Project CARS car list

  • Thread starter FLX1981
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What an absolute dork, I lost about 1/10 of my brain cells listening to that, its videos like this that make me release why racing sims don't come to consoles that often. If Assetto Corsa or iRacing were ever released on consoles there would be so much whining, hell iRacing would be DOA because it consists of Subscription fee's and be drilled for "being evil money grabbing devs."
We are so fortunate to have a sim like PCars on its way to consoles. people like that guy in the video miss the point entirely and my worry is that reviewers fed on a diet of Forza, GT, Grid, Need for Speed et al will as well.
 
Some one take pity on him and giving him free WMD membership for PCARS 2, maybe get some understanding before expelling verbal ignorance
 
PCars has to establish itself over time as the go to Sim for people more interested in racing rather than grinding for cash to expand the virtual garage. I for myself do enjoy GT and Forza too. They have this big budget vastness and polish of the old/classic console business approach.
 
All the complaints about the size of the car list show how ignorant some people are.

Pcars' budget is considerably smaller than the budget of Forza and Gran Turismo. I could make a list of cars that would be nice to have in Pcars, but it's understandable not having certain cars if we take into account the game's budget.
It was never SMS's intention to compete with those FM/GT in number of cars, the game focuses mainly on race cars, people who want lots of road cars should stick to FM4 & GT6. People should be comparing the car selection in Pcars with games such as Race Pro, Grid Autosport & Toca Race Driver 3.
 

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SMS Budget isn't the only thing to consider. The main thing about Project CARS is that it is a RACING SIMULATOR, not a DRIVING Simulator.

With that in mind, take a look at the average RACING teams..... how many different cars in their garage/shop? 1 model per series they compete it..... 1. Why? Because they don't race a different car at every event. They race the SAME car all season long. Even now in GT6, my league has seasons of 16 race in length. Each driver is in the same car for those 16 races. This is the world that Project CARS is trying to replicate and simulate. Not the "different car in every scene" world of the Fast & Furious movies.

Having said that, most racing sims that I have had over the years have focused on 1 or 2 specific series, such as Indy Cars, F1, NASCAR or GT. Within each of those series you may have had a selection of 5 to 10 makes/models and then a number of different liveries. In the case of GTR2, you were limited to cars that competed in the FIA GT series. This meant BMW, Porsche, Ferrari, Viper, Mosler, McLaren, and Saleen. Did everyone catch that? SEVEN cars!! That's it! Granted, each model had about 20 liveries to choose from. Now here's the kicker..... as I mentioned earlier, I still play the game. Why? Because of the tracks, physics and AI and the overall RACING experience. All of the things that Project CARS has taken and expanded and improved on.

On top of that, with Project CARS SMS have created a racing sim that covers MULTIPLE styles of racing series. Having a Sim that covers Sportscar Racing and Formula racing in the same game is virtually unheard of. Even having a sim that covers the top tier of a category AND all of the feeder categories Formula A (F1), Formula B (GP2), Formula Gulf, Formula Rookie (Formula Ford) is almost unheard of.

As I have said before, most of the car list complaints are probably coming from gamers who have been "born and raised" on the consoles and the types of "driving games" that the console world has been limited to. It's not their fault really, as this level of Simulation has never been seen on the consoles before (even the F1 games had to be stripped down for the moves to console from PC). To make up for the lack of fidelity and control on the consoles the game makers did things like increase the car count as if to say "Sorry, you can't have real FFB or real physics, but you can have 500 GT-Rs!!".

In all honesty, the console players who have only ever experienced Forza, GT, DriveClub, or even F1 games are in for a whole other level of shock and awe. You think the complaints about car count are bad? Wait until they try to drive one of those cars and try the usual "wait until the very last second to slam on the brakes, downshift 3 gears at once and snap the stick left to take the corner" driving style that I see so often in GT6. Or when they open the garage to tune their car and they are faced with terms like "Fast Bump" and "Slow Bump", or "Waste Gate", or a tuning model that ACTUALLY DOES WHAT IT'S SUPPOSED TO DO (like rake settings and camber).

I give it a day after release before we start seeing the "This game sucks! You can't drive any of these cars!" posts.

Rant ends..... now.
 
^^This. Copy&Paste dumbed down Physics and Car Models to the hundreds takes much less care and effort (and time) than developing a Car graphically and physics wise to a proper level of simulated reality. GT customers from the early days have gotten older and want the deep gameplay that is now coming to consoles too, thanks to PCars.
 
I don't even think a large car list would work in this game considering how it's set up. Sure there are plenty of cars they could add that would fit in with the format just fine, but there are obvious constraints that prevent that.

I think anyone complaining should look at Shift 2's car list, it only has 151 cars including all the special tuned cars and yet it's one of my favorite car lists of all time (Only Forza 4 has a better one imo). I would also take a wild guess and say that PCars car list will only be slightly smaller once DLC is done and that's mostly because they probably won't have things like the Rivals cars Shift 2 had.
 
If Project CARS had all of the most popular brands and models, there wouldn't be so many complaints. There are no Corvettes, Vipers, Nissans, Mazdas, Hondas, Toyotas, etc...JDM fans and GM/Chrysler fans have next to nothing to play with. It's easy to perceive how the car selection is underwhelming to anyone who isn't a fan of European cars, so it's not necessary to lump everyone who's unhappy about it under the "casual grindy-car-collecting Gran Turismo fanboy" banner.

No game "needs" hundreds of cars, but PCARS could sure benefit from some cars it doesn't already have.
 
If Project CARS had all of the most popular brands and models, there wouldn't be so many complaints. There are no Corvettes, Vipers, Nissans, Mazdas, Hondas, Toyotas, etc...JDM fans and GM/Chrysler fans have next to nothing to play with. It's easy to perceive how the car selection is underwhelming to anyone who isn't a fan of European cars, so it's not necessary to lump everyone who's unhappy about it under the "casual grindy-car-collecting Gran Turismo fanboy" banner.

No game "needs" hundreds of cars, but PCARS could sure benefit from some cars it doesn't already have.

A valid point and a fair argument. In regards to my comments however, they were not targetted at someone such as yourself who is very specific about their desires in regards to the car list. You have specific makes/models that you wish were in the game and that's a fair statement.

My comments were directed at the posters who are making simplistic, generic statements about "numbers", in other words quantity purely for the sake of having umpteen hundred cars.

I would also clarify that not once did I make any "casual grindy-car-collecting Gran Turismo fanboy" statements. I very clearly did state however that anyone who has only ever experienced racing/driving games on a console has never been able to have a true "sim" racing experience until now. If all you have ever known in your gaming career is the likes of Forza or GT, then a sim like Project CARS will seem like a letdown from the outside. Those of us who have experienced the PC side of sim racing and therefore had access to other racing titles are much more used to having a limited car count because that is what dedicated racing sims provide. What they don't realize is that the EXPERIENCE more than makes up for the "lack of car count". Very simply it's a perfect example of "Quality over Quantity".

To understand what I mean by that, here is a comment I posted in the Online Reputation thread in response to this comment:

"I'll be keeping my PS3 and GT6 set up just so I can go quick matching if I feel like a demolition derby :P "

My response:

"I don't think you'll be going back to GT6 any time soon after getting started in Project CARS. To get ready for pCARS I have been running some of my older sims on the new PC again, as well as RaceRoom Racing Experience. Unfortunately, I also have a new racing season starting next week in GT6.

I say "unfortunately" because after spending some time on the PC in one of the sims and then going directly back into GT6, I have found myself double and triple checking to make sure my wheel is plugged in properly, because it just feels DEAD in GT6. It has made me realize just how poor the GT series really is lately from a technical standpoint (FFB, Physics, Suspension Tuning, etc).

Don't get me wrong, I still enjoy the racing, but that is more about the people in the league than the game itself."

Making a blanket statement that a "game sucks! What a joke. It only has 65 cars." without taking in the bigger picture is simply stupid. The QUALITY of that game and the experience is what matters.

As for your favorite make/model not being in the game, I get that. Mine isn't there either, but at the same time I get to try others than I can't find anywhere else (Ariel Atom, BAC, etc). Who knows? Maybe I will develop a new favorite......
 
I've never heard anyone complain about the carlist of codemasters F1 series. This carlist is just 1(one) car with just over 20 liveries !
But it is focused around one series. Sims never get many cars anyhow. GTR 2 had about 15 with 5-15 liveries each, GT Legends had about 30 cars, Race 07 (Without DLC) only had about 15.
 
65 cars at launch...can we stop all those criticisms please???

There's still quite a variety! I don't know why people are bashing these days... I do sure would like more cars though, since I still feel 65 is a bit small as of now, but hopefully that will change over time as SMS works out on more car models and/or becomes more successful acquiring licenses. It will take some time, please don't complain - SMS doesn't have the budget that Polyphony (Gran Turismo) or Turn 10 (Forza Motorsport) have right now.
 
Will the limited edition/modified car packs be available to buy as DLC upon release? I pre-ordered the standard edition instead of the limited by accident, so I don't mind paying for the extra cars! :lol:
 
65 cars. The number itself isn't much of a problem, if at all. What makes up that number, that, is what is arguable. That 65 number can be done better. Could it have been done better by SMS? I'm not sure, probably not. However, I'll say it again: there's no denying the heavy emphasis on British and German cars and the comparatively lacking representation of other major automotive building countries. We can all hope, as said by other posters, that the game achieves the success and recognition it needs to improve its car selection.

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65 cars. The number itself isn't much of a problem, if at all. What makes up that number, that, is what is arguable. That 65 number can be done better. Could it have been done better by SMS? I'm not sure, probably not. However, I'll say it again: there's no denying the heavy emphasis on British and European cars and the comparatively lacking representation of other major automotive building countries.
Could be that they have a better working relations with those OEMs. Kind like AC got Ferrari cause of their relationship.
 
65 cars. The number itself isn't much of a problem, if at all. What makes up that number, that, is what is arguable. That 65 number can be done better. Could it have been done better by SMS? I'm not sure, probably not. However, I'll say it again: there's no denying the heavy emphasis on British and European cars and the comparatively lacking representation of other major automotive building countries. We can all hope, as said by other posters, that the game achieves the success and recognition it needs to improve its car selection.

Project CARS is from a U.K. based studio and is "heavy" on British/European cars.

Assetto Corsa is from an Italian based studio and is "heavy" on Italian/European cars.

GT is from a Japan based studio and is "heavy" on Japanese/Asian cars

Is this really such a surprise?
 
Could be that they have a better working relations with those OEMs. Kind like AC got Ferrari cause of their relationship.
Makes sense. SMS is a British studio (AFAIK) so a dominance in British cars is to be expected, much how AC has mostly Italian cars and GT has mostly Japanese.
 
Project CARS is from a U.K. based studio and is "heavy" on British/European cars.

Assetto Corsa is from an Italian based studio and is "heavy" on Italian/European cars.

GT is from a Japan based studio and is "heavy" on Japanese/Asian cars

Is this really such a surprise?

Turn 10 Studios is an American game studio and yet, Forza 4, which has the biggest car list of the franchise so far, only has, approximately, 23% of American cars (under 1/4 of the list), 21% Japanese and most of the rest are European (yes, there are quite more European cars than American cars in this American game). Country of origin of developer, alone, is not an excuse to make a biased, unbalanced car list. Monetary constraints are another story. Moral for devs is: make good use of your budget and do your best to represent the automotive world for what it is, not what you would prefer it to be.

P.S (to the moral): Especially if you have an international target audience.
 
Moral for devs is: make good use of your budget and do your best to represent the automotive world for what it is, not what you would prefer it to be.

P.S (to the moral): Especially if you have an international target audience.
I believe they did make good use of their budget. They are based in England so scanning and recording English tracks is the most cost effective. Same with the car list. Variety and supporting certain groups of cars is a priority but when you are on a tight budget, access becomes paramount. Should I scan and model these 3 that can be driven to our parking lot, or fly a team and all their equipment to Japan to model 3 Nissans. PD can afford to fly crews around the world to laser scan and take pictures of cars, do sound recording etc. Not so much when you are working with 1/10th or less of the budget.

Frankly I'm shocked that the both the car and track list is so varied. What they've done with the money they had is nothing short of superb IMO.
 
Turn 10 Studios is an American game studio and yet, Forza 4, which has the biggest car list of the franchise so far, only has, approximately, 23% of American cars (under 1/4 of the list), 21% Japanese and most of the rest are European (yes, there are quite more European cars than American cars in this American game). Country of origin of developer, alone, is not an excuse to make a biased, unbalanced car list. Monetary constraints are another story. Moral for devs is: make good use of your budget and do your best to represent the automotive world for what it is, not what you would prefer it to be.

Willingness of said manufacturers to give the license is as big, if not a bigger, factor than money. A dev can offer to throw all the money they want at a manufacturer. If that manufacturer isn't willing to deal then no amount of money will help.

A perfect example would be Porsche. No, I don't know for certain if it is Porsche or EA causing the issue. I'm merely saying that it is a clear example of money alone not helping other devs get the Porsche license.

In the case of SMS, and specifically Project CARS, this was esentially a "startup" with a bold new development experiment. It's no real surprise that certain manufacturers weren't willing to take a risk with their names. Once the game is out and it proves successful SMS may very well have other manufacturers beating down their doors to be in it.

My main point was that "local" companies tend to be more willing to work with and support other "local" companies.
 
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I believe they did make good use of their budget. They are based in England so scanning and recording English tracks is the most cost effective. Same with the car list. Variety and supporting certain groups of cars is a priority but when you are on a tight budget, access becomes paramount. Should I scan and model these 3 that can be driven to our parking lot, or fly a team and all their equipment to Japan to model 3 Nissans. PD can afford to fly crews around the world to laser scan and take pictures of cars, do sound recording etc. Not so much when you are working with 1/10th or less of the budget.

Frankly I'm shocked that the both the car and track list is so varied. What they've done with the money they had is nothing short of superb IMO.

I also think they did a nice job with their comparatively limited budget. I wasn't suggesting in my post that they didn't. When I said "Moral for devs", I meant racing developers in general, not SMS' specific case. Just to clarify.

Willingness of said manufacturers to give the license is as big, if not a bigger, factor than money. A dev can offer to throw all the money they want at a manufacturer. If that manufacturer isn't willing to deal then no amount of money will help.

I knew that there can be other constraints to licensing but I only addressed money because, nowadays, car manufacturers see more and more the advertising potential in videogames, so willingness, for the most part, I think, is not the determining factor on getting a license or not, at least in most cases.

In the case os SMS, and specifically Project CARS, this was esentially a "startup" with a bold new development experiment. It's no real surprise that certain manufacturers weren't willing to take a risk with their names. Once the game is out and it proves successful SMS may very well have other manufacturers beating down their doors to be in it.

I agree that the uncertainty factor of this game is indeed a problem. I can see some of the more established manufacturers not wanting to take the gamble. That's why I say that I think SMS did quite a nice job with what they had. Now we just have to hope Project CARS takes flight and starts piling in the money. Piling in the money, in turn, means successful and popular game, which means a more secure bet for car companies. That's when willingness will, hopefully, becomes a secondary issue.
 
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