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

  • Thread starter jake2013guy
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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.

If I may add more on the car, R34 GTR ( stock condition in game from what I see from a few minutes of driving in cockpit view ) :

  • The tachometer and speedometer in game are from Vspec NUR, the real car tacho dial range from 1-3K RPM are shortened and smaller number on Vspec, ordinary GTR has standard tacho reading, while the 320 km/h OEM speedo available only on NUR spec models, the R34 GTR in game should only have the 180kmh speedo.
  • The peak boost pressure is WRONG in PCars 3 which only peaks at around 0.5 kg/cm2 or 7 psi ( from the video ), the real R34 GTR has stock peak boost pressure of 13.5 psi or 0.95 kg/cm2. Trivia : The R32 has 0.7 kg/cm2 or 10 psi stock boost, while the R33 has 0.84 kg/cm2 or 12 psi stock boost.
  • Launching hard from 7000RPM in first on a real stock R34 GTR should have some wheelspin even in the dry road surface with engine revving/holding for few moments at up to around 5-6000RPM as it accelerate before racing to redline ( due to how the ATTESA-ETS work ), the in game R34 do not show such behavior, this reminds me of R34 GTR from SHIFT 2. I'm not sure the ATTESA-ETS system is even modeled properly in PCars3, the 1st gear launch in game seems to show how typical AWD car launch.
  • Gear ratio seems shorter in game than the actual real car, the R34 in PCcars3 shift point/ratio is similar to R34 GTR in SHIFT 2. The real R34 GTR could hit 70kmh in 1st, 110+kmh on 2nd, 160+kmh in 3rd and should be about 7000RPM at 180kmh in 4th gear ( speed limit on speedo )
  • The front wheel torque meter on the MFD do not work, only boost meter does, is this intentional ? is it due to the ATTESA-ETS not being modeled properly ? If the front torque meter could work in game, we can see how the system simulated in game behave in sending engine torque to the front wheels, this can be useful for tuning as well as measuring how accurate the ATTESA system being modeled.
  • The car seems to understeer a lot, not sure if it's the driver or the car or both :lol:
From what I can see, it actually reminds me a lot of the SHIFT 2 R34 GTR which left much to be desired, almost 10 years on, few games later, I thought R34 GTR would have matured into more accurate rendition in Pcars3. I hope this is not a trend on other cars in game.
 
Not sure, in the notes at the bottom are written the PC specs.

Could have sworn he said it was running on PS4 near the beginning of the video. Either way it looks gash. The aliasing on the windscreen wiper looks like something from a PS1 game. Did also notice occasional warping/subtle screen tearing as well. I know visuals aren’t the be-all-end-all for many but for me I can’t look past how bad it all looks. Project Cars 1 looked great on base PS4 but 2 took a step backwards, and this looks appalling I’m sorry to say.
 
Anyone come across an Achievement List yet?

Project CARS 3 Day One Update exceeds 30GB

The article says the update is 35.6GB, though I'm not sure if that's referring to PC or Playstation. The update available on Xbox is 32.25GB.
Regarding this:

There is no changelog for the bugs that are fixed in this update but with such an unusually large update size, we have to wonder why the developers have to rush with releasing their games in such a dire state. They could take the time to make sure any critical bugs are fixed before going for a retail copy.

A game’s release date is one of the biggest factors in its success and forms a key part of the business and marketing plans. A game can live and die based on what week it launches; coming out the same week as a Call of Duty or something similar is a death sentence.

Changing a date usually has significant ramifications elsewhere.
 
Just saw the P1 GTR video and are you serious? they didn't fix the one thing that always annoy me in 2 about this car :banghead:

I mean you hear it back fire but they didn't add the back fire flame effect :crazy:

Why is this so hard for them to add


It just looks like a copy and paste from pcars 2 i guess.

Its a small nitpick but one that annoys me. 👎
 
PC3 took a different direction from PC2. I could have "hung" on this if the game content had been updated. Unfortunately, this is not the case, there are almost the same circuits and the same cars as PC2. If SMS had proposed new circuits in number, an offline custom championship mode to offer a total new experience to the player that I am, I would have said yes. There, I just have the impression of a low cost PC2 and SMS gives me too little reason to buy PC3.
 
Sorry Chikane.:ill: I get a little blue flame in AC, but I can't get anything for the GTR on PC either. Your Forza pops are better than I can manage on AC.
 
Project CARS 3 Day One Update exceeds 30GB

The article says the update is 35.6GB, though I'm not sure if that's referring to PC or Playstation. The update available on Xbox is 32.25GB.
:banghead:

I really wish I didn't have to resort to the regressive PS4/XBone/PC ecosystems to get my fix of sims. Grow a spine, Sony and Microsoft, and put some pressure on devs and publishers to cut this out.

A game’s release date is one of the biggest factors in its success and forms a key part of the business and marketing plans. A game can live and die based on what week it launches; coming out the same week as a Call of Duty or something similar is a death sentence.
A mandatory and exhaustive day-one update is quite literally a death sentence -- for the day when PS4/XBone service ends, on any console that lacks an existing updated installation of the game. Any game you'd like to revisit past that date is held hostage on a hard drive. Some homes lack broadband internet access in the first place.

Maybe publishers should just admit their fault, launch games digitally in that critical window, and delay the printing of discs until the day one update can be rolled into it so those of us who buy physical can get what we paid for.
 
I don't understand why is so difficult to obtain clear information on which resolution and frame rate modes are supported on all different consoles.

I mean, some people own both platforms and would like to know for which version to go.

Now that many streams and videos have been released by many parties, a bit more transparency would be welcomed.
 
Jimmy Broadbent has had actual test drives in gt cars and rally cars.
On top of that he’s devoted his life to sim racing, and being a motorsport fan and active participant, I’d say his view should hold more weight to the accuracies of whatever title is being reviewed.

I’ll certainly take his views into account over those of the general gaming YouTubers that others have mentioned here and in other forums.

Also, I find it odd that sms have deemed arcade games more “fun” than accurate motorsport simulation.
Wouldn’t most here jump at the chance to take part in real life racing if given the chance?
By the same token an accurate motorsport simulation would be more enjoyable to those that would love to race or have raced in the past I’d have thought.

And if they indeed intended to make an arcade game from the start, why not just call it by a different name as others have suggested on here?
Imagine if the next Porsche 911 gt3rs come out and it was softer round the edges and ultimately slower on track.
No, when Porsche released a softer gt3 they designated it “touring” to differentiate between the full fat gt3rs and the slightly softer more road orientated one and everyone knew where they stood from the outset.
 
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Yes, is true and is part of the new direction the game has taken (no pit stops, no fuel wear, no tyre wear).
Thanks for the reply. That's very disappointing, I like to keep mechanical damage on even in arcade games to have extra fun and to restrain myself from ramming into people. ;)
 
This is my crazy prediction for the future: The GRID series folds, as PC3 makes it somewhat redundant, BUT many GRID assets are imported to PC3 somehow (there are some fine tracks and cars there, maybe that way we get Spielberg back and a real Suzuka.) The TOCA series is reborn for the next gen consoles, now using the Madness engine AND focused on "sim" Motorsports. F1 and DIRT series continue, as they are fine on their own.
 
This is my crazy prediction for the future: The GRID series folds, as PC3 makes it somewhat redundant, BUT many GRID assets are imported to PC3 somehow (there are some fine tracks and cars there, maybe that way we get Spielberg back and a real Suzuka.) The TOCA series is reborn for the next gen consoles, now using the Madness engine AND focused on "sim" Motorsports. F1 and DIRT series continue, as they are fine on their own.

Nope. Grid and pCars will live side by side. Codemasters won't have expected this. I believe their intention to be to have Grid and pVars running 2 flavours of racing like Dirt and Dirt Rally. Toca is coming 2022 and has nothing to do with Codemasters or SMS.
 
Having skimmed Broadbent's stream for driving impressions to see what the fuss is about...his deliberately rough and careless driving has ironically given me my clearest look yet at how the physics have translated over from PCARS2. It looks like the MADNESS engine to me. The oversteer physics look good, better than the likes of GT/Forza for sure, which are still sims themselves. If PCARS3 isn't a sim, then neither are they. I grant those other two the label, so I'm pretty sure PCARS3 is a sim in my book.

What I do not see is Broadbent's apparent summation of the game as a "slightly more realistic" equivalent to Grid (2019). I cannot take that perspective seriously. Really; Grid? Pivot-steering crabwalking Codemasters handling? He must be referring to how it "feels" to him, because it's a comparison that defies objective relation, given the plain differences in steering and handling dynamics.
 
Jimmy Broadbent has had actual test drives in gt cars and rally cars.
On top of that he’s devoted his life to sim racing, and being a motorsport fan and active participant, I’d say his view should hold more weight to the accuracies of whatever title is being reviewed.

I’ll certainly take his views into account over those of the general gaming YouTubers that others have mentioned here and in other forums.

Also, I find it odd that sms have deemed arcade games more “fun” than accurate motorsport simulation.
Wouldn’t most here jump at the chance to take part in real life racing if given the chance?
By the same token an accurate motorsport simulation would be more enjoyable to those that would love to race or have raced in the past I’d have thought.

And if they indeed intended to make an arcade game from the start, why not just call it by a different name as others have suggested on here?
Imagine if the next Porsche 911 gt3rs come out and it was softer round the edges and ultimately slower on track.
No, when Porsche released a softer gt3 they designated it “touring” to differentiate between the full fat gt3rs and the slightly softer more road orientated one and everyone knew where they stood from the outset.

I didn't watch the majority of Jimmy's review, I didn't expect him to like it considering what he does mostly in his youtubes. He was able to review the game due to his large number of subscribers I assume. He doesn't need to tell people what they want to hear, he can tell it as he sees it. No different than a movie critic checking out the latest blockbuster. If you want you can check out another review to get a different impression go ahead, even better if it's more agreeable with what you want to hear.
My expectations were not the same as Jimmy's with his background. The game is what I expected it to be.
 
Jimmy Broadbent has had actual test drives in gt cars and rally cars.

Just because JB drove a car. It doesn't mean that he's has the track time to provide a thorough analysis.

I think the community, who lacks experience behind a wheel. They forgot, that SMS used several professional drivers to get the SETA tire model to a very close representation of real life driving. It was the best tire model in a sim at the release of Project CARS 2. It might still be at this current time.

 
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Having skimmed Broadbent's stream for driving impressions to see what the fuss is about...his deliberately rough and careless driving has ironically given me my clearest look yet at how the physics have translated over from PCARS2. It looks like the MADNESS engine to me. The oversteer physics look good, better than the likes of GT/Forza for sure, which are still sims themselves. If PCARS3 isn't a sim, then neither are they. I grant those other two the label, so I'm pretty sure PCARS3 is a sim in my book.
.

I think it depends on your background. I'm on PC and other than a Wii have never owned a console. There have been racing sims on PC for 30 years and its pretty much established what features they have. A game where your tyres never wear out, you fuel lasts for ever, your tyres are always at the optimum temperature and act as both slicks and wets , there is no qualifying session, no practice session, no pit-stops, not even a pit-lane, and no damage does not qualify as a racing sim. These are features of arcade racers such as Mario Kart.

We sort of take driving physics for granted. I appreciate on console that if you don't have a good range of racing sims with realistic driving physics then a title which offers good driving physics even if it misses out on all the racing simulation aspects may be considered a sim.
 
Of course Pcars 3 isnt a sim without tyre wear,fuel usage etc. I remember the original Pcars where i could hardly keep some cars on the road as the tyres were cold when you came out in practice - that game was the first real sim for console imo. Pcars 3 has gone backwards,and to me its very similar to the recent Grid game. Of course i hope Pcars 3 still has the driving physics of the first two games but id much rather get ACC now if i want a proper sim on console.
 
Of course Pcars 3 isnt a sim without tyre wear,fuel usage etc. I remember the original Pcars where i could hardly keep some cars on the road as the tyres were cold when you came out in practice - that game was the first real sim for console imo. Pcars 3 has gone backwards,and to me its very similar to the recent Grid game. Of course i hope Pcars 3 still has the driving physics of the first two games but id much rather get ACC now if i want a proper sim on console.

Well, if you can't have fun in a game/simulation or imitates driving. Then, why do you play games?

Those cold tire are btw. Warning Truth Alert: It's not accurately representing real tires. Project CARS 2 did a verygvery job. But, if I had ex: AMS1 and AC tires on a road vehicle. I would literally be dead by now.
 
Those cold tire are btw. Warning Truth Alert: It's not accurately representing real tires. Project CARS 2 did a verygvery job. But, if I had ex: AMS1 and AC tires on a road vehicle. I would literally be dead by now.

Well true hehe - my tyres are always cold on my Megane R26 when i first start driving,and of course you can keep it on the road haha.
 
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