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

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They have to change it so that the lobby settings are viewable from within the lobby!!!
I would love the ability to see the race settings from within the lobby. How many laps, and weather to start. Then things like fuel usage and tire wear would be great too. So hard to be competitive in a public lobby when you don't know how the host set it up. Great suggestion, thank you.
 
They have to change it so that the lobby settings are viewable from within the lobby!!!

I would love the ability to see the race settings from within the lobby. How many laps, and weather to start. Then things like fuel usage and tire wear would be great too. So hard to be competitive in a public lobby when you don't know how the host set it up. Great suggestion, thank you.
An ‘online lobby’ tab was added with 2.0, but it disappears as soon as you leave the pits. Hopefully it will be fixed next patch.
 
I would love the ability to see the race settings from within the lobby. How many laps, and weather to start. Then things like fuel usage and tire wear would be great too. So hard to be competitive in a public lobby when you don't know how the host set it up. Great suggestion, thank you.
Are you guys talking about during qualification? I can browse all settings before I get loaded on track from the lobby.
 
On PS4 I’ve seen this “online lobby” tab just like in Pcars1 also... as @ozwheels states it may disappear after joining the track, I hadn’t looked for it after that.
 
I have a short story to tell. I drove a manual car for the first time today. Nothing like any game I've ever played. What the hell are they missing?

The way the clutch feels when letting it out. That's what I had the most trouble keeping smooth and when I was off the car would react. You don't get that when driving road cars in games. The weight of the clutch is also something that isn't replicated well at all. What is that about? Is my G29 clutch pedal not made with enough resistance? Can they make pedals with varying levels of resistance so when you engage the gear with your right hand it changes how the clutch pedal feels with your left foot? The other thing is the shifting itself. I know every car is different, and I was driving a 2017 Mazda 3, but it felt so much stiffer than the G29 shifter. Do high end shifters have more resistance?

Beside the physical comparison, I was more upset about the physics and that jerkiness when messing up gears not being a thing in games.
 
What is that about? Is my G29 clutch pedal not made with enough resistance? Can they make pedals with varying levels of resistance so when you engage the gear with your right hand it changes how the clutch pedal feels with your left foot? The other thing is the shifting itself. I know every car is different, and I was driving a 2017 Mazda 3, but it felt so much stiffer than the G29 shifter. Do high end shifters have more resistance?
The G29 (and my G27) are not that high end wheels these days. There's better stuff out there, but it'll cost you. (Modding is also an option) And it will still not compare to real life. :lol:
 
It only won in 98 cause it was realible. Mercedes and others were faster.

On other Tracks that dont require higher speeds you might be competitive but overall it wasnt their fastest car
I have a short story to tell. I drove a manual car for the first time today. Nothing like any game I've ever played. What the hell are they missing?

The way the clutch feels when letting it out. That's what I had the most trouble keeping smooth and when I was off the car would react. You don't get that when driving road cars in games. The weight of the clutch is also something that isn't replicated well at all. What is that about? Is my G29 clutch pedal not made with enough resistance? Can they make pedals with varying levels of resistance so when you engage the gear with your right hand it changes how the clutch pedal feels with your left foot? The other thing is the shifting itself. I know every car is different, and I was driving a 2017 Mazda 3, but it felt so much stiffer than the G29 shifter. Do high end shifters have more resistance?

Beside the physical comparison, I was more upset about the physics and that jerkiness when messing up gears not being a thing in games.

There is a website called 3Drap.it. Enter your search "logitech" in their shop and you´ll find 3D printed parts that make the whole g29 Setup more realistic. You can buy Rubber damping for the Pedal Springs to make them (a lot) stiffer and a two-Piece 3d printed- shifter kit that gives the shifter more resistance. I ordered it immediatly after trying out the G29. Now it feels like the real deal. I´ve got the clutch and throttle "preload" pieces, the "Rally/GT spring tensioner for the brake and the "improved feel" kit for the shifter. It´s not cheap (about 50€ including shipping) but ist well worth every penny.
 
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I have a short story to tell. I drove a manual car for the first time today. Nothing like any game I've ever played. What the hell are they missing?

The way the clutch feels when letting it out. That's what I had the most trouble keeping smooth and when I was off the car would react. You don't get that when driving road cars in games. The weight of the clutch is also something that isn't replicated well at all. What is that about? Is my G29 clutch pedal not made with enough resistance? Can they make pedals with varying levels of resistance so when you engage the gear with your right hand it changes how the clutch pedal feels with your left foot? The other thing is the shifting itself. I know every car is different, and I was driving a 2017 Mazda 3, but it felt so much stiffer than the G29 shifter. Do high end shifters have more resistance?

Beside the physical comparison, I was more upset about the physics and that jerkiness when messing up gears not being a thing in games.
Fanatec clubsport V3 pedals have a mechanical solution that tries to simulate the feel of a clutch pedal. However, if you go and do some investigation and find out how a clutch actually works you will see that it's a very difficult thing to model.
 
McLaren 720S VS Ford GT
Best Of 3 Shootout

Round I
Imola
Session Time 10:00
Time Progression X20
Season - Spring
Weather - Overcast

McLaren 720S 2:03.560
Tyres Pirelli P-Zero Corsa
Fuel Load 45L
Laps 2

Ford GT 2:02.780
Tyres Pirelli P-Zero Corsa
Fuel Load 45L
Laps 2

Round II
Laguna Seca
Session Time 16:00
Time Progression Real Time
Season - Spring
Weather - Clear

McLaren 720S 1:34.567
Tyres Pirelli P-Zero Corsa
Fuel Load 45L
Laps 2

Ford GT 1:37.096
Tyres Pirelli P-Zero Corsa
Fuel Load 45L
Laps 2

Round 3
Sugo
Session Time 12:00
Time Progression X5
Season - Spring
Weather - Hazy

McLaren 720S 1:34.577
Tyres Pirelli P-Zero Corsa
Fuel Load 45L
Laps 2

Ford GT 1:36.146
Tyres Pirelli P-Zero Corsa
Fuel Load 45L
Laps 2

McLaren 720S Wins 2-1 :)
 
I have a short story to tell. I drove a manual car for the first time today. Nothing like any game I've ever played. What the hell are they missing?

The way the clutch feels when letting it out. That's what I had the most trouble keeping smooth and when I was off the car would react. You don't get that when driving road cars in games. The weight of the clutch is also something that isn't replicated well at all. What is that about? Is my G29 clutch pedal not made with enough resistance? Can they make pedals with varying levels of resistance so when you engage the gear with your right hand it changes how the clutch pedal feels with your left foot? The other thing is the shifting itself. I know every car is different, and I was driving a 2017 Mazda 3, but it felt so much stiffer than the G29 shifter. Do high end shifters have more resistance?

Beside the physical comparison, I was more upset about the physics and that jerkiness when messing up gears not being a thing in games.
Ahh Grasshoppa', you've just begun. :lol:

Seriously, EVERY car has a little different feel. PS4 user here. So let's get that out of the way first. The only game that gives me a real feeling of clutch is Assetto Corsa. (I've driven probably 90 different manuals in real life - conservative number). Assetto seems to allow for some kind of clutch slip, which is what clutches do. Most other games have this constant bight point that's very, I don't know, digital? Like, gear engagement is on here, off here. (Gran Turismo is by far the worst, even GTSport as of last week). But that's not how real clutches work. Clutches slip based on pedal position, engine RPM, horse power, torque, etc. So far, Assetto has the only clutch I believe is sim worthy on console, because it kinda seems to slip a bit. I'm still waiting for the version that will actually let you burn up the clutch disc while slipping the clutch. Then we'll know they've modeled it properly. There's nothing like the smell of a burning worn clutch when you're trying to slip it just enough to get up a stubborn hill off road.
 
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Ahh Grasshoppa', you've just begun. :lol:

Seriously, EVERY car has a little different feel. PS4 user here. So let's get that out of the way first. The only game that gives me a real feeling of clutch is Assetto Corsa. (I've driven probably 90 different manuals in real life - conservative number). Assetto seems to allow for some kind of clutch slip, which is what clutches do. Most other games have this constant bight point that's very, I don't know, digital? Like, gear engagement is on here, off here. (Gran Turismo is by far the worst, even GTSport as of last week). But that's not how real clutches work. Clutches slip based on pedal position, engine RPM, horse power, torque, etc. So far, Assetto has the only clutch I believe is sim worthy on console, because it kinda seems to slip a bit. I'm still waiting for the version that will actually let you burn up the clutch disc while slipping the clutch. Then we'll know they've modeled it properly. There's nothing like the smell of a burning worn clutch when you're trying to slip it just enough to get up a stubborn hill off road.
If I turn off Automatic Engine Start can I get a car to stall when messing up shifts?
 
Don't know how the game's doing it, but the beauty of real life cars... you just "pop" the clutch and it's running again. :sly: I'll check it out for you.
Yes, you can stall a car in PC2 and get it to start again while rolling and using the clutch. 👍 Read a story of a guy that crashed and came to a stand still, but was on a slope so the car started rolling and he was able to bump-start the car. 👍
 
Ahh Grasshoppa', you've just begun. :lol:

Seriously, EVERY car has a little different feel. PS4 user here. So let's get that out of the way first. The only game that gives me a real feeling of clutch is Assetto Corsa. (I've driven probably 90 different manuals in real life - conservative number). Assetto seems to allow for some kind of clutch slip, which is what clutches do. Most other games have this constant bight point that's very, I don't know, digital? Like, gear engagement is on here, off here. (Gran Turismo is by far the worst, even GTSport as of last week). But that's not how real clutches work. Clutches slip based on pedal position, engine RPM, horse power, torque, etc. So far, Assetto has the only clutch I believe is sim worthy on console, because it kinda seems to slip a bit. I'm still waiting for the version that will actually let you burn up the clutch disc while slipping the clutch. Then we'll know they've modeled it properly. There's nothing like the smell of a burning worn clutch when you're trying to slip it just enough to get up a stubborn hill off road.
Live for Speed simulates a relatively gradual bite, clutch slip, and burning up the clutch. 👍 Still doesn't compare to real life practice, but if you taught someone the concept on LFS I think they'd have a head start over someone completely new to it.

In this case I might as well also point out that LFS offers a free demo and very low system requirements. :)
 
Think I’m going to explode. Three online races in a row within 20 seconds of the start some retard barges into me and I end up on my roof. Race over.
 
Ahh Grasshoppa', you've just begun. :lol:

Seriously, EVERY car has a little different feel. PS4 user here. So let's get that out of the way first. The only game that gives me a real feeling of clutch is Assetto Corsa. (I've driven probably 90 different manuals in real life - conservative number). Assetto seems to allow for some kind of clutch slip, which is what clutches do. Most other games have this constant bight point that's very, I don't know, digital? Like, gear engagement is on here, off here. (Gran Turismo is by far the worst, even GTSport as of last week). But that's not how real clutches work. Clutches slip based on pedal position, engine RPM, horse power, torque, etc. So far, Assetto has the only clutch I believe is sim worthy on console, because it kinda seems to slip a bit. I'm still waiting for the version that will actually let you burn up the clutch disc while slipping the clutch. Then we'll know they've modeled it properly. There's nothing like the smell of a burning worn clutch when you're trying to slip it just enough to get up a stubborn hill off road.
Have you tried raceroom?Ive always thought the clutch simulation there was pretty good. Although, it could be just due to how well it sounds.
 
I'm currently going through different GTE race cars and practicing with each. I started at launch and immediately fell in love with the 488 GTE. Over the past two days I've tried the Ford and Corvette.

My times at three different tracks are as follow:

Ford GTE at Daytona Road Course
1:47.779

Corvette at Long Beach
1:16.719

Ferrari 488 GTE at Imola
1:42.694

All of these times are with a controller on the PS4 using authentic assists setting. These times are fairly close to the real world lap times (at least within 2 seconds off the ELMS GTE pole at Imola last year and within a second off pole in the other two tracks). However I can't get close to 2:01.xx-2:04.xx at Road America which is where GTLM cars tend to lap at that track in real life. I'm stuck on the cusp of a 2:07.xx with the Ford. Anyone here care to give me driving or tuning pointers for the track? This track has been a nightmare for me going back to the first Project CARS.
 
I'm currently going through different GTE race cars and practicing with each. I started at launch and immediately fell in love with the 488 GTE. Over the past two days I've tried the Ford and Corvette.

My times at three different tracks are as follow:

Ford GTE at Daytona Road Course
1:47.779

Corvette at Long Beach
1:16.719

Ferrari 488 GTE at Imola
1:42.694

All of these times are with a controller on the PS4 using authentic assists setting. These times are fairly close to the real world lap times (at least within 2 seconds off the ELMS GTE pole at Imola last year and within a second off pole in the other two tracks). However I can't get close to 2:01.xx-2:04.xx at Road America which is where GTLM cars tend to lap at that track in real life. I'm stuck on the cusp of a 2:07.xx with the Ford. Anyone here care to give me driving or tuning pointers for the track? This track has been a nightmare for me going back to the first Project CARS.
As little downforce as you can handle and setup the car to be able to get back to power early. If that means sacrificing apex mph due to a little understeer it’s worth it.
 
AI seems much better after patch 2.0. I almost traded the game in after my first few races before the patch, but ran a couple of races last night at Bathurst, Le Mans and Long Beach and didn't encounter one first lap pile up!

The replays at Long Beach are incredible too
They're also better balanced. I've found a far smaller variance in pace for a given AI setting, and they at least make an effort to "observe" when road conditions are poor now. :) Still don't seem to be affected by puddles of standing water or chilly weather that is too cold for the player's tires, though. I haven't gotten back to my career yet because I keep spending my time investigating version 2.00 things or just losing myself in enjoying the new physics & setups!

It's also been a bit difficult not to spend half my time watching the replays. :) The shots are outstanding and well thought out.
 
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