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

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I know this is based on circuit racing for the most part but what are the odds of stock cars an ovals being in the game I know most people hate oval racing but I believe it just adds much more depth to the game.
 
ovals already confirmed in game. Didn't see any mention of stock car yet, but I suppose they could at least port the day of thunder inspired car from pcars 1 to pcars 2 ^^
 
I'm not going to quote Ian's post on the deep tire model they're putting forward, I just want to comment to those that feel Project Cars is "simcade" because I feel those that say that have no real track time in.

I am an amateur racer here in North Georgia. (USA) I've ran everything from dirt oval @ Boyds motor speedway, tarmac @ Road Atlanta, 1/4 mile runs at Brainerd, and a few drift sessions in South Florida.
I'm not a professional racer, I'm a 40 year old enthusiast that grew up around the gearheads of the day that would scrape every penny together just to run a weekend. Guess I'm now one myself, just more with bikes these days.

I have a simple T150 clamped to a desktop staring at a 10 year old monitor. After running various different products including Fanatec, I'd argue that's all you'll ever need. I'll also argue the following.

I see a lot of chat about how AC is the default for force feedback, road feel, grip etc. I agree it feels good, but it's no default. Your driving simulator? Maybe. Not mine.

Then we have the "mighty" GT Sport, which I have not experienced but my understanding there is you won't be able to even adjust tire pressure. I get that it's still in beta, do you think PD will give us an enhanced tire model?
Real driving simulator? Hmm.

If you take the time and adjust the settings in Project Cars, nothing else comes close to the feedback delivered on console. Yes, that includes Understeer Corsa.

I mean seriously dive into it, tire force, scoop knee, FX, FY, etc.
Take the time to learn what each setting does, play with the sliders, adjust in small increments.

Darin Ganji @ ISR put together a nice little tutorial that covers most of it.

Most don't want to spend an hour tuning a car or their wheel, I can understand that.
What I can't understand is if you're not willing to put in the time to get the feel, then you're missing out and blindingly jumping on the "simcade" train of comments across the net.

If your still reading I say all of this because I really think a lot of racers didn't feel the full potential Project Cars delivered.
I think all those realistic FFB settings will still be there for us to tune in PC2.
I think unless PD give us a serious tire model, (among many other things) sim fans are going to lose interest in GT, it's just a matter of time.

I think I've said enough it's beer time.
 
Excellent post @XXI

I have finally found someone else that "gets it". Was starting to feel a bit lonely in the "prefer pCARS to AC" camp. At best, AC falls between GT and pCARS. And for those of us on the PC side, there are many more that fall between the GT and AC level. But by far pCARS is the most realistic and accurate one of the bunch to date.
 
I've read hundreds of comments here and abroad about it.
It's just kinda frustrating, example.
On another forum, no names needed...
Guy spends $500 on a wheel, then complains the game to death about excessive oversteer.
"I can't feel it stepping out until it's too late."
I try to help out, have you dialed in camber, what's your lateral force setting (FY)?
I don't have time for all of that.
Oh, okay.
Oh well.
 
XXI
I'm not going to quote Ian's post on the deep tire model they're putting forward, I just want to comment to those that feel Project Cars is "simcade" because I feel those that say that have no real track time in.

I am an amateur racer here in North Georgia. (USA) I've ran everything from dirt oval @ Boyds motor speedway, tarmac @ Road Atlanta, 1/4 mile runs at Brainerd, and a few drift sessions in South Florida.
I'm not a professional racer, I'm a 40 year old enthusiast that grew up around the gearheads of the day that would scrape every penny together just to run a weekend. Guess I'm now one myself, just more with bikes these days.

I have a simple T150 clamped to a desktop staring at a 10 year old monitor. After running various different products including Fanatec, I'd argue that's all you'll ever need. I'll also argue the following.

I see a lot of chat about how AC is the default for force feedback, road feel, grip etc. I agree it feels good, but it's no default. Your driving simulator? Maybe. Not mine.

Then we have the "mighty" GT Sport, which I have not experienced but my understanding there is you won't be able to even adjust tire pressure. I get that it's still in beta, do you think PD will give us an enhanced tire model?
Real driving simulator? Hmm.

If you take the time and adjust the settings in Project Cars, nothing else comes close to the feedback delivered on console. Yes, that includes Understeer Corsa.

I mean seriously dive into it, tire force, scoop knee, FX, FY, etc.
Take the time to learn what each setting does, play with the sliders, adjust in small increments.

Darin Ganji @ ISR put together a nice little tutorial that covers most of it.

Most don't want to spend an hour tuning a car or their wheel, I can understand that.
What I can't understand is if you're not willing to put in the time to get the feel, then you're missing out and blindingly jumping on the "simcade" train of comments across the net.

If your still reading I say all of this because I really think a lot of racers didn't feel the full potential Project Cars delivered.
I think all those realistic FFB settings will still be there for us to tune in PC2.
I think unless PD give us a serious tire model, (among many other things) sim fans are going to lose interest in GT, it's just a matter of time.

I think I've said enough it's beer time.

I like Assetto Corsa but boy are you right! Understeer Corsa is more like it. Even with the new version of TM10, certain cars like the 919s, Huracan GT3, and AMG GT3 have really noticeable understeer. Also, in general, it seems like ACs definition of realistic tire model is significant slip angle sensitivity.

PCARS has a very playable tire and physics model. Very easy to hustle a car. The model isn't perfect; camber exploit was never fully fixed, medium and hard tires weren't implemented well in all cars, sliding cars felt super sticky one moment and unrecoverable the next. However, the cars, race cars at least, don't feel like understeering boats.

The things AC does better are road tires (marginally better), classic car and classic race car tires (except for GT1 and Group C), and temperature sensitive tire compounds.
 
Agreed, PCars has gotten those things right over AC.

However, I need to know how many pit boxes are at Nurburgring Combined in PCars1. I'm doing a GT3 with x7 tire wear so we have to pit each lap so it's like a race to get to the pits first. However at the max allowed of 29, and me coming into the pits from 11th, my pit box is occupied and I can't get tires. This just pissed me off. How can they allow 29 but have less than 29 pit boxes? How many are there in total so I can set the cars to that and ensure everyone has a spot?
 
I know this is based on circuit racing for the most part but what are the odds of stock cars an ovals being in the game I know most people hate oval racing but I believe it just adds much more depth to the game.
Really. Really. Really. Really. Really. Really. Really. Good.

Excellent post @XXI

I have finally found someone else that "gets it". Was starting to feel a bit lonely in the "prefer pCARS to AC" camp. At best, AC falls between GT and pCARS. And for those of us on the PC side, there are many more that fall between the GT and AC level. But by far pCARS is the most realistic and accurate one of the bunch to date.

You haven't spoken to a lot of console guys. I've played Assetto Corsa for about 5 hours with the G29. Career looked boring. Drove a few cars. Online looked boring. That's it. You can have great physics all day but it's terrible from a game aspect. I don't feel like i'm enjoying it as a game which is how it should be.
 
XXI
I'm not going to quote Ian's post on the deep tire model they're putting forward, I just want to comment to those that feel Project Cars is "simcade" because I feel those that say that have no real track time in.

I am an amateur racer here in North Georgia. (USA) I've ran everything from dirt oval @ Boyds motor speedway, tarmac @ Road Atlanta, 1/4 mile runs at Brainerd, and a few drift sessions in South Florida.
I'm not a professional racer, I'm a 40 year old enthusiast that grew up around the gearheads of the day that would scrape every penny together just to run a weekend. Guess I'm now one myself, just more with bikes these days.

I have a simple T150 clamped to a desktop staring at a 10 year old monitor. After running various different products including Fanatec, I'd argue that's all you'll ever need. I'll also argue the following.

I see a lot of chat about how AC is the default for force feedback, road feel, grip etc. I agree it feels good, but it's no default. Your driving simulator? Maybe. Not mine.

Then we have the "mighty" GT Sport, which I have not experienced but my understanding there is you won't be able to even adjust tire pressure. I get that it's still in beta, do you think PD will give us an enhanced tire model?
Real driving simulator? Hmm.

If you take the time and adjust the settings in Project Cars, nothing else comes close to the feedback delivered on console. Yes, that includes Understeer Corsa.

I mean seriously dive into it, tire force, scoop knee, FX, FY, etc.
Take the time to learn what each setting does, play with the sliders, adjust in small increments.

Darin Ganji @ ISR put together a nice little tutorial that covers most of it.

Most don't want to spend an hour tuning a car or their wheel, I can understand that.
What I can't understand is if you're not willing to put in the time to get the feel, then you're missing out and blindingly jumping on the "simcade" train of comments across the net.

If your still reading I say all of this because I really think a lot of racers didn't feel the full potential Project Cars delivered.
I think all those realistic FFB settings will still be there for us to tune in PC2.
I think unless PD give us a serious tire model, (among many other things) sim fans are going to lose interest in GT, it's just a matter of time.

I think I've said enough it's beer time.

I will have to agree on this one. Most people will put down Pcars for its FFB. Before starting the only negative I will give it is the default presets are really bad IMO and the advanced FFB sliders dont have much information regarding them, Sorry. However while the sliders are extremely daunting, they can ultimately tune your wheel to a super linear output. My G920 force curve almost looks like a perfect straight line using the recommended settings via FCM & Wheel Check.exe from iracing.

The force feedback is almost lifelike when comparing to real world feel. Only added benefit is you can feel almost every bump in the road, unlike some road cars now a days where you basically feel nothing. You can feel the castor of the car directing the front wheels to direction of travel when getting into a slide, things like that.

If you can setup the wheel properly using the most linear output, you will get a realistic feeling and really appreciate how well the FFB can be. Much better than Assetto IMO!
 
Circuit of the Americas confirmed for PCars2 is amazing news. Like many of us here I have been dying to see that included in a PlayStation racing title.

I am already picturing a full multi-class grid of WEC cars, with myself in the Toyota of course, with dynamic time and random weather.

The content for PCars2 is rather amazing so far! Hopefully Sebring makes the cut too whether as DLC or not...
 
XXI
I'm not going to quote Ian's post on the deep tire model they're putting forward, I just want to comment to those that feel Project Cars is "simcade" because I feel those that say that have no real track time in.

I am an amateur racer here in North Georgia. (USA) I've ran everything from dirt oval @ Boyds motor speedway, tarmac @ Road Atlanta, 1/4 mile runs at Brainerd, and a few drift sessions in South Florida.
I'm not a professional racer, I'm a 40 year old enthusiast that grew up around the gearheads of the day that would scrape every penny together just to run a weekend. Guess I'm now one myself, just more with bikes these days.

I have a simple T150 clamped to a desktop staring at a 10 year old monitor. After running various different products including Fanatec, I'd argue that's all you'll ever need. I'll also argue the following.

I see a lot of chat about how AC is the default for force feedback, road feel, grip etc. I agree it feels good, but it's no default. Your driving simulator? Maybe. Not mine.

Then we have the "mighty" GT Sport, which I have not experienced but my understanding there is you won't be able to even adjust tire pressure. I get that it's still in beta, do you think PD will give us an enhanced tire model?
Real driving simulator? Hmm.

If you take the time and adjust the settings in Project Cars, nothing else comes close to the feedback delivered on console. Yes, that includes Understeer Corsa.

I mean seriously dive into it, tire force, scoop knee, FX, FY, etc.
Take the time to learn what each setting does, play with the sliders, adjust in small increments.

Darin Ganji @ ISR put together a nice little tutorial that covers most of it.

Most don't want to spend an hour tuning a car or their wheel, I can understand that.
What I can't understand is if you're not willing to put in the time to get the feel, then you're missing out and blindingly jumping on the "simcade" train of comments across the net.

If your still reading I say all of this because I really think a lot of racers didn't feel the full potential Project Cars delivered.
I think all those realistic FFB settings will still be there for us to tune in PC2.
I think unless PD give us a serious tire model, (among many other things) sim fans are going to lose interest in GT, it's just a matter of time.

I think I've said enough it's beer time.

All points hit home very well.

CARS was plagued with too many issues at launch for the console version. There were no explanations at all on the controller setups or even some of the camera and FOV options. In fact, I was really desperate to sell off my copy after playing it for less than an hour. That's how broken it was on launch. Unfortunately (and luckily), nobody bought it off me cos' they either didn't want it or had already read some of the more critical reviews.

Fast forward to almost a year and multiple patches fixed many performance and control issues and now I can't put the game down. As luck would have it, many people shared their insights on pad setups and that helped tremendously.

Even though I have no real track experience, I've been around cars from a very young age - I haven't played AC but PCARS feels the closest to me compared to real life driving/racing, and I'm using a pad for crying out loud.

I'm glad I gave CARS a chance because the physics at times just leave you mesmerized. There's plenty of room for improvement, which Ian's team is working hard to implement. Truly splendid job on the physics. I'm looking forward to SMS making massive improvements to how cars sound because that should not only round off the package very nicely but also extend the game's replay value exponentially. I think SMS is going to work wonders this time around with regard to how car sounds are experienced in a commercially available sim.

On the subject of simcade, we already have an example: Forza.
 
Nothing new but just my personal expression after all the news about PCars2 so far (and keep in mind that with all the goods news already shared with the community a couple of hidden gems still cannot be shared with us).

This is how a I feel. Even my 20 and 18 year old daughters said to me to relax and act as a wise old father.

The-Hills.gif
 
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XXI
I mean seriously dive into it, tire force, scoop knee, FX, FY, etc.
Take the time to learn what each setting does, play with the sliders, adjust in small increments.
I will have to agree on this one. Most people will put down Pcars for its FFB. Before starting the only negative I will give it is the default presets are really bad IMO and the advanced FFB sliders dont have much information regarding them, Sorry. However while the sliders are extremely daunting, they can ultimately tune your wheel to a super linear output.
There were no explanations at all on the controller setups or even some of the camera and FOV options.
This was one of the reasons why I got off PCARS 1 too; the endless tinkering and not having a clue about what you are adjusting. Switching to AC I found simplified FFB settings that worked all round so that was a lot better. But! SMS improved and simplified this for 2 and now it's a lot more straightforward to dial it in. :) There will definitely be more time spend on the actual race track this time.

I do agree on needing explanations to go alongside the options in the menu though, so people know what they are adjusting and what will be the effect. And that counts mostly for FFB and GFX options IMO.

Excellent post @XXI

I have finally found someone else that "gets it". Was starting to feel a bit lonely in the "prefer pCARS to AC" camp. At best, AC falls between GT and pCARS. And for those of us on the PC side, there are many more that fall between the GT and AC level. But by far pCARS is the most realistic and accurate one of the bunch to date.
I don't know if it's because of my wheel not being high end, but in AC I never got a good sense for self aligning torque which I do have with PCARS. Makes it way easier to feel when the car is losing grip and to be able to slide and correct it.
 
Good morning everyone, I have been following all the pages of the topic and would like to leave my opinion as well.
I've always been a fan of Gran Turismo and never felt it Sincade, however after playing Project Cars 1 my opinion changed. I really love Project Cars, I love career mode, but I hate some things.
All those individual Force Feedback settings per car, like Fx, Fy, Fz etc, should not be as complicated, or even should not exist, I have about 300 hours of gameplay, of which about 100 hours were FFB adjustments.
 
Good morning everyone, I have been following all the pages of the topic and would like to leave my opinion as well.
I've always been a fan of Gran Turismo and never felt it Sincade, however after playing Project Cars 1 my opinion changed. I really love Project Cars, I love career mode, but I hate some things.
All those individual Force Feedback settings per car, like Fx, Fy, Fz etc, should not be as complicated, or even should not exist, I have about 300 hours of gameplay, of which about 100 hours were FFB adjustments.
Simcade is a horrible word. It should just be reserved for intentionally neither Sim nor Arcade like the F1 series. Ian has said that the FFB customisation system will be simplified.
 
We need more classic 600HP race cars!!

300s is covered with classic DT
400s is covered with modern GT4
500s is covered with M1 Procar and modern GT3
600s only has two GT1 cars
700s has two classic Trans-Am cars and the Sauber C9 Merc

The GT1 cars are a blast because once you get used to the GT3 cars 500HP doesn't feel so threatening. That extra 100 really makes a difference and you have to be more conscious of it in the slow turns. I like that little extra challenge. The Mercedes CLK-LM is a great drive.
 
We need more classic 600HP race cars!!

300s is covered with classic DT
400s is covered with modern GT4
500s is covered with M1 Procar and modern GT3
600s only has two GT1 cars
700s has two classic Trans-Am cars and the Sauber C9 Merc

The GT1 cars are a blast because once you get used to the GT3 cars 500HP doesn't feel so threatening. That extra 100 really makes a difference and you have to be more conscious of it in the slow turns. I like that little extra challenge. The Mercedes CLK-LM is a great drive.

Oh yes please! I hope the team considers adding fast cars only this time around.
 
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