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

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1. When its confirm the P1 GTR has made the cut (Main Reason)

Enjoy purchasing Project CARS 3 then! :lol: (I would be quite surprised if that gets cut considering the close relationship SMS had with McLaren during PCARS 2 development)

2. I need a new racing game and 60 bucks is alot cheaper then 300+ to play forza 7 or 8

The next Forza game will be playable on Xbox One since first-party Microsoft titles will be cross-gen so you don't have to buy a Series X just yet. Even then, that is at least 4-5 months away.
 
Enjoy purchasing Project CARS 3 then! :lol: (I would be quite surprised if that gets cut considering the close relationship SMS had with McLaren during PCARS 2 development)



The next Forza game will be playable on Xbox One since first-party Microsoft titles will be cross-gen so you don't have to buy a Series X just yet. Even then, that is at least 4-5 months away.
No i meant the xbox one x since i don't own any xbox console but i always see the xbox one x on sell for $299


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5000 Post :cheers::gtpflag:
 
I expect they'd rather see an overtake on the track though. ;)

It's not quite that simple though... Forza is perhaps the best example of that.

Fuel and tire wear is pretty insignificant in Forza, and no regular hopper races require mandatory stops outside of the "Enduro GT" hopper, and even then with approximately 25mins the pit stops are just there for the strategy of pulling yourself out of traffic.

Without the strategy and tire wear/fuel burn, every race is a pure pace affair. In real life that's often great, because the grid in professional series are made up of (mostly) pros that can lap within a few tenths of each other. In a video game, the skill spread is way wider because you have everyone from near-eSports level guys mixing with children and guys that are a six-pack deep after a long day at work. You can often tell what the finishing order is going to be after about turn 3, barring things like griefing, glitches, dirty racing or weird crashes and such anyway.

The lack of pitting likely means no damage as well, and in Forza that generally means aggression is super high as there are no real consequences for contact. It also means that griefers and/or clumsy idiots that just can't drive won't total their car and rage quit, instead they will pinball off of people and then do the same exact thing at the next corner until they fall so far back they can't hit anyone anymore.

Forza of course has other problems that affect the racing as well, mainly the lack of a properly functioning draft, but the arcade-style short races with no strategy or car management are a pretty sore point with a lot of the community. Most people you see hate the hopper experience in Forza, and this is what PC3 is heading straight towards with their decision.

Learning from Forza is actually a good idea for them here. Forza already has pit stops and has built up a pretty big sim-cade fanbase over the years, yet some of the most requested features are things that add more emphasis on pit stops and strategy, and the shallow racing the game produces has longtime players looking for other titles to play, constant complaints about the quality of racing in the hoppers, turned their official eSports stuff into a joke, and has long-running large leagues who still run on the game perpetually disappointed and mocking the game's lack of motorsport-y features.

If one of the biggest and most successful sim-cade circuit racing games has a fanbase that wants more serious motorsport from it, then they likely aren't going to be stealing much of Forza's considerable player count by going in the complete opposite direction.
 
It's not quite that simple though...
Even though I'm still open minded about PC3 I do agree with all your points. I fully understand that these changes are troubling for many fans, those of longer races in particular. But for me personally when offline I like to have 15 to 20 minute "sprint" races against the AI. If these changes were a requirement to give me a PC2 like experience but with smoother graphics and more enhanced/consistent AI on track, I'm still intrigued. But once again, I completely understand everyone else's point of view (I just don't know why they have to keep repeating it!)

I'll just wait for more information before I make a purchasing decision. 👍
(If they mention credits for cars and track unlocks inside of a sandbox mode, my interest may drop!)


However... to the bit you quoted the fans of real life motor sport was mentioned.
"Even the most casual of motorsport fans know that the face of a race can change with one pit stop."
In my reply I was thinking of F1 in particular. Although it would probably also apply in other formats. But given the general tone of the PC3 threads at the moment I can see your confusion. ;)


Hopefully this thread remains a little more balanced. :)
 
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I was talking with a friend about this game in the weekend. This guy is the type of driver that doesn't set his car up, pushes every lap and as a result always destroys his tyres and sees practice / qualifying as a necessity.

To me that sounds as almost the stereotype target audience for this game. Unfortunately he neither understands the decisions made.
Now obviously one person can't speak for the entire group but I think that many casual racers still want some form of the removed features.
 
This guy is the type of driver that doesn't set his car up, pushes every lap and as a result always destroys his tyres and sees practice / qualifying as a necessity...
Frankly, part of the reason I am more this kind of player in PCARS2 is because it is not quite authentic (or polished) enough for me to take it that seriously. The whole motorsports angle isn't totally my thing, but to the extent that I enjoy it, I've long waited for a sim with properly realistic physics and a meaty career mode that would encourage me to make full use of practice/qualifying, race strategy, and all. PCARS2 was lacking in its career mode (and lack of custom championships).

Going forward from PCARS2, all I expected or wanted was better reasons to go all out with the race weekend format and racing strategy. Not for that stuff to be trimmed off!
 
Frankly, part of the reason I am more this kind of player in PCARS2 is because it is not quite authentic (or polished) enough for me to take it that seriously. The whole motorsports angle isn't totally my thing, but to the extent that I enjoy it, I've long waited for a sim with properly realistic physics and a meaty career mode that would encourage me to make full use of practice/qualifying, race strategy, and all. PCARS2 was lacking in its career mode (and lack of custom championships).

Going forward from PCARS2, all I expected or wanted was better reasons to go all out with the race weekend format and racing strategy. Not for that stuff to be trimmed off!

Lack of custom championships was a big killer for me there. I'm not holding much hope on that being corrected as if I recall Ian Bell quite staunchly criticised the concept saying what they had would be enough and thats that.

I hope I'm wrong, with the potential track and car list it would be another big missed opportunity.
 
Frankly, part of the reason I am more this kind of player in PCARS2 is because it is not quite authentic (or polished) enough for me to take it that seriously. The whole motorsports angle isn't totally my thing, but to the extent that I enjoy it, I've long waited for a sim with properly realistic physics and a meaty career mode that would encourage me to make full use of practice/qualifying, race strategy, and all. PCARS2 was lacking in its career mode (and lack of custom championships).

Going forward from PCARS2, all I expected or wanted was better reasons to go all out with the race weekend format and racing strategy. Not for that stuff to be trimmed off!
Now we know who to blame for lack of features! :) They looked at the data and decided to cut it since data was showing them most people don’t care about practice and qualifying and pit stops.

Personally, I like those myself, but don’t always have time for it, and have even fewer occasions when I can actually bother to mess around with the car setup. Part of it is the same reason - it doesn’t feel authentic enough. Getting a single generic email after a race doesn’t make it feel like putting in more effort is worth it.

On the other hand, pCARS 2 physics to me feel quite good and I have fun just putting in laps and trying to improve my time. There is definitely potential in pCARS 3 if the physics are as good or better. Time will tell.
 
to be honest. I didn't used those option all the time also. BUT i was using this from time to time when i had more time and wanted more actual racing experience. Now i need to come back to Pcars 2 for this.
 
My feelings are basically summed up by another post else on here

Going back to the pitlane issue I'd say that it will completely remove any authenticity and immersion if you are dropped on the start line to do a practice lap or qualifying lap. (if there even is qualifying)
Rolling out the garage onto pit lane and then bringing the car upto temperature feeling the grip coming towards you as the lap progresses will be missed by most.
In the multiclass events one of my favourite things to do was to weigh up whether to pit early when encountering traffic.
 
My feelings are basically summed up by another post else on here

Going back to the pitlane issue I'd say that it will completely remove any authenticity and immersion if you are dropped on the start line to do a practice lap or qualifying lap. (if there even is qualifying)
Rolling out the garage onto pit lane and then bringing the car upto temperature feeling the grip coming towards you as the lap progresses will be missed by most.
In the multiclass events one of my favourite things to do was to weigh up whether to pit early when encountering traffic.

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( :
 
Developer blog #2 is out:
https://www.projectcarsgame.com/three/news/developer-blog-2/

The gamepad improvements do sounds nice. I'm glad they removed all the controller settings (did I read that right?). It means they must be confident enough in it. We'll see how it plays out, of course, but if it really is better than pCARS 2 (and I think it's actually pretty good now, after they made all the updates to it) I'm going to be pretty happy. On PS4 I play exclusively with the controller and I would like that part of it to feel right above all else (of course, the physics and tire model needs to be up to par as well). I'm cautiously optimistic at this point.

On PC I can already play AC or pCARS 2 or whatever else with my full VR+Wheel setup and get complete immersion, if I really need that and if I have enough time.
 
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So on the official blog they just released just showed pics of a new point to point track looks like the American desert. So that means that's 5 fake tracks we are up to now (Shanghai,Havana,Tuscany,Amalfi,desert)

So out of the 13 new tracks almost half of them are now fake tracks, just gets worse
 
Developer blog #2 is out:
https://www.projectcarsgame.com/three/news/developer-blog-2/

The gamepad improvements do sounds nice. I'm glad they removed all the controller settings (did I read that right?). It means they must be confident enough in it. We'll see how it plays out, of course, but if it really is better than pCARS 2 (and I think it's actually pretty good now, after they made all the updates to it) I'm going to be pretty happy. On PS4 I play exclusively with the controller and I would like that part of it to feel right above all else (of course, the physics and tire model needs to be up to par as well). I'm cautiously optimistic at this point.

On PC I can already play AC or pCARS 2 or whatever else with my full VR+Wheel setup and get complete immersion, if I really need that and if I have enough time.
Much better blog post this time around.

The only bit I’m wary of is around assists, as they mention off is correct for sim, but that’s not always the case. I’m hoping they still have a global on, off and authentic option.
 
My feelings are basically summed up by another post else on here

Going back to the pitlane issue I'd say that it will completely remove any authenticity and immersion if you are dropped on the start line to do a practice lap or qualifying lap. (if there even is qualifying)
Rolling out the garage onto pit lane and then bringing the car upto temperature feeling the grip coming towards you as the lap progresses will be missed by most.
In the multiclass events one of my favourite things to do was to weigh up whether to pit early when encountering traffic.
I’ve been thinking this too. The pits are such a huge part of motorsport throughout history and I think there’s a real missed opportunity here to make them more immersive and easier to use. Perhaps automatic pit stops which automatically change to the best suited tyres for the conditions as well as fix any damage. Depending on the severity of the damage the time taken to fix it would take longer. I think this would have been a better solution. Can understand cutting back on physics. If ACC struggles to run on consoles with its very limited car and track list, can only imagine how poorly PC3 would have ran with similar physics.

Adding onto that, sacrificing the complexity of the pits would also have allowed for more focus on the animations and made the pits feel alive. With all the historic cars and historic tracks, making things period accurate would have made things so much more immersive. Won’t stop me getting the game though regardless as long as I can still drive a realistic feeling and sounding Porsche 917 and Ferrari 512.
 
I actually preferred the pitstop procedure of PCars 1 over 2.
In the original game your car control was taken over by the game, leaving you time to select tyres, fuel or swap to Bob.
The ICM in PCars 2 was a pain to try navigate while racing and kept closing if you left it for a bit to concentrate on a turn.
 
Developer blog #2 is out:
https://www.projectcarsgame.com/three/news/developer-blog-2/

The gamepad improvements do sounds nice. I'm glad they removed all the controller settings (did I read that right?). It means they must be confident enough in it. We'll see how it plays out, of course, but if it really is better than pCARS 2 (and I think it's actually pretty good now, after they made all the updates to it) I'm going to be pretty happy. On PS4 I play exclusively with the controller and I would like that part of it to feel right above all else (of course, the physics and tire model needs to be up to par as well). I'm cautiously optimistic at this point.

On PC I can already play AC or pCARS 2 or whatever else with my full VR+Wheel setup and get complete immersion, if I really need that and if I have enough time.

Yep this sounds good, slightly concerned that it sounds like they've removed the controller settings by the sound of it, so i really hope their confidence with the pad control is justified otherwise it'll be a car crash.

Love the driveline thing, I remember when iracing did that back in 2012-2013ish. Really added a level of realism in how the transmissions felt and the way the sound reacted with it was absolutely awesome. If they've nailed that, what a great addition to the engine. The changes to the suspension sound really promising as well.

Reading between the lines, they mention the tyre model being very processor intensive, I wonder if with all the other additions they wanted to make, if it was 'decided' early on for them and they had to sacrifice it to get everything else they wanted. But thats just speculation.
 
I actually preferred the pitstop procedure of PCars 1 over 2.
In the original game your car control was taken over by the game, leaving you time to select tyres, fuel or swap to Bob.
The ICM in PCars 2 was a pain to try navigate while racing and kept closing if you left it for a bit to concentrate on a turn.

How was that any better in PC1? It works exactly the same way in PC2, except we have the option to turn it off for those of us who don't want to have to suffer through watching that whole process with no control. Did they tweak it to not let you change ICM settings on the way in? You can adjust things right up until you come to a stop if you're driving yourself, but I've only used auto drive in one or two sessions online.

I don't have a big problem with the PC2 ICM but I can certainly understand how a lot of people do. It is a little bit unwieldy. I think if they had just left it stay open for an extra 3 or 4 seconds it would have made a big difference for the better. My biggest complaint with it is that changing you current pit stop settings permanently changes your saved settings so you have to re-set those any time things get complicated mid-race.
 
Casey Ringley: Vehicle Technical Art and Handling
Our STM (Seta Tyre Model) in Project CARS 2 was great but it was also processor intensive, and we’ve gone through all the code to make it more robust and efficient so that the same high-resolution can be used on all platforms. Additionally, having three more years’ experience in tuning the model has helped to refine all of the dynamic behaviours such as carcass vibrations and the temperature reactions between rubber and road.
It's worth noting that this should help the bottlenecking on consoles, in terms of framerate and/or physics. Some people wondered if the PS4/XBone were just too weak or if MADNESS could be further optimized.

As @MagpieRacer suggested I think the other changes likely played an important role in this "back to basics" push to polish things up, but this quote implies they had found optimizations regardless. As familiar as I am with coding, I'm not surprised. :)
 
Nick Pope: Principal Vehicle Handling Designer: The brief for Project CARS 3 was to go back to basics a little, remove some of the clutter, and find a way to lower the bar for newcomers whilst keeping the authenticity and realism in place for the more experienced fanbase.

Doug Arnao: Physics and AI Director: To echo what Nick said into a simple bullet-point, we’ve taken the full realism of Project CARS 2 and added accessibility for everyone. Then we added the game modes that our fans were clamouring for...

Just seems a bit misleading based on what has been revealed so far. But at least this confirms offline custom championships right?👍
 
Just seems a bit misleading based on what has been revealed so far. But at least this confirms offline custom championships right?👍

They're taking about driving physics.

There's a screenshot I've just seen that shows the Koenigsegg on a track with a big banner that says practice. Could be indication of practice and maybe qualifying being in.

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There's a screenshot I've just seen that shows the Koenigsegg on a track with a big banner that says practice.
It also shows they might be searching for evidence of extra terrestrial life! :)

It's slightly concerning that they've only shown road cars and GT3s so far. Nothing else really that I can recall. Given the extensive car roster I'm hoping they are there.
 
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