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

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I totaly agree. Sometimes i can't play PC2 and sometimes it is super immersive. I love that this game is gettin more focus. I just hope we won't lose some features of PC2 like pit stops :)



It is still being main SMS game. I think that Rushy being out isn't the big problem.

The problem is they are now owned by Codemasters - which means that same semi-arcade floaty driving model where the suspension has no give and the cars pivot and turn - more like hovercrafts rather than cars. Dates back to the Colin Mcrae rally days on the very first Xbox.

I have a short story regarding Pcars 1 and 2, coming from GT 1 through sport I decided to try out Pcars 1. I'm on DS4 pad thought I should mention, I could not come to grips with with Pcars, did not hate It' just not fully satisfied with feel. Kept seeing everyone praising It' how it made them a better sim driver and the amazing simulation and setup capabilatis. So when I finally decided to get a wheel I got Pcars2 then everything feel into place sim bliss! Then I got AC another hardcore sim title, So now I can compare the three to GT sport; GT sport is NOT full hardcore sim like the other titles that is just my seat of the pants feel. So Pcars 1 and 2 are a big deal to me!:bowdown: Love the wide selection of classic and historic race cars and circuits. I'm a bit concerned on what I'm seeing with Pcars3. It's looking very teenage boy arcadee hope they don't tone down the sim aspect of It.

PCARS 1 and 2 are both good games although I'm leaning a bit more toward the original one, it just feels more realistic and balanced to me. As for CARs3, it's going to be an arcade game, so I'm skipping it.

AC is the kind - best driving model out there, on consoles, that is.
 
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The problem is they are now owned by Codemasters - which means that same semi-arcade floaty driving model where the suspension has no give and the cars pivot and turn - more like hovercrafts rather than cars. Dates back to the Colin Mcrae rally days on the very first Xbox.

You do realize that Project Cars 3 is being made way before Codemasters aquire SMS? They didn't made the whole game in 6 months or so?

Also i don't see floaty pivot driving model from Codemasters in PCars 3...
 
*bad joke*
I guess majority thinks Codemasters must be the most efficient and lazy game company, they could remake pCARS 3 in 6 months but couldn't keep DR1 content in DR2.
 
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The problem is they are now owned by Codemasters - which means that same semi-arcade floaty driving model where the suspension has no give and the cars pivot and turn - more like hovercrafts rather than cars. Dates back to the Colin Mcrae rally days on the very first Xbox.
???????

It's not even built on the Ego engine, so quite how you've come to this conclusion is utterly beyond me.
 
I guess Codemasters must be the most efficient and lazy game company, they could remake pCARS 3 in 6 months but couldn't keep DR1 content in DR2.

Research is your friend. Codemasters haven't developed this game in 6 months. Stop being so obtuse. SMS have had this in development for at least 3 years. Codemasters have had no real input in this game whatsoever, and any they have had will be minor to the point of insignificant.

This has been spoken about at length in multiple threads, twitter, YouTube etc.
 
Research is your friend. Codemasters haven't developed this game in 6 months. Stop being so obtuse. SMS have had this in development for at least 3 years. Codemasters have had no real input in this game whatsoever, and any they have had will be minor to the point of insignificant.

This has been spoken about at length in multiple threads, twitter, YouTube etc.

Seems like my joke fell flat on its face
 
This thread is in its 20th page and people still think Codemasters developed this game (Not directed at you @T0MMY3688, I understand your comment was sarcastic). The fact that SMS built Shangai and Havana from the ground up despite both appearing in GRID 2019 should be the key indicator that Project CARS 3 has nothing to do with Codemasters, let alone the fact it is being published by Bandai Namco. SMS could have taken the easy route of including shared assets, but either the acquisition occurred too late into the development cycle or SMS really didn't want any assistance from Codies on their flagship title. Either way, the Codemasters Studios would not have dipped their toes into PCARS 3 development. At most, maybe they would have shared their licenses for those new tracks.
 
This thread is in its 20th page and people still think Codemasters developed this game (Not directed at you @T0MMY3688, I understand your comment was sarcastic). The fact that SMS built Shangai and Havana from the ground up despite both appearing in GRID 2019 should be the key indicator that Project CARS 3 has nothing to do with Codemasters, let alone the fact it is being published by Bandai Namco. SMS could have taken the easy route of including shared assets, but either the acquisition occurred too late into the development cycle or SMS really didn't want any assistance from Codies on their flagship title. Either way, the Codemasters Studios would not have dipped their toes into PCARS 3 development. At most, maybe they would have shared their licenses for those new tracks.

^this people just have instant trigger when they see Codemasters logo somewhere.
 
PCARS 1 and 2 are both good games although I'm leaning a bit more toward the original one, it just feels more realistic and balanced to me. As for CARs3, it's going to be an arcade game, so I'm skipping it.

AC is the kind - best driving model out there, on consoles, that is.
I agree with you about AC it's the most hardcore sim, gives you the most feed back of what tires and pavement are doing and the way the chassis handles to driver inputs. It's insane love It'!:bowdown: But yet Pcars feels the same they are both on the same level. Guess AC has the tire physics model figured out a better. I'm passing on it to I got what I need with Pcars 1 and 2.
 
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I disagree, it's very much a sim, especially at the limits as compared to most other sims; it just leaves room for improvement. And how it behaves is no better for gamepads.

For the record, I reserve the "simcade" label for games that really blur the line, like Codemasters' own titles -- and it's ill-defined, so I avoid using it and habitually stick it in quotes when I do. Gran Turismo, Forza Motorsport, and also Forza Horizon are all sims; just not as hardcore or realistic as others.

I find it more consistent to define things that way. Or else what do you call sims of the late 1980s and 1990s, if PCARS2 with all its relative sophistication is "simcade" at the limit? ;)

It makes it an interesting game with more sim style layers to play with but it's a coating over a vague, far from real and exact sim, ac is in a different realm even if it seems simpler in it's features on ps4 especially.
That's why i said it's handling is simcade even if the surrounding in it is sim and interesting. Plus all the features that make it so immersive, cool and interesting. Just too bad it loses it's appeal for me with that unconvincing sim base.
You said yourself you didn't even bother try it with your wheel cause you feel it when you'll be dissapointed..
Also if you played it with a controller then you can't judge it as well.

You can see still, the handling origins from their previous titles, with lots of feel but still simcade handling.

And looks like they are going back to that more now, from what i can see at least.
Just wishing more genuine sim handling cause it has so many cool sim features and content.
Its ok if many don't share my view here.
Im comfortable with mine,
Cheers guys.
 
You said yourself you didn't even bother try it with your wheel cause you feel it when you'll be dissapointed..
I cannot try it with my Logitech G25 unless I purchase a DriveHub and revamp my whole gaming space; maybe the whole living room. That's a lot to ask for a game that doesn't exactly cater to my preferences in cars, with FFB that is said to be difficult to configure. If PCARS2 wasn't such a resource-hungry PC game and I had it on my laptop, I'd have tried it with my wheel by now.

With that said, I have high standards for sim driving with a wheel. I don't want to work around physics quirks, and I don't want to fight with the FFB. I have turned down other sims for these reasons before -- almost every sim I've ever tried with a FFB wheel, in fact. Come to think of it, old-fashioned spring-centered wheels were never as much of an obstacle...

So this is no knock against PCARS2 being a sim. I was just pointing out that I can relate to the sensation you described even without FFB.

Also if you played it with a controller then you can't judge it as well.
I examine how the car moves according to the input provided. Whatever the steering does, it produces the same result as if you had turned a gaming wheel the same way. Input -> Output.
 
i don't really understand what it is that ppl feel in certain games that qualifies them to be "sim" compared to others. and idk why Codemasters gets bashed so much.

ive played iRacing, ive played AC, ive played PC2, ive played GT Sport, ive played Forza Motorsport, ive played F1 series, ive played DiRT Rally 2.0, DiRT 4, Nascar Heat, you name it ive played it.

every game has certain cars that they do better than other cars or other games, but for the most part, all the dick measuring over which game is most "sim" is a load of BS.

it all depends on how many assists you put on and ...honestly? difficult =/= realistic

i think people confuse those two words quite a bit. it's not necessarily realistic to have a car spin the tires to ridiculous amounts or snap oversteer out of control at the slightest touch of a curb.

the f1 series in particular gets bashed a ton recently since the f1 pros got on it and said it wasn't the best simulation experience. but then ppl immediately jump to saying "it's a joke, arcade game" which isn't true at all.

from what I've heard, the f1 drivers don't like the position you sit in more than anything else. the way you look into the mirrors amd such. the handling is maybe a bit too grippy, but they are professionals... their opinion is a bit different than it is for the regular Joe gamer who having offs and spins and such far more often and isn't running lap times that can realistically be compared to the real thing anyway. ppl act like certain games are worthless and that playing them is hindering their future motorsports career or something.

sorry, but that's just a pet peeve of mine that seems relevant with all the sim/arcade discussion in response to pc3
 
Im going to go out on a limb and say there is a chance customized grids will be added. Aka being able to race any car and any class against each other with no limitations . Thats certainly something many of us have been clamoring for across muliple racing games with only the lastest forza horizon having that feature in the blueprints option.
 
Im going to go out on a limb and say there is a chance customized grids will be added. Aka being able to race any car and any class against each other with no limitations . Thats certainly something many of us have been clamoring for across muliple racing games with only the lastest forza horizon having that feature in the blueprints option.

Hopefully. Assetto Corsa also has this feature under its custom championship mode.
 
@02civic well said! I've always hated that word - simcade. Even games like NFS have some sim-like handling, at times. A crazy game like Wreckfest is probably actually closer to a sim than full on arcade. Most people complaining have probably never driven these cars they're racing. And if they have, even fewer have driven them at the edge of grip. Let's just relax and watch as the information inevitably trickles out. I'm looking forward to it!

Also, @Wolfe I didn't realize the G25 wasn't compatible out of the box. I almost got one about a month ago before I decided to get a new T150. Glad I made that choice!
 
See, man. People keep saying it looks arcadey, but it's not when actually driving the game. The videos don't do PC2 justice.


The graphics can't compare to GT, but that's not what this is about. When "behind the wheel", the sounds bring all the senses to alert status. I'm listening to the ear piercing engine, the tyre squeal isn't as dramatic as it sounds on YouTube. The vision out of the windscreen, trying to sight my braking markers and apex and where cars are.

I'm making mistakes, yes, but correcting and paying attention to how the car behaves(especially driving any vintage race and road car), this game does well. And I use a DS4(or XB1 controller, when I'm on that system).

The videos in this thread, give them a chance. I know people upset with previous games are sceptical, within reason. I get all that. Still, those of us that have made the game work, even with flaws, see what SMS have done with what we're given.

I play more GTS than PC2. Mostly for jumping in online play and to watch prettier replays. However, when doing races like the video above, SMS have gotten it right. If Ian is saying PC3 is more of PC2, but better, I'm looking forward to it.
 
If Ian is saying PC3 is more of PC2, but better, I'm looking forward to it.

If it is then I'll be happy! Provided of course that my favourite Historics are still in the game.

I don't mind having to earn credits to buy cars, provided it's not a ridiculous grind fest like GTS (it will take me 2 months at the rate I play to get a Ferrari 330 P4).

Hopefully FFB / wheel feel is good and hasn't been sacrificed for pad feel - for me (PS4 user) that is best in AC, but I have no interest in playing the new ACC as it is just GT3 and GT4 cars.
 
i don't really understand what it is that ppl feel in certain games that qualifies them to be "sim" compared to others. and idk why Codemasters gets bashed so much.

ive played iRacing, ive played AC, ive played PC2, ive played GT Sport, ive played Forza Motorsport, ive played F1 series, ive played DiRT Rally 2.0, DiRT 4, Nascar Heat, you name it ive played it.

every game has certain cars that they do better than other cars or other games, but for the most part, all the dick measuring over which game is most "sim" is a load of BS.

it all depends on how many assists you put on and ...honestly? difficult =/= realistic

i think people confuse those two words quite a bit. it's not necessarily realistic to have a car spin the tires to ridiculous amounts or snap oversteer out of control at the slightest touch of a curb.

the f1 series in particular gets bashed a ton recently since the f1 pros got on it and said it wasn't the best simulation experience. but then ppl immediately jump to saying "it's a joke, arcade game" which isn't true at all.

from what I've heard, the f1 drivers don't like the position you sit in more than anything else. the way you look into the mirrors amd such. the handling is maybe a bit too grippy, but they are professionals... their opinion is a bit different than it is for the regular Joe gamer who having offs and spins and such far more often and isn't running lap times that can realistically be compared to the real thing anyway. ppl act like certain games are worthless and that playing them is hindering their future motorsports career or something.

sorry, but that's just a pet peeve of mine that seems relevant with all the sim/arcade discussion in response to pc3

While I agree with you on some of the points that you have raised (such as bashing on an arcade title simply because its an arcade title), I disagree that comparisons between titles and how well they recreate reality are worthless, quite the opposite, it's a natural and perfectly valid comparison to make. It's the tribal ******** that follows that which is the toxic part.

As an example, it's objectively provable that AC has a more realistic physics engine and tyre model that GTS has, the same is true for PC2. Just as it objectively provable that GTS has a more realistic physics engine than Driveclub has.

Now does that make GTS better than Driveclub and PC2 and AC better than GTS?

No not at all, that depends on what the individual player is looking for, at that time out of a title. It's at this point that it becomes utterly subjective, and it is also perfectly possible to enjoy all of these titles, as they can cater to different needs at different times.

Now on your point about difficultly =/= reality, while this is true its also been massively misused. I say that following as someone who has hundreds of hours of track and proving ground time in a variety of road and race cars (I've worked in the motor industry for 25 years and am currently doing a Masters in Automotive Management). Driving a car at up to eight or nine-tenths, with practice is not that difficult, I know because I've lost count of the number of people I personally trained to do so or managed the training of people training people to do it. However driving a car at the limit (and in fact just over as it as the tyres are slipping that they generate the most lateral grip) and doing so consistently, not just for a single lap, but for multiple laps or even hours, that is not easy. In fact, that level of skill and consistency is bloody difficult, it's certainly not something that even with my experience I would even come close to claiming to have. It also does vary from car to car, its significantly easier to push a 60's mini to the limit and control it consistently than it is a Radical SR-1, as an example.

Finally, in regard to Codemasters, they get quite a lot of, quite valid, criticism for a number of reasons. One is that they are still using the Ego engine, which does have a number of well known and limiting traits. The main one being its centre point rotation model (which I will come back to shortly), however, most of the issues people raise about them are in regard to business practices, such as reselling most of the content from Dirt Rally back to people as DLC in Dirt Rally 2, or the content devoid mess that was and is the new Grid.

Now about that centre-point model the Ego engine get so much stick for, this again is an area people often miss-represent, as a body in motion will rotate around an axis. In that much Ego (and any physics engine) should recreate this, the issue with the ego engine is that in reality, the axis of rotation (technically this is actually the yaw axis) will move around. How much wit will move around depends on the car itself and the motion it's undergoing, the issue in my view with the ego engine is that the movement of the yaw axis is far too limited. Which gives the feeling of a car rotating around a point almost fixed to the centre of the car, varying very little, when in reality the yaw axis location, even when static may not be central to the car (in fact it rarely is). However, I have seen some people take this to the extreme and try and pass any yaw based rotation of a simulated car or vehicle as being unrealistic, which anyone who has ever spent any time in a go-kart knows is quite, quite wrong.
 
I don't mind having to earn credits to buy cars, provided it's not a ridiculous grind fest like GTS (it will take me 2 months at the rate I play to get a Ferrari 330 P4).

I don't think you will be grinding for anything if you don't want to, the article at GamesRadar seems to mention that the whole sandbox mode is still there for the core audience while the career mode is for newcomers:

"While we’ve still got what we’re renowned for, which is that amazing sandbox and toy set of loads of different cars and loads of different tracks and loads of different weather conditions that you can combine in whatever way you see fit – we popped on top of that a whole metagame, and a whole career system to really support newcomers to the franchise, and those that are maybe further down the continuum towards more casual, more “pick up and play” people, than the usual sim-head crowd."

Source:https://www.gamesradar.com/project-...-the-racing-sim-that-will-appeal-to-everyone/

Going by the career structure I doubt the 330 P4 is a buyable car due to the upgrade focus it has now, likely just an invitational event after you complete a set of objectives.
 
Now about that centre-point model the Ego engine get so much stick for, this again is an area people often miss-represent, as a body in motion will rotate around an axis. In that much Ego (and any physics engine) should recreate this, the issue with the ego engine is that in reality, the axis of rotation (technically this is actually the yaw axis) will move around. How much wit will move around depends on the car itself and the motion it's undergoing, the issue in my view with the ego engine is that the movement of the yaw axis is far too limited. Which gives the feeling of a car rotating around a point almost fixed to the centre of the car, varying very little, when in reality the yaw axis location, even when static may not be central to the car (in fact it rarely is). However, I have seen some people take this to the extreme and try and pass any yaw based rotation of a simulated car or vehicle as being unrealistic, which anyone who has ever spent any time in a go-kart knows is quite, quite wrong.
To clarify, when I say the game pivot-steers, I don't mean the car just rotates around a central axis. I'm pretty sure steering input acts directly on the body instead of from the front wheels, like you might see in a PS1/N64 game. In DiRT 4 with its more hardcore stage geometry (ruts, ditches, etc.) than older Codemasters rally games, I found if you're right on the edge of a hazard and you steer away from it, your outside rear wheel will immediately swing outward and pop directly into it.

The effect might be tempered/manipulated somehow in a bid to make the handling feel more authentic, but it sure doesn't seem like the rear wheels follow along how and when they should (naturally, yaw should take place with oversteer).

A picture for clarification for others:
qg7_frontwheelsrearwheelspath.jpeg


Otherwise, 100% agree on the rest of your post.
 
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