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

  • Thread starter jake2013guy
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I think I love this screenshot.
feb-009_orig.jpg
 
if you gear down as fast as possible from e.g. 6 to 1 in half second , you'll kill your motor. In pCars 1 you can do that and gain time.
I'll have to try it. Usually that just locks the rear for me, but maybe it's changed.
 
if you gear down as fast as possible from e.g. 6 to 1 in half second , you'll kill your motor. In pCars 1 you can do that and gain time.

To clarify, does that mean that mechanical damage can't be turned off in pCARS 2? IIRC you could kill your engine quicker by doing this even in pCARS 1, but if you disabled mechanical damage you were safe.

While we're on this subject, that is doing unrealistic stuff for lap times, is it still possible to have less fuel than what would be enough for 1 lap of a track (let's say the Nordschleife for an extreme example) and then use that amount with no fuel usage to post faster lap times than what would be realistic? Would be nice if the minimum fuel amount would always be set to what's required for a single lap of a track, although I guess then lapping with no fuel usage in Time Trials would actually be a hindrance, since the fuel wouldn't empty as it should.
 
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poor boy, now you'll be 3s slower and not be on top of list as of cheating with exploits. Its called as sim, and real cars have no " damage of" mode.
 
poor boy, now you'll be 3s slower and not be on top of list as of cheating with exploits. Its called as sim, and real cars have no " damage of" mode.
At best that "exploit" gave me 8 tenths of a second. It's not something I've used a whole lot seeing as how I only began using manual shifting very recently. My concern is with shift protection being inconsistent and overly intrusive. It is like this in AC. If it's automatically off with mechanical damage on then it won't bother me. I have no problems learning how to shift down quickly and safely. No need to get testy about it.
 
Ian not post here since Sunday.
Maybe is updating the web page with more content :D
We deserve more news.I need to update my brain
 
At best that "exploit" gave me 8 tenths of a second. It's not something I've used a whole lot seeing as how I only began using manual shifting very recently. My concern is with shift protection being inconsistent and overly intrusive. It is like this in AC. If it's automatically off with mechanical damage on then it won't bother me. I have no problems learning how to shift down quickly and safely. No need to get testy about it.
8 tenths?!?! What does it do, allow you to brake later? I've been misssing out!
 
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!

No amount of tweaking made the ffb good enough in my experience & i put a good 500 hours in most of that was trying to sort out the ffb. I studied & learnt what they all did & followed umpteen suggestion included Jacks spades. Some cars are far worse than others but rfactor r3e & ac all have much better ffb.
 
No amount of tweaking made the ffb good enough in my experience & i put a good 500 hours in most of that was trying to sort out the ffb. I studied & learnt what they all did & followed umpteen suggestion included Jacks spades. Some cars are far worse than others but rfactor r3e & ac all have much better ffb.


Totally disagree... How are you defining "BETTER"?

  • Better = more artificial feedback like you are used to from previous games?
or
  • Better = Much more like what my real car feels like in the real world?

I suspect you are using the first option as your definition. THat seems to be the trend I have encountered since pCARS released......
 
The problem is that 'good FFB' is completely subjective.
I use the classic setting and reduce in car master FFB to 16 and it is awesome, for me.

Also, most of the 'feeling' I get from my T300 while racing, I don't get from my real car, but I understand that it is there for immersion.

No FFB settings in the steering will ever make a game feel like a real car. It just has to be believable.
 

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