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

  • Thread starter jake2013guy
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Glad you were able to find some more worthy stock tunes since the first time you brought up that point. :cheers:

Glad you are still trying to ignore the ones that aren't...

Consistency sells. Someone gets in a well tuned stock setup the first time he plays, he keeps playing. Someone picks one of the terrible setup cars the first time, guess what?

It's a minefield out there. Some cars are a dream. Some cars are a nightmare. How hard would it be for SMS to whittle away at the worst offenders and slowly get some parity?

How much of the game is so bad? There is 22 of my friends on right now. So that's basically 2 lobbies of 11. Like I said before,the game has bugs,are they game breaking. No I play every day. I don't bitch and moan on a forum that has nothing to do with the game as GT Planet isn't the developer. Perhaps you could spare us the same 🤬 we have read over and over from other "disappointed " people. Go to the SMS forum and give them proper 🤬 over there. Ranting on like preacher from the pulpit is making you look rather foolish actually. The game has been out for a while now. Wishlist or bitchfest? Gotta wonder!

Wow. 22 on right now. Gran Turismo must be quaking in their boots! Seems like there is about 600,000 people playing online per week over at GTS.

And sorry, but if you have read the same thing over and over from different people, maybe what they are complaining about is true?

Bottom line is, if it weren't for the quite capable AI (give them a lap to sort themselves out, and they are pretty decent), PC2 would have been binned after a month. I can't get the time to join a league, and public clean rooms are about as common as virgins in a brothel!

And so little needs changing to rectify it all. Frustrated doesn't even begin to describe how I feel! I also play every day. But online is a nightmare.
 
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Glad you are still trying to ignore the ones that aren't...
I've been tracking ones I've discovered since launch. See below.

It's a minefield out there. Some cars are a dream. Some cars are a nightmare. How hard would it be for SMS to whittle away at the worst offenders and slowly get some parity?
I have reason to believe that's exactly what SMS has already been doing. A few examples: the OMSE RX Lite is nothing like the undrivable overcorrecting top it was at launch, the BMW 1M Coupe is not as excessively sensitive as it was before, and the Gr.A Skyline GT-R is no longer as likely to rotate into an unrecoverable slide on a long turn.
 
Frankly, that doesn't sound hopeful in terms of getting thoroughly vetted updates that won't cause new problems. There's a reason it takes a bit of time.
 
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For those wondering about the clutch and why the current system is implemented as it is, Casey Ringley has posted some detail today over on the public forum. It is, as I suspected, working as designed so as to cater for the wide range of hardware that people have.

Casey Ringley (SMS Vehicle Technical Lead)
... regarding the clutch not working: The discussion is really about the gearbox and not the clutch. The clutch is a simple coupling that connects the engine crankshaft to gearbox input shaft. When it is used to disconnect those two shafts, it allows the gearbox synchronizers to work on the input shaft and engage the next selected gear. While our driveline model has signals to indicate 'The synchronizers are still doing their thing' or 'Hey, you are grinding the gears like a madman', we also have to consider devices ranging from gamepads with no/automatic clutch (and auto shifting itself), through basic steering wheels with fast shifting paddles and no clutch, to higher-end rigs with all the right hardware.

The choice we made was to have the gearbox act with a strong synchronizing effect such that, even with poor clutch use causing a missed gearshift, the time penalty afterwards before forcing into the selected gear is not huge. The aim for this was to not give a significant advantage either way. The time we use before forcing the next gear in H-pattern boxes is 0.5s, so completely disregarding the clutch or shifting carelessly and missing every shift will mean at least 0.5s with no power to the wheels. Smart, fast use of the clutch (or a brief throttle lift in racing gearboxes) should be quick enough to match that, and those who want to shift authentically, like me, can do that, with what we have now.

Personally, I never noticed that you didn't have to use the clutch as I can't not use it when I'm using an h-shifter, it feels totally unnatural to even try and do so.
 
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Personally, I never noticed that you didn't have to use the clutch as I can't not use it when I'm using an h-shifter, it feels totally unnatural to even try and do so.

It's pretty easily noticed if you drive the GT86(which for whatever reason changes RPM extremely slowly in the new game). So to use the clutch properly you have to be very patient on both downshifts and upshifts. The car actually can accelerate markedly faster if you don't use the clutch at all or just quickly tap it like a race car, at the cost of slightly more instability from wheelspin. Unless something has been changed in one of the patches since I last drove it.

In most other cars it's much less obvious, but it's a little annoying when you know you didn't do it right and the car drives on as if nothing happened.

It's not the biggest deal in the world, but I'm not really a fan of that solution. Why can't they just make the auto-clutch work correctly for those who use it and let people who use a clutch(on any control device) use the clutch correctly too. It doesn't punish you very much if you are really rough with the clutch so it might not even be necessary to use a really simple rFactor-style delayed release if someone chooses to map the clutch to a digital button.


EDIT: Oops, I snipped the bit with the information from SMS from the quote but then ended up responding to it anyway.
 
For those wondering about the clutch and why the current system is implemented as it is, Casey Ringley has posted some detail today over on the public forum. It is, as I suspected, working as designed so as to cater for the wide range of hardware that people have.



Personally, I never noticed that you didn't have to use the clutch as I can't not use it when I'm using an h-shifter, it feels totally unnatural to even try and do so.
My evil dark side has always wished that opponents not using the clutch, on cars that have a clutch (usually older race cars or road cars), would suffer a small time penalty. I prefer to drive/shift all the vehicles as they were built. So when I'm using a clutch and H-shifter, I hate to think someone else is gaining an advantage by quickly shifting up and down with the paddles. But an authentic experience is what I'm after. If that puts me at a slight disadvantage - so be it.
 
My evil dark side has always wished that opponents not using the clutch, on cars that have a clutch (usually older race cars or road cars), would suffer a small time penalty. I prefer to drive/shift all the vehicles as they were built. So when I'm using a clutch and H-shifter, I hate to think someone else is gaining an advantage by quickly shifting up and down with the paddles. But an authentic experience is what I'm after. If that puts me at a slight disadvantage - so be it.
It does put them at a disadvantage - shifting with paddles IS slower than somebody who can shift quickly with an h-shifter. It's part of the reason we rarely run h-shifter cars in our league's 'ranked races', as the members without an h-shifter are at a disadvantage. It might only be slight but it's enough.

EDIT : If you have an h-shifter and try to shift up, without using the clutch, then it will miss the shift initially but then engage it for you (this is excluding gear shifts that are rev-matched). For those seeking authenticity, this is a problem, as the gear would never engage. I've never encountered it as a problem as I hear the mis-shift and simply try the shift again, I've not let the game do the shift for me. Anyway, Casey has explained the reasoning behind it and, reading between the lines of the other dev post slightly earlier in the day, I don't think it is likely that the coding will change. Who knows though, IF it's a fairly straight-forward bit of coding (and testing) to implement the shift not engaging - as a realism option, not default - then maybe it would get added, but it all hinges on that 'if' :)
 
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I have a suggestion for a giant improvement for Fuji race track when playing online.

Before racestart could pC2 display a giant message: "turn1 is closer then you think!!!" Big red and full screen.

I love this track it's my second favourite but I just don't dare to run it online as qaulifying yourself is a first row ticket to having your race ended in turn 1.

Any suggestions. Would SMS be intrested in something like this? :P

(This is partly joking partly serious btw ;) )
 
I have all but given up on this game. I really wanna like this game, there’s so many great things about it. And it’s light years ahead of the game they released last year. There’s been so many improvements. But the one thing that still makes me throw away the controller in frustration and delete the game is that needlessly complicated pit menu system. I like to play the career mode, I like to make my way up through the classes, but as soon as I get to the races where I need to pit and change to rain/slick tires, that where the fun stops. Why why WHY! does it have to be such fiddly work, to get through the menus, pick strategies etc etc. especially when using a wheel. Gran Turismo Sport doesn’t do many things better than PC2. But my God have they nailed the pit system compared to PC2. A simple menu that pops up when you enter the pit, where you choose tire compound and if you wanna refuel and fix damage. That’s it! It lets you concentrate on the driving while on the track, and concentrate on the pit stop when in the pits.
You can keep the whole menu/submenu thing if you want, for the sim racers and the purists. For for the rest of us, the casual drivers, make it just a bit easier to pit.
 
Since you're in career mode, why not set 'Manual Pits' to 'No', enabling you to make those changes safely as soon as you enter the pit lane? Alternatively, the better option is to look at the forecast for the race and create an appropriate set of strategies before you enter the race, leaving you free to focus on the racing itself :)

I'm not saying the current system is perfect but it's a lot better than the system we had in pCARS1, where we do at least now have the ability to change things on the fly AND have control of the car in the pit-lane. There's always room for improvement though, in all games :)
 
Exactly you can do exactly as in gt sport and have auto drive for pit. Only difference is you have more options in pc2, and unlike gt sport the pit stop isn't just a cinematic scene.
 
Ok, this is really strange. I was always skeptical when people talked about how a game feels completely different across platforms. Last week I took the plunge and bought PC2 on PC after fighting it on PS4 since launch. For some reason, my PS4 game and router didn't get along and I disconnected from most servers after around 10 seconds. Didn't matter if I used wifi/cable, static/dynamic IPs, manual DNS, reinstalling, nothing helped... The same also happened a lot when others tried to join my races, but less often. So I just ran small lobbies and when too many people got in I got disconnected from my own races...
It's just something between my game and router, as no other game, console or PC ever gave me trouble and I haven't found anyone having similar issues.

So I downloaded the demo from Steam to find out if my old laptop (GTX965M) could even run it at all and I was surprised at how well it all went on around medium settings. I then bought the deluxe edition (again, but it was half off on the humble store), and was really blown away. I easily get 40-50fps on mid-high settings with a game set to look way better than my old original PS4 ever managed to. And it fluctuates way less with lots of AI and weather than I thought it would.
Now I can really run in huge lobbies without issues and there's actually a lot of people playing on PC, which I didn't expect as I remembered the sales of PC1 to be a bit low on that platform.

But what surprised me the most was that the physics engine feels different. I never expected that. I mean, it's the same engine running. But I could swear that driving on the limit is easier on PC because the cars feel different when they start to slip. It's way more manageable. That also affects driving in the wet or on grass then... I always found it really hard to rejoin a track without spinning or going at a snail's pace. But here, I just hit the gas and countersteer a bit. It's almost closer to the first game on console. ANd don't get me started on the curbs. I can now cut over them at huge speeds, maybe countersteer a bit, and drive off into the distance. The way I drive now would've been a death sentence on PS4. When I started to go sideways there was almost no way of recovering grip on the PlayStation. I use the same G29 and dialed in the exact same FFB settings. All realistic aids, obviously no stability control. And I almost always turn off TC.

Now I mostly spend my time sliding around Oulton Park and Brands Hatch in the Caterham 7. I liked that car before, but now... wow.
Let me just get that ranking back down, which was the biggest thing holding me back from switching. But I'm already down to C again because I just spend so much time with it
lol.gif


P.s.: Sorry for the long post, but I haven't found anyone having the same experiences and thought it could be interesting to someone.
 
Very interesting. I have the game on PS4 and play with its controller, wish I could go crazy and get a powerful PC to play the PC version with everything maxed out and wheel + rig. I liked the graphics better on the first game, because of LiveTrack 3.0 they had to lower the graphics for PS4 and number of AI which personally I wouldn't make that trade if I could choose. Literally we are going to have to wait for next gen consoles...
 
Very interesting. I have the game on PS4 and play with its controller, wish I could go crazy and get a powerful PC to play the PC version with everything maxed out and wheel + rig. I liked the graphics better on the first game, because of LiveTrack 3.0 they had to lower the graphics for PS4 and number of AI which personally I wouldn't make that trade if I could choose. Literally we are going to have to wait for next gen consoles...
Yeah, to max it you you'd probably need a moster of a computer. But it caught me a bit off guard by how well it ran on my old potato. And I personally really like Livetrack 3.0, it's a blast to set different random weather conditions on longer races.
One thing that I would add (and I'm sure it would be easy to add) would be a random - dry and a random - wet condition. Then you could still plan on pitstops a bit but you wouldn't know I you should expect a light drizzle or a thunderstorm.
 
I got a problem I do a race and I seem to be always getting overtaken by cars. I always use default stable setups and I still cant compete and constantly getting overtaken or I feel like im slow.

What gives??
 
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