pcars 2.
cheers
 
Thank you for your answer
Online endurance races are pretty much the only races i do ,together with my team i've done more than 100 endurance races on various simulators (rfactor1,iracing and rfactor2 )so i was disapointed that pcars 1 didn't had that feature ,I really hope we can get a confirmation that it's still coming for pcars 2.
cheers

We're right there with you in regards to the endurance races.

In fact, our league is hoping (and planning) to host a 24 Hours of Daytona event IF (and that is still a huge IF) the online Driver Swaps becomes a reality.
 
Here's what most of you have been waiting for. PHYSICS TALK!! :D

Has the physics model also been improved?
In many ways, yes, with some being refinements to existing models in order to add detail, and others being really major changes. Here are just a few of the refinements.

We have expanded our suspension damper model to have as many as six adjustments per corner (slow/fast bump, slow/fast rebound, bump/rebound transition force), which allows us to obtain a closer match to how the real dampers work and respond to tuning adjustments on a given car.

Our brake model now has a heat transfer model with multiple layers. This allows us to model, with more accuracy, the difference between iron and carbon-carbon brakes, for instance, as one of the big factors making them work differently is how heat energy from braking moves from the outside of the rotor, through to the core, and then out through cooling vents. It also made our brake-glow effect look much more natural because that outermost layer of the brake rotors sees rapid temperature spikes, thus fading in and out of glow more realistically.

Turbocharged engines can now vary boost pressure through the engine's RPM range to match reference dyno’ data, meaning throttle response is more accurate and things like balance of performance for modern GT series can be matched precisely.

We now have much better control over properties of each surface type. Gravel, for instance, is not just the same as tarmac but with lower grip; it works fundamentally with different elements of the tyre grip and, as a consequence, it likes tyres with aggressive tread patterns to cut into and lock the surface together. Ice tracks, similarly, favour the effect of studded tyres and driving, so that you are digging those studs into the ice at the end of the car you want doing most work.

There are countless “little” things like that and then, of course, we have the big hitters: tyre model, and a new driveline model. Our partnership with Pirelli has taught us a great deal about tyre construction; how the contact patch moves and changes shape as the tyre goes through the stresses and strains of driving, how lateral forces influence vertical behaviour, etc. Matching our own model's behaviour to closer match what can be seen happening in real tyres had a great effect in making the rubber behave more naturally. Learning more about the rubber chemistry has helped us evolve that side of the model as well. Tyre-rubber grip is generally classified in three ways: deformation grip, adhesive grip, and tearing grip representing, respectively, the rubber moulding around the road’s imperfections, chemically bonding to the road material, and ripping off of itself.

We've added some new elements in our tyre model to better simulate each of those elements, tearing grip especially, and also in what activates the grip, how it responds to varying temperature, weather conditions, surface types, and so on. Working with the Schmidt Peterson IndyCar team also helped with a last element of the tyre model: the complete heat model. IndyCar teams such as Schmidt Peterson stick temperature probes on everything, and seeing how heat moved on the real car both at Long Beach and Indianapolis last year gave us a great baseline for the heat sources, heat sinks, and how fast it moves from one place to another. Our tyre-brake heat model is sort of a 9-layer dip of temperatures with energy going all the way from the brake rotor to the rim, through the air inside each tyre, then four rubber/carcass layers of varying thickness, before reaching the ambient air flowing around a tyre. Having real data for this to calibrate our model against was a big deal, and means tuning tyre pressures for track, weather, and car setup is as important in game as in real life.

The new driveline model is another big step forward for us. This sometimes gets minimalized as just new code for the differentials, but it is much more than that. Driveline handles every force/torque from the crankshaft through the gearbox and differentials to the tyres and back to the chassis via the suspension. The new code fixes a number of issues and assumptions which hindered us on the previous project, especially for doing vehicles far from the norm like a single-speed kart or big Ford F150 truck.

Then, of course, it does have all-new differential models. The player gets more than a simple choice of percentage locking in the diff’, they also get to choose the type, or even form hybrid models. A Salisbury clutch pack diff’ works differently to how a Torsen geared diff’ works or a viscous unit. For an AWD car with front, centre, and rear diffs, the player can tweak and tune those choices on all three of those units...or go with spool axles and lock everything together permanently! The new driveline model is also a modular set of building blocks, meaning we aren't locked into forcing cars to fit on basic FWD, AWD, RWD templates. Modern rallycross cars, for instance, are AWD, don't use centre differentials, and have a disconnect clutch on the rear axle when using the handbrake. R32 and R34 Nissan Skylines start out RWD and only send power to the front when wheel slip is detected; Mercedes A 45 AMG works exactly the same but front to rear, neither being what you would traditionally call AWD from a centre differential outwards. Our model allows modelling all of this precisely, with no compromises.

For more interview details visit the website below.
https://www.trueachievements.com/n2...king-project-cars-2-with-slightly-mad-studios
 
Last edited:
Improving doesn't stop after going gold, or even after release. It's a continuous process. Especially after the game is released more things will be discovered (because more people using it) and they will be fixed. There's no such thing as a bug free software-product, especially really complex ones like this. What matters is how the developer treats this, and as you can see in here SMS is treating this completely open and to the point.

I'm with NLxAROSA on this.
 
I've met Bob... we don't quite get along :D

Seriously, off is for TT and making setups. Maybe pC2 will be different due to RL circumstances (i don't have the time I once had to prepare for online nor I can commit to a schedule :( )
 
Improving doesn't stop after going gold, or even after release. It's a continuous process. Especially after the game is released more things will be discovered (because more people using it) and they will be fixed. There's no such thing as a bug free software-product, especially really complex ones like this. What matters is how the developer treats this, and as you can see in here SMS is treating this completely open and to the point.

Like a beta test .....
 
A question for the group: When racing manual with H-Gate, do you prefer a car with 5 or 6 gears? I know from an engineering standpoint it's faster to have six gears because you stay higher in the rev band but having only five gears means you're changing less often and your hands are on the wheel more. Real situation to apply this to would be in Group A do you choose the BMW or the Merc?
 
Like a beta test .....
No not like a beta test at all. Like it or not but day one patches are the norm, I certainly can't recall a recent title launching without one.

I am implying nothing ... ianbell said it .
No he didn't. He said that the were working on numerous minor improvements for the day one patch. You seem to have wanted to blow that up into something that wasn't said or even inferred.

I'm a Sony beta tester, you don't run betas for minor improvements.
 
Last edited:
A question for the group: When racing manual with H-Gate, do you prefer a car with 5 or 6 gears? I know from an engineering standpoint it's faster to have six gears because you stay higher in the rev band but having only five gears means you're changing less often and your hands are on the wheel more. Real situation to apply this to would be in Group A do you choose the BMW or the Merc?

That depends on the track/car combo. You'll end up achieving similar times only in a different way. After the power peak you can change the gear. No need to push beyond that except for avoiding another 2 gear changes hence, losing time.
The real question is, do you map your shifter properly? ;)
 
I have a question. I'm definitely going to purchase Pcars 2 (the Deluxe version) via digital download Pre-order option on the PS Store (instead of physical disc purchase).
My question is regards Pre-ordering digitally. What is the time limit one has for pre-ordering before release date?
Can one pre-order 1-2 days before release date or is it more days in advance?

Reason for asking is while I've definitely decided to purchase this route I didn't want to order too long in advance in case release date gets postponed (Not saying it will happen for this game but has happened before with others whose name shall not be mentioned).
However, I'd still like to order before the pre-ordering limit period expires so asking.
 
No not like a beta test at all. Like it or not but day one patches are the norm, I certainly can't recall a recent title launching without one.


No he didn't. He said that the were working on numerous minor improvements for the day one patch. You seem to have wanted to blow that up into something that wasn't said or even inferred.

I'm a Sony beta tester, you don't run betas for minor improvements.


yeah well you should know minor fixes are not always minor are they .. and I have tested enough software to know yeah professionally just like you and if you have being doing it for ten years then I have been doing way longer . Nobody is blowing anything up mate. If the producer says hes got a "ton" of fixes for day one what does that mean ? I have no problem with patching its necessary however how can this "ton " of fixes features or whatever you call them been tested properly , simple as that.
 
yeah well you should know minor fixes are not always minor are they .. and I have tested enough software to know yeah professionally just like you and if you have being doing it for ten years then I have been doing way longer . Nobody is blowing anything up mate. If the producer says hes got a "ton" of fixes for day one what does that mean ? I have no problem with patching its necessary however how can this "ton " of fixes features or whatever you call them been tested properly , simple as that.
He didn't same a ton of fixes, he said "We want reviewers to review gold with Day 1 Patch. We've added a ton of small improvements since the Gold build.", if your going to make out someone said something at the very least be honest with your quotes rather than adding your own interpretation onto it. Otherwise yes you are blowing it up.
 
I'm sure the game will have a number of bugs even after day 1 patch. I'm sure some things will not please everyone. What is clear though, from countless videos and articles, is that the game will be loads of fun, if you are looking for fun instead of trying to nitpick on stuff. I'm personally going to hold off for a couple of weeks of going online and starting the career mode. I'm sure there will be some major things that pop up just because the games audience will be huge compared to the WMD and QA department. It's normal. I'll just enjoy some fun offline racing vs AI (they look great from what I've seen) and also trying to beat/get close to times of lots of very fine people from this and WMD forums I've friended on steam in TT.
 
I only play offline and agree with this. I had some AMAZING 24hours races!

I also only play offline and tried 1 24 hour race. Went great for 4 hours. Then Bob got in for his first stint and never came back for fuel. All he had to do was pit and we might have won overall in an inferior car since after 4 hours almost half of the opposition had also run out of gas.

Ran a couple shorter races at Bathurst and he did fine. But if your game doesn't work at the Nordschleife it may as well not work at all. ;-)
 
I also only play offline and tried 1 24 hour race. Went great for 4 hours. Then Bob got in for his first stint and never came back for fuel. All he had to do was pit and we might have won overall in an inferior car since after 4 hours almost half of the opposition had also run out of gas.

Ran a couple shorter races at Bathurst and he did fine. But if your game doesn't work at the Nordschleife it may as well not work at all. ;-)

If Bob didn't come back for fuel/pit I will bet it's because of the amount of fuel you had set in pit strategy options or whatever. He didn't come back to pit because he had more than enough fuel in the tank to complete without requiring refuelling. Need to check those options preferably beforehand.
 
I have a question. I'm definitely going to purchase Pcars 2 (the Deluxe version) via digital download Pre-order option on the PS Store (instead of physical disc purchase).
My question is regards Pre-ordering digitally. What is the time limit one has for pre-ordering before release date?
Can one pre-order 1-2 days before release date or is it more days in advance?

Reason for asking is while I've definitely decided to purchase this route I didn't want to order too long in advance in case release date gets postponed (Not saying it will happen for this game but has happened before with others whose name shall not be mentioned).
However, I'd still like to order before the pre-ordering limit period expires so asking.

The release date is set at September 22.
 
Back