Project CARS 3: General Discussion Thread - Out August 28th, 2020 on XB1/PS4/PC

  • Thread starter jake2013guy
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Thanks. Now I can spend all the credits without worries anymore. :lol:
Spend away and to give you even more peace of mind.:)
q0txMDq.jpg
 
A lot of laps that’s how. Do a 99 lap race somewhere and you’ll get a lot too (as long as you don’t hit a wall or go off track)

It scales only to laps, not the time spent or km? 'Cause lapping Nordschleife will be very hard, but lapping fast ovals very boring...
 
Purely physics-wise, how does this game compare to GT SPORT and GRID?

In personal opinion is better than GT Sport, more entertaining, especially in questions of oversteer and extreme driving, like drifting. At some point feels less realistic, than GT, but in different aspects, where GT is unrealistic.
 
Point #1 - not true. Even the regular R34 with 180 km/h speedometer has the shortened 1-3k RPM. Also, the NUR had a 300 km/h speedo, the 320 km/h is a different Nismo dash again - looks like they modelled this R34 from a car with a changed dash, which is ok IMO to not have the 180 speedo constantly maxxed out in a racing game.

Point #5 - the second MFD gauge appears to be oil temperature, which did appear to move up later in the video.

Sorry for the late reply.

For the RPM meter, non Vspec R34 do have normal RPM meter, here is a snapshot from the R34 GTR brochure :

R34GTRDash.jpg


And you are right that NUR had 300kmh speedo while NISMO ( both white and black version ) had 320kmh speedo, my bad :(. The car in game sees to look like the NISMO speedo mixed with Vspec rev meter.

NUR
gtr-r34-v-spec-ii-nurdash.jpg


NISMO
nissan-skyline-saler34vspcnismodash2.jpg



While for the MFD, I looked at higher res video, and yes you are right, the MFD shows water temp, I stand corrected.
 
It scales only to laps, not the time spent or km? 'Cause lapping Nordschleife will be very hard, but lapping fast ovals very boring...
Don't grind the Nordschleife. I got 34,000 xp for 4 laps on 24h layout. The ovals are bugged imo, that is why you get crazy xp running them.
 
Purely physics-wise, how does this game compare to GT SPORT and GRID?

GTS is more nuanced and progressive and reactive, you can feel a lot more weight transferts, suspension+aerodinynamic+grip support in turns and changing trayectory in a more real-time-paced transitions than in PCARS3 that it's too much assisted when you make big-rough movements.

Even for drift, I prefer GT Sport because it's more reactive, nuanced and connected. Too much input smoothing for drift in PCARS3 IMO.

In PCARS3, especially with GT3 cars, if you drive clean enough and well enough (and with all aids off and abs off) you can drive in the same way than other sims (same references, driving techniques, balance issues in little mistakes and over the curvs, etc)
If you drive in a too much agressive way or making big mistakes PCARS3 will begins to feel arcade.

GRID feels arcade all the time. The others and other sims feel arcade when you turn on aids or when you drive in a wrong way.

But in enjoy terms, it's up to each one, PCARS3 is a great great game with very good physics with all aids off, abs off and clean enough driving.
GTSport lacks a bit in rewarding goals, the career mode and other modes is more dynamic and rewarding in PCARS3 at least for the first week.
 
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Actually, i asked SMS about that and apparently it's no bug or exploit (the ovals) ... Just the game rewarding you for grinding.

Really? I find that hard to believe as the XP goes up at the same rate as any other race, ovals are just short and allow for more laps to be run quicker to harvest it faster, clean sectors, long leads, high speed etc. Its not rewarding anything for the grind.

Compared to GT Sport it's a bit less nuanced and detailed. Cars feel a bit more floaty. It's easier, but after adjusting I really enjoy it!

Disagree, the cars a very stagnant in GTS. Obviously this is predominantly a GT forum but for all its shortcomings PC3 is far more detailed physics wise than GT.
 
GTS is more nuanced and progressive and reactive, you can feel a lot more weight transferts, suspension+aerodinynamic+grip support in turns and changing trayectory in a more real-time-paced transitions than in PCARS3 that it's too much assisted when you make big-rough movements.

Even for drift, I prefer GT Sport because it's more reactive, nuanced and connected. Too much input smoothing for drift in PCARS3 IMO.

In PCARS3, if you drive clean enough and well enough (and with all aids off and abs off) you can drive in the same way than other sims (same references, driving techniques, balance issues in little mistakes and over the curvs, etc)
If you drive in a too much agressive way or making big mistakes PCARS3 will begins to feel arcade.

GRID feels arcade all the time. The others and other sims feel arcade when you turn on aids or when you drive in a wrong way.

But in enjoy terms, it's up to each one, PCARS3 is a great great game with very good physics with all aids off, abs off and clean enough driving.
GTSport lacks a bit in rewarding goals, the career mode and other modes is more dynamic and rewarding in PCARS3 at least for the first week.

You tried to pitch this in the other thread and its still inaccurate. The game doesn't decide to be more arcade when you drive aggressively or make mistakes, completely ridiculous theory. It doesnt drive anything like a proper sim when compared to AC, ACC, even PC1 and 2, iRacing and so on.

GTS to me lack any suspension feel or grip feel, the cars are very stale and rigid, GT is still quite floaty feeling and that's a trait of Gran Turismo as a series. Where Forza almost exaggerates the other way with too much suspension movement and dramatic oversteer, every cars traits and flaws are exaggerated.

PC3 has really good suspension modelling, the base tyre model is good although it does break traction a bit too easily and the hidden aids allow a bit more control. Where PC3 falls short to other sims is just where the ohysics have been dampened to favor controller and accessible racing. Brakes are more effective, its harder to induce power oversteer, the tyres are always optimal so there is plenty of grip and so on.
 
You tried to pitch this in the other thread and its still inaccurate. The game doesn't decide to be more arcade when you drive aggressively or make mistakes, completely ridiculous theory. It doesnt drive anything like a proper sim when compared to AC, ACC, even PC1 and 2, iRacing and so on.

GTS to me lack any suspension feel or grip feel, the cars are very stale and rigid, GT is still quite floaty feeling and that's a trait of Gran Turismo as a series. Where Forza almost exaggerates the other way with too much suspension movement and dramatic oversteer, every cars traits and flaws are exaggerated.

PC3 has really good suspension modelling, the base tyre model is good although it does break traction a bit too easily and the hidden aids allow a bit more control. Where PC3 falls short to other sims is just where the ohysics have been dampened to favor controller and accessible racing. Brakes are more effective, its harder to induce power oversteer, the tyres are always optimal so there is plenty of grip and so on.

When you make an accurate and clean input there's "nothing" to be smoothed. (completely ridiculous theory ? LOL)
When you make big mistakes and big corrections, it's when input smoothing have more deviations to smooth.
It's as simple as that.

PC3 exagerates bumps in car physics reactions. (but as least it's not as exagerated as in PCARS2)
It's very easy to see between this two videos at Knockhill (exterior view at the beggining and at the end of the first video) :




Another clear example, can you see this Clio jumping and bumping in the same way that the Mercedes A does in PCARS3 ? : You can see the difference along all the track, but it's even enough comparing the first seconds of this video along the straight line.


Or here comparing body movements in the car in front :


GTS is a little too much smooth in that sense. Maybe a middle point should be the best IMO.
 
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Actually, i asked SMS about that and apparently it's no bug or exploit (the ovals) ... Just the game rewarding you for grinding.
I like that answer because it means they won't fix it which is awesome. But it's really hard to believe when you get so many different results. Like running 20 laps and getting 600k, 800k and even.... 60k. But the most weird one is sudden xp jump. Running 50 laps I saw 125k xp jump on lap 4, 300k on lap 7 or 850k on lap10. Not a complain just my thoughts.
 
I like that answer because it means they won't fix it which is awesome. But it's really hard to believe when you get so many different results. Like running 20 laps and getting 600k, 800k and even.... 60k. But the most weird one is sudden xp jump. Running 50 laps I saw 125k xp jump on lap 4, 300k on lap 7 or 850k on lap10. Not a complain just my thoughts.

I'm only forwarding what they told me... How weird it might seem :-)
 
When you make an accurate and clean input there's "nothing" to be smoothed. (completely ridiculous theory ? LOL)
When you make big mistakes and big corrections, it's when input smoothing have more deviations to smooth.
It's as simple as that.

PC3 exagerates bumps in car physics reactions. (but as least it's not as exagerated as in PCARS2)
It's very easy to see between this two videos at Knockhill (exterior view at the beggining and at the end of the first video) :




Another clear example, can you see this Clio jumping and bumping in the same way that the Mercedes A does in PCARS3 ? : You can see the difference along all the track, but it's even enough comparing the first seconds of this video along the straight line.


Or here comparing body movements in the car in front :


GTS is a little too much smooth in that sense. Maybe a middle point should be the best IMO.


I didn't say pCars 3 doesn't exaggerate. I said it does a better job than GTS with its rigidity and Forza with its OTT. The onboard views of Knockhill do nothing to prove anything compared to my Mercedes video, which does show some exaggeration mainly on the straight but is fairly accurate elsewhere. The Clio example isn't a great one either, the Clio 200 has quite soft suspension compared to racecars and even with the cup suspension its a very forgiving chassis with forgiving dampers as its still a road car so won't bounce and rebound the same way as a touring car. From onboard the Clio as the driver (and as an owner of a Cup pack equipped Renault I know) it will feel extremely bumpy and harsh, due to the way the Renaults transmit the movment through the car. Even on a smooth race track or a fast smooth road my car bounces around like a little Yorkshire terrier, thought it wouldn't look it from the outside.
 
You tried to pitch this in the other thread and its still inaccurate. The game doesn't decide to be more arcade when you drive aggressively or make mistakes, completely ridiculous theory. It doesnt drive anything like a proper sim when compared to AC, ACC, even PC1 and 2, iRacing and so on.

GTS to me lack any suspension feel or grip feel, the cars are very stale and rigid, GT is still quite floaty feeling and that's a trait of Gran Turismo as a series. Where Forza almost exaggerates the other way with too much suspension movement and dramatic oversteer, every cars traits and flaws are exaggerated.

PC3 has really good suspension modelling, the base tyre model is good although it does break traction a bit too easily and the hidden aids allow a bit more control. Where PC3 falls short to other sims is just where the ohysics have been dampened to favor controller and accessible racing. Brakes are more effective, its harder to induce power oversteer, the tyres are always optimal so there is plenty of grip and so on.
Don't you dare start any rigid thinking now lol
 
I didn't say pCars 3 doesn't exaggerate. I said it dies a better job than GTS with its rigidity and Forza with its OTT. The onboard views of Knockhill do nothing to prove anything compared to my Mercedes video, which does show some exaggeration mainly on the straight but is fairly accurate elsewhere. The Clio example isn't a great one either, the Clio 200 has quite soft suspension compared to racecars and even with the cup suspension its a very forgiving chassis with forgiving dampers as its still a road car so won't bounce and rebound the same way as a touring car. From onboard the Clio as the driver (and as an owner of a Cup pack equipped Renault I know) it will feel extremely bumpy and harsh, duentibthe way the Renaults transmit the movment through the car. Even on a smooth race track or a fast smooth road my car bounces around like a little Yorkshire terrier.

At least don't say "completely ridiculous theory". I hope you've understood.

And that's why I put some others examples more close to the pcars3 example.
 
I didn't say pCars 3 doesn't exaggerate. I said it dies a better job than GTS with its rigidity and Forza with its OTT. The onboard views of Knockhill do nothing to prove anything compared to my Mercedes video, which does show some exaggeration mainly on the straight but is fairly accurate elsewhere. The Clio example isn't a great one either, the Clio 200 has quite soft suspension compared to racecars and even with the cup suspension its a very forgiving chassis with forgiving dampers as its still a road car so won't bounce and rebound the same way as a touring car. From onboard the Clio as the driver (and as an owner of a Cup pack equipped Renault I know) it will feel extremely bumpy and harsh, duentibthe way the Renaults transmit the movment through the car. Even on a smooth race track or a fast smooth road my car bounces around like a little Yorkshire terrier, thought it wouldn't look it from the outside.
Ah, Renaultsport models, takes me back to doing the product launch training for the early models.
When you make an accurate and clean input there's "nothing" to be smoothed. (completely ridiculous theory ? LOL)
When you make big mistakes and big corrections, it's when input smoothing have more deviations to smooth.
It's as simple as that.

PC3 exagerates bumps in car physics reactions. (but as least it's not as exagerated as in PCARS2)
It's very easy to see between this two videos at Knockhill (exterior view at the beggining and at the end of the first video) :




Another clear example, can you see this Clio jumping and bumping in the same way that the Mercedes A does in PCARS3 ? : You can see the difference along all the track, but it's even enough comparing the first seconds of this video along the straight line.


Or here comparing body movements in the car in front :


GTS is a little too much smooth in that sense. Maybe a middle point should be the best IMO.

Did you just attempt to compare the suspension movement of a road car to that of a touring car?

Do you seriously not see the issue with that at all?
 
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