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

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I was only worried about content (first trailer really suggested that it is mainly Road and GT) but when i heard more stuff from PC2 is there i am satisfied. If the driving model is still great some assists and a little bit of fun is only better. I am really looking forward to this game.

I hope PS5 will get PS VR support.

Yeah I was one preview video mentioned the classic Lotus indy car. Other sources have suggested all PC2 content is there as well.
 
Yeah it would be bad if we lose the only console series which can simulate for example LeMans 24hours. It would be bad if we get another Forza clone but with better physics.

Also i like the corner markers... (just turn off Perfect corner indicator) this corner markers are like in GT Sport, and i find them much better than driving line for learning the track.
 
Will the works feature come from the shift series into PC3.

Nothing is more satisfying in turning your road car into a racing machine.
 
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Yeah I was one preview video mentioned the classic Lotus indy car. Other sources have suggested all PC2 content is there as well.

I think most will be there, Kotaku article the Ford Falcon V8 is still in game but go-karts got cut:

One element that won't return, sadly, is go-karting. "We want racers to get into the thick of the action right away in Project CARS 3, so we left karting out for now, in favour of expanding on the big new features like the revamped Career Mode, metagame, car customisation, and the expanded multiplayer modes," Barron explained.


Will the works feature come from the shift series into PC3.

Nothing is more satisfying in turning your road car into a racing machine.

Seems like it is coming back, Kotaku article mentioned turning the Civic Type R to hypercar:

You can spend in-game credits, earned through races, to upgrade any of these parts, and as you upgrade individual cars further and further, that car will be usable in higher-level races. It's possible, for instance, to upgrade a basic Honda Civic Type R into the hyper-car class of vehicle, if you really wanted to keep it going. Different races and events will require cars of a certain class, but you have the ability to rent a vehicle if you don't own a suitable one.

Source: https://www.kotaku.com.au/2020/06/project-cars-3-reveal-pc-ps4-xbox-one/
 
I think most will be there, Kotaku article the Ford Falcon V8 is still in game but go-karts got cut:






Seems like it is coming back, Kotaku article mentioned turning the Civic Type R to hypercar:



Source: https://www.kotaku.com.au/2020/06/project-cars-3-reveal-pc-ps4-xbox-one/

That is so cool. Good news is how most things from pC2 are coming back which means a lot of cars wont be cut.

So many racing games done this in the past where so many of my favourite cars getting cut.

Good to see SmS not cutting cars from its past games. I do wish the Aston Martin Lola returns and the 2011 Audi R18 but oh well.
 
In my opinion, any game where you can add more HP to a car through upgrades is not a sim because I don't see how one can properly simulate how a car would feel with an extra 15HP or 55HP and so on and so forth or even upgrading suspension on the car to make it handle better. I don't see how someone can simulate those factors.

They could calculate these things back in the 1600s. A driving simulator is basically just a physics calculator.
 
I think most will be there, Kotaku article the Ford Falcon V8 is still in game but go-karts got cut:




Seems like it is coming back, Kotaku article mentioned turning the Civic Type R to hypercar:



Source: https://www.kotaku.com.au/2020/06/project-cars-3-reveal-pc-ps4-xbox-one/

I won't miss the go karts! The prospect of the works racing upgrades coming back is an interesting prospect, especially with the livery editor. That could give a feel of having more cars in game than there actually is.

Hopefully there's some nice 'autovista' style environments to check our cars out in. pCars has always had fantastically detailed models but not many ways in which to truly appreciate them like Forza has.
 
I don't think you understood the point. It's not that there are no alternatives to simulators. It's that there are almost no hardcore simulators today that aren't dry, serious, circuit-based motorsports simulators.

Like you, I want PCARS3 to be the best sim it can be. But I enjoy driving/doing different things than what you probably like to drive or do! It's about that simple.

That is part of the purpose of roadcars, fictional/city locations, and upgrades. They're not only for casual/novice racing game fans. Roadcars and upgrades are part of automotive enthusiast culture. So is illegal street racing, and fictional/city locations are a common way to offer something reminiscent of street racing while avoiding upsetting any lawyers, to be enjoyed in the victimless context of a videogame.

(Really, fictionalized/virtual illegal street racing is a distinct subculture from illegal street racing itself; a celebration of cars.)

Sadly, getting that kind of content in an accomplished realistic simulator is rare. About all you can typically find are scraps in circuit-based sims like this one. So maybe you can imagine my frustration whenever there's so much friction against the idea of offering any scraps at all.

"That's not what a sim is," you might be saying. "Sim" is a description of the design approach of a game, not whether it restricts its scope to ordinary authentic motorsports and the associated expectations. A sim is simply a game that simulates something, whether it's GT3 cars, roadcars, logging trucks, banger-racing cars, planes, trains, or city planning.

There is literally no other way to realistically simulate drifting a modified roadcar down a mountain pass...but in a sim.


You simulate it the same way you simulate the car in the first place: by feeding the revised torque curve into the engine model and the new stiffness/damping/etc. into the suspension model. That is something racing teams do with their competition-grade simulators, to experiment with suspension changes and so on.

So basically you want to be able to simulate the street car scene where a normal person buys all the upgrade parts for their car and races? Fair enough, but isn't that what the NFS series and the other street racer games are for? Or are you saying that those do not simulate it?
 
So basically you want to be able to simulate the street car scene where a normal person buys all the upgrade parts for their car and races? Fair enough, but isn't that what the NFS series and the other street racer games are for? Or are you saying that those do not simulate it?
That's precisely it. :) Modern NFS games aren't just unrealistic, they drive like crap (IMO). The Crew 2's driving experience is unrealistic, not to mention somewhat awkward and not terribly fulfilling. GT/Forza don't really cut it for the same reason they don't cut it for others here.

I enjoy the same driving experience that motorsports fans enjoy in a sim like PCARS2. If you enjoy realistic oversteer physics for keeping you on your toes, I also enjoy digging into realistic oversteer physics to practice drifting and car control. If you enjoy the raw experience of vintage racecars, without the benefit of modern slicks and downforce and all, most roadcars possess similar qualities -- and those qualities shine when underpinned by a realistic street tire model.

Sims can take something as humble as a little Subaru 360 and make a dynamic and amusing experience out of it, unlike more rigid arcade-style games where about the only thing you'd get out of it is that it's slow. Add upgrades to the mix, and you can have a laugh taking it door-to-door with cars from faster classes. I've done exactly that (with exactly that car) numerous times in my preferred sim, Enthusia Professional Racing for PS2. Gran Turismo or Forza can't do it justice.

To be clear, I also enjoy racing too, especially in vintage classes. And cheers for hearing me out. :cheers: :gtpflag:

Ian Bell just posted this link on Twitter.
As expected, you get bonus XP for turning off assists. Really don't fancy the tyre screeching sound though, hope that gets changed in the final version
Pitlanes still closed off, though...

That is a simulator. Note the near-loss at 1:00, and the understeer out of a drift at 1:36. Looking good. 👍
 
So basically you want to be able to simulate the street car scene where a normal person buys all the upgrade parts for their car and races? Fair enough, but isn't that what the NFS series and the other street racer games are for? Or are you saying that those do not simulate it?
Well there's plenty of actual racing series that involve upgrading a streetcar to turn it into a racecar. Examples of this would be time attack, SCCA and NASA racing series, and many more. I think it's something that deserves to be simulated. One of the best things about racing series like time attack is building a unique car to a certain ruleset and figuring out your own ways to make a certain platform competitive.

EDIT:
This video shows in my opinion why stuff like this has a place in a simulator and not just need for speed.
 
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Ian Bell just posted this link on Twitter.
As expected, you get bonus XP for turning off assists. Really don't fancy the tyre screeching sound though, hope that gets changed in the final version
Pitlanes still closed off, though...

That's uploaded by the guy who ran the infamous Pretend Race Cars blog who was then hired by Slightly Mad Studios and runs a stock car sponsored by SMS. This was probably uploaded as damage control since people were complaining about the game looking arcadey. Intentionally having no assists and drifting the car at every turn
 
Ian Bell just posted this link on Twitter.
As expected, you get bonus XP for turning off assists. Really don't fancy the tyre screeching sound though, hope that gets changed in the final version
Pitlanes still closed off, though...


The sound of the C7 is nothing like what it was in pCARS 2. The throatiness of the V8 is all but gone.
 
Ian Bell just posted this link on Twitter.
As expected, you get bonus XP for turning off assists. Really don't fancy the tyre screeching sound though, hope that gets changed in the final version
Pitlanes still closed off, though...

Damage limitation.
Looks better tho
 
Well there's plenty of actual racing series that involve upgrading a streetcar to turn it into a racecar. Examples of this would be time attack, SCCA and NASA racing series, and many more. I think it's something that deserves to be simulated. One of the best things about racing series like time attack is building a unique car to a certain ruleset and figuring out your own ways to make a certain platform competitive.
A great point I had forgotten to mention yet. 👍 Whatever you do with them, including roadcars and building up from there lowers the floor of performance, adding more variety. Grassroots racing is more my kind of thing than sticky GT3s or LMPs.
 
Ian Bell just posted this link on Twitter.
As expected, you get bonus XP for turning off assists. Really don't fancy the tyre screeching sound though, hope that gets changed in the final version
Pitlanes still closed off, though...


i didn't see the closed pits....still a bit concerned about that, the damage model (spoliers falling off of cars), and the vehicle options...i love multiclass racing and i haven't seen any prototypes yet....


honestly, with Codemasters owning the F1, WRC, and WRX licenses going forward, i don't mind if they remove those style cars from the game. ...but we need to have a kickass lineup of road cars, GT cars, and prototypes
 
i didn't see the closed pits....still a bit concerned about that,

At exactly 6:10 they say that they don't have race weekends/championship based and their intention is to have short and more adrenaline races so that explains the closed pit stops. Probably it's only applied to the career side and not the multiplayer side of things or maybe custom races.
 

At exactly 6:10 they say that they don't have race weekends/championship based and their intention is to have short and more adrenaline races so that explains the closed pit stops. Probably it's only applied to the career side and not the multiplayer side of things or maybe custom races.


i actually like that for the most part. the focus on accessable races is good and it would encourage me to hop on and run a quick race.

that being said, i would miss being able to run pit strategy and longer races
 
Actually, the drift looks like an Arcade game trying to make you believe you're in a sim and able to do what pros can. Doesn't mean its not hard but doesn't mean it's genuine realistic simulation.
 

At exactly 6:10 they say that they don't have race weekends/championship based and their intention is to have short and more adrenaline races so that explains the closed pit stops. Probably it's only applied to the career side and not the multiplayer side of things or maybe custom races.

Interesting. The practice/qualifying/race format is good for more than just authenticity, so now I want to hear more too.
 

At exactly 6:10 they say that they don't have race weekends/championship based and their intention is to have short and more adrenaline races so that explains the closed pit stops. Probably it's only applied to the career side and not the multiplayer side of things or maybe custom races.

Not to get anyone down or anxious, but I love the classic Capcom automodellista. It was fast paced arcade. Yet, it had all the cusyomisation a player could want.

PC3 being more sim, it can be like the Shift and that fun aspect of automodellista.
 
All I have ever done in Project CARS 2 is running private test sessions and the occasional custom event. Worth every penny, although there's obvious room for improvement. So I'm open-minded for the successor if more or less all content returns and no sacrifices will be made in simulation depth as well as gameplay / settings customizability. Big if, because the announcement footage doesn't really reflect what the developers promise.

I'm basically worried how the change in creative direction will affect the whole vibe of the experience. I really like how the current game is completely neutral like that.
 
I hate to rain on my own parade (me having the highest hopes for the game) but I just saw this and it confirmed a couple issues I had with the video.

I'm still hopeful and I'm going to remain positive, but... I can't ignore this ridiculous drift fest

 
Problem with that is, we(40+y0) will die sooner than the young people coming up. There won't be a car culture if some of these games don't include the youth. People felt GT is still too arcadey for them. PC and AC came to market. I'd hold off feeling down with this one of the last, to PS4, games.

I'm all for realism. I'm all for moving forward. However, anyone who was a child when GT came out, That was a daunting game. It was arcadey in Arcade Mode and somewhat "Sim" in Simulation Mode. With this game, all the assists are on initially. They can be turned off. This video is still a bit too early(a beta, yes?). Just like GT Sport, I'm waiting until members from this community, whose oppinions I trust, get their hands on it and offer up their review.
 


Interesting video about the history of Codemaster's involvement with racing titles. Whether this is the case here, I don't know, but just compare the HUD from many of these games to PC3, it's worrying
 
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