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

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Yes i hope they add cars to 90s GT1 maybe the Porsche as well as keeping the F1.

Some classic 60s 70s 80s LM cars, touring, G5 & rally cars & will throw my money at them just to sit in the cars in VR.
 
Wow, this thread has exploded lately. It's fantastic to see so many people asking questions and contributing to the discussion. If only it was the same for GT Sport...

@IanBell, what are you planning to do with DLC? The DLC program you had in PCars 1 was fantastic and I would love to see something similar in PCars 2.
 
Wow, this thread has exploded lately. It's fantastic to see so many people asking questions and contributing to the discussion. If only it was the same for GT Sport...

@IanBell, what are you planning to do with DLC? The DLC program you had in PCars 1 was fantastic and I would love to see something similar in PCars 2.

While I agree it was fantastic it nearly killed us :) The thing is we put lots of features in to each of the 11 releases, and those occasionally brought some bugs, while we were bug fixing the base game simultaneously. But we hit our target of DLC every month regardless.

I think this time we'll give ourselves a little more time per DLC pack. So most likely less packs, more content per pack.
 
While I agree it was fantastic it nearly killed us :) The thing is we put lots of features in to each of the 11 releases, and those occasionally brought some bugs, while we were bug fixing the base game simultaneously. But we hit our target of DLC every month regardless.

I think this time we'll give ourselves a little more time per DLC pack. So most likely less packs, more content per pack.
That's totally reasonable, but what about pricing?
 
I think this time we'll give ourselves a little more time per DLC pack. So most likely less packs, more content per pack.
I would suggest a few options since there's a few people who doesn't like DLCs. Sorry to say it, but it's the true, sir :/. Anyway!

  1. Make them updates: Much like some games on the PS3 did, and it's a nice idea, but some just did it wrong.
  2. Free DLCs (just a few): A very humble one, since it's like giving them a little taste of bonus stuff.
  3. Season prizes: Give in some season events cars that are part of DLCs, would give the season events a feeling of "whose are the luckiest ones" as well, since they wouldn't know which car is the prize. Another idea, with this idea is to make car prizes random, to test the driver's luck ;)
 
Based on the content in the first game and what has been teased/leaked (Long Beach, Indy, Texas) for this new game, it seems you have a good relationship with IndyCar. As an American and fan of that series, I hope IndyCar seizes every opportunity they have with you all as I think gaming and fandom go hand in hand.

Can you comment on that relationship with IndyCar and what it might mean for us as far as additional content into the game goes?
 
I'm glad to hear that the wheel FFB will be less complicated and more user friendly in Pcars 2.

Will the console versions have the same facility as the PC version where TT times can be filtered not only by track but by each car as well, as when checking times etc on different tracks, it only shows your ultimate fastest lap time.

I have the PC version as well as PS4 and find this feature really elevates the hot-lapping aspect of the game on PC.

Also, will the replay viewing options be enhanced from Pcars1 and will we be able to download the top TT laps to scrutinise at our leisure?

As a TT'er, these are the things that I miss being able to view the most.
 
I just have a couple of quick questions:
1. When you say that bathurst is all we get for Australia, did you mean just for the base game or dlc included? I apologise if you did already answer that, I may have missed it. Because if you managed to land circuit of Wales, maybe you could also be the first to get tailem bend. I'll provide a picture later to show why I feel it fits with the current circuits.

2. As both dirt and ovals appear to be full steam ahead, will we get dirt ovals? And at that, will it be base game?

I fully understand if you cannot answer either of those, but it's quite sad that toca 3 was the last time us console players got to see Australian circuits that aren't bathurst, Phillip Island, or Albert Park. So if anyone was to make it happen I'd want it to be SMS
 
The NDA breaches must be very frustrating for SMS and they could be understandably PO'd.

Can the flip side however there is confirmation that my all-time favourite racecar, the Toyota TS020 GT-one, is on the way to PCars2. It will spend a lot of time being pounded round Circuit de Le Sarthe where I will take the 24h du Mans victory we were so close to in 1998!

The turbo wastegate sound effect is far too exaggerated and needs to be dialled back significantly though.
 
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S
steve-mcqueen-2-hr.jpg
As a semi-pro photographer I'm always astonished of what freedoom and risks the foto and video operators were allowed to take.

I think it took no less balls to be on that hanging structure with lmp running below, than it took for being inside the car racing.

@IanBell
Any chances for a hot seat mode for console? The game seems tailored for endurance racing and I presume that on console a hot swap while in pits with a psn or xblive friend could be doable and would be a crazy feature that may bring a new experience to racing sims.

And would allow for people from different timezones to join up to complete a 24h race actively encouraging teamplay on the raising e-sport world...

It would be amazing altought in this case a nightmare to make it work on pc (got once something easier on console lol).

Thanks.
 
While I agree it was fantastic it nearly killed us :) The thing is we put lots of features in to each of the 11 releases, and those occasionally brought some bugs, while we were bug fixing the base game simultaneously. But we hit our target of DLC every month regardless.

I think this time we'll give ourselves a little more time per DLC pack. So most likely less packs, more content per pack.

Ian, take your time to avoid bugs in DLC and make best content. it's all people want.
for example : today AC packs come out with bugs...no way here.
i had seen 3 months each, but more...if content needs it !
So, no option for you : more time more beautiful content, but no bugs ;-)
and very thanks for your work. :cheers:
 
Very positive impressions (and a couple of whinges) from a user on the Sector 3 forums:

https://forum.sector3studios.com/index.php?threads/the-project-cars-thread.1073/page-24#post-104596

Some thoughts on pcars2:

-The FFB menu is very simple now and easy to understand/manage. You can change it on the fly when you're in a race session.
-on "finished" cars the FFB feels very detailed and good. With default settings it is already on spot with my t300. Nothing compared to pcars1.
-handling and driving feels much more evolved in comparison to pcars1. Also I can only speak of the "finished" (or most advanced) cars.
-same for sound. The Amg Gtr gt3 from gameplay videos is nothing against some other gt3 cars I drove today. With some of them hell really breaks loose. But it's only a few cars so far that impressed me very much. But I wouldn't say it surpasses r3e sounds... I think it's on par.
-braking is too easy at the moment I think.
-rain, weather progression, seasons, aquaplaning, drying race line etc are an absolute blast and visually spectacular.

My i7 6700K and GTX970 handle the game very good with most graphical options on ultra and some lowered to high. Stable framerate even when rain and many lights come into the action.
-When it gets too dark from overcast sky or it begins to rain the AI switches on light.
-The AI in general seems very stupid at the moment and very reckless.
-glued cars when they have contact is still a problem at the moment
-Manual pitstops are real
-rolling starts are fun. As the leader you can dictate the tempo everyone has to follow before the lights turn green. Otherwise you have to follow and hold your position.
-formation laps may be coming
-penalty system is very intelligent and fair
-Tire squeaking has many different sounds and not only one. So you have more diverse aural feedback from them. It really helps.
-Livetrack 3.0 is working fantastic. I already had some fun with one side of the car aquaplaning through a puddle on a straight, that was a shocking moment while I tried to get the car under control. It really feels like aquaplaning in a real car at 150km/h.

But there are things that will never make pcars2 my favourite sim.
First of all the road cars, I don't like them. I only want race cars.
I want a game that concentrates on race cars and race tracks. And not a single game with road cars, race cars, rally cross... after the rallycross tracks there won't be so many more new tracks.

For the remaining months before the release I think they have a ******** of work to do, like polishing and unifying the UI over all screens, finishing all the new sounds and car physics, enhancing the replay screen, ...yepp there is still much to do.
I think I will play gt3 and gt1 cars (oooh there are some treasures) and mostly for endurance races.... the rest really is not so interesting for me.
So I bet my money on GTR3 and future R3E now, since Ian Bell didn't want to make a GTR3 because "specialised racing games don't sell enough copies to justify a sequel"
Good that not every developer shares his opinion.


Since some simracing outlets already talk about these features here I don't think I violated the NDA. Still not spoiling cars/brands/tracks/major secret features. But most is obvious and already known anyway.

The cars (at least the ones I tried) are very stable under heavy braking (maybe thanks to racing ABS) even on a wet track. I didn't manage to lose control of one of them.
Accelerating from a corner exit on the other hand is more tricky. You're more likely to spin if you're on the edge of grip and give little too much input, but you get a good feeling for the limit. And of course tire temperature is very important. Try to drive in winter with temperature around -5°C... You either need very aggressive driving or black magic to get the tires warm enough before the race ends.
But it's also fun to see the AI spin around and sliding through corners to the gravel trap totally messing up their race line when rain shows up and some of them decided to stay out on slicks just one more lap. Lol.
 
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in 2017/2018 : i want to play every day in Pcars2, because this will be my favorite simulation :crazy:

Some things i want to see if possible

GUI:

- Car Setup is available during all races/championship, without exit a race.
- simpler car choice system and simpler livery choice system
bugs : - Steam Profile is secured/backup, to avoid restarting the entire career, losing all settings, all options.
SETUPS
- create/edit multiple setups per car per track
- make the current PCars1 summarized setup as the primary way
- add/clarify setup help text (I've played 600+ hours, and always not clear)
- save any amount of setups
CAREER:
- More interesting trophees or collectibles, like specials liveries or sponsor to unlock, specials parts or prototype cars.
MODS:
- addition of mods don’t destroy the steam profile.
LIVERY:
- high resolution liveries available. Actual default size is 1024*1024, and have "Poorly defined textures and draws".
i wish a default 2048*2048 size or 4096*4096.
- Custom liveries, viewable for all, are shared for all. Ex : Last NFS 2015-6.
WEATHER:
- Windshields/Windscreens become dirty (rain, dust) as the race progresses, or because of projections from other competitors.
- The rain goes in the direction of the car : G-effect.
PIT STOP GUYS / GRID GIRLS:
- for championship, if exist, guys change the tires, put gasoline and wash the windshields.
- Pit girls for rallyCross Championship minimum, as exist in real Championship. As NFS Shift1&2, but more beautiful 🤬
AI:
- punish AI's off-track driving and contact. Not exist actually.
CHAMPIONSHIPS/RACES:
- no auto-drive in pits.
- Pace car exist and i can choose my car.
- Saving a race is possible for long races : 6h, 24h.
add:
- Race in team, swap driver.
MISC.:
- Dirt, rain flow, Engine smoke is visible from the cockpit.
- More Languages et voices available: Not Only English.
- DirectX12/11 available.
I know the devs want to emphasize on esports... Here are misc small ideas that, imho, might help
- add more camera views/angles (mainly for replays and spectators).
- add key mappings (and/or drop down menu) to those cameras so the spectator can directly select the view of his choice ; it'd hurt internet viewers' eyes if the spectator has to cycle through every views just to find the one he wants to display.
- save the replay live so the spectator can rewind/forwaed action and review it at any time so she can watch incidents again and discuss it instantly/afterwards
- make a key map to directly access a car which is an actor in a race event (pitting/incident)
HELPS:
- A real and usable help is available for all parts of game. Not a simple page with a little help.
SEASON PASS/DEMO:
- A season Pass available at day-one. Crazy ;-)
- a Demo
 
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So there won't be Monza, Spa, Sakitto and Sonoma? These are important tracks that must to be in a racing game

'''The Owl
1. No
2. What kind of sponsorship we're talking here ?
3. Can't disclose
4. Can't disclose
5. No
6. Can't disclose''


This is an example of why I don't answer certain questions :) It's all good Bruno, I've got it. As before, we can't answer all questions and no specifics on content.
 
@IanBell You said you managed to acquire an existing laser scan of Interlagos. Do studios such as yours buy these scans from companies or do you co-operate with other studios for the purposes of efficiency? How long would it typically take to scan and model a race track and is this time significantly shorter with drone scanning? (assuming it is a typical GP track)
 
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