- 7,147
- Birmingham, UK
- GOTMAXPOWER
Amazing to see Grand Theft Auto still doing so well in the charts 4 years after launch.
Amazing to see Grand Theft Auto still doing so well in the charts 4 years after launch.
Yup, same issue for me! after three days of solo races etc, I thought I would jump into Career and start with my fav hot hatch around Brands, but could not do anything other than spin 180degrees!!
This place is the best out there so I have to ask. Is the game really that buggy? the NeoGaF thread is filled with angry people.
I think some people are being quite crude about the game because after the experience of early days with PCars1 these bugs should/could have been avoided.
Some bugs like the settings not saving properly or tires not getting into temperature are quite easy to spot and only take a few hours playing to realise they are there. Hence some people get mad about them and rant.
I neither love nor hate the game. I just like it. Despite these minor, easy to solve bugs, the game offers good, close racing in an endless array of combinations. It's a good base to create something great.
For me, I am still to find the right FFB settings that work with every car under every condition (on rain or cold temperatures I almost get no information through it). I stopped the career because on the GT5 I can't get the tires up to temperature and then I can't race the AI on a decent difficulty level. It's a bit annoying not being able to rely on the setups you tried to save.
I'm still try to get my head around to what they were thinking on including snowy races for GT cars on the career...![]()
And that's brilliant fun online when you get a group of clean guys.The oval racing aspect could use a bit of an overhaul, but that's more of a niche thing.
Though they are regularly used interchangeably, handling feel is not physics. It involves physics, but handling combines car physics, tire model physics, and contact surface geometry. I think it is important to differentiate between the different variables that create handling.Tire physics is parts of the overall car physics. It's the part that touch the ground. It's one of the most important aspect of the simulation
For touring cars on the "Slick" tire compound, I've found dropping the tire pressure is a quick fix to help make the car more controllable and help the tires retain heat. I wonder if several car setups have over-inflated tires by default.I'm glad I'm not the only one. Like no matter how slow or straight you come into the first turn, mid way through it just goes away.
I haven't experienced any class yet where the AI are not slow in the rain.
I was just about to come on here to state just that. Clio Cup race at Snetterton. 20 second lead in 4 laps starting last. Got bored so decided to go to slicks really early and won by 4. Puddles look great though.
Great news, but I'm wondering, when I do a race weekend and it starts wet but ends dry (practice to race), even then the AI is still really slow. They only speed back up on separate dry weekends. Will this be looked into?Speed improvements to AI in wet and snow are already coded internally and will be coming in the next patch.
Great news, but I'm wondering, when I do a race weekend and it starts wet but ends dry (practice to race), even then the AI is still really slow. They only speed back up on separate dry weekends. Will this be looked into?
Awesome.Speed improvements to AI in wet and snow are already coded internally and will be coming in the next patch.
Awesome.
Off topic...Early 1st lap behaviour is also drastically improved (1st corner slowdowns). Accelerated times in qualifying being too fast is improved and some minor corner to corner AI speed balancing is in. We'll polish further with each patch.
Talking about that, I think I've found a possible workaround for that. In the Clio Cup season, I've had a grid penalty in 2 races this season and the times have been expected as in without the bug. The other 2 times, I've not had a grid penalty and it's been the standard treatment.Early 1st lap behaviour is also drastically improved (1st corner slowdowns). Accelerated times in qualifying being too fast is improved and some minor corner to corner AI speed balancing is in. We'll polish further with each patch.
Which patch version is it? Also, looks like PC and console version numbers seem different, I think consoles are on 1.3 and pc is on 1.1, are they the same version? Would like some info on that!Early 1st lap behaviour is also drastically improved (1st corner slowdowns). Accelerated times in qualifying being too fast is improved and some minor corner to corner AI speed balancing is in. We'll polish further with each patch.
Which patch version is it? Also, looks like PC and console version numbers seem different, I think consoles are on 1.3 and pc is on 1.1, are they the same version? Would like some info on that!
I'm having a hard time returning to the game Why?
Graphics
No aliasing
All you see is jagged edges everywhere
Bad textures everywhere
Looks worst then PCars 1
Last night i played both PCARS 1 and PCARS 2 back to back and it was night and day
I really wanted to love this game but how bad the Graphics are on the OG PS4 as stop that
Those issues are even worst in photomode
any chance that sms could patch the aliasing, jagged edges issues? or are those set in stone?
Nah. The game obviously bug ridden and my former Geography teacher's lookalike Ian Bell ignores everyone on the forum and takes the money from Project BUGS 2! I'm going to play Assetto Corsa.Thanks @IanBellI know you and your team are working on improving the game which is why i'm not giving up on it
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What about the graphics in the rear view mirrors? The image in my rear view mirrors looks like the original GT on PS1... I'll have to check, but I'm pretty sure the mirrors on Project Cars 1 looked better than this.We're running proper EQAA on PS4 but the way in which we mask the cars for things like panning motion blur caused it to be masked out on occasion. But as above, we're on it. I think we can improve it to an extent.