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- david_killem_all
umm.... right..
Hopefully they'll sort that out by launch time
I hope so. I see that alot.
umm.... right..
Hopefully they'll sort that out by launch time
umm.... right..
Hopefully they'll sort that out by launch time
GT5 actually had the best system ever. Track map showing cars behind you and in front and scalable. I never had to use the mirrors. Copy/paste into every game and done.I see an issue with the track map used on the HUD. From the looks of it, the dots representing drivers on the map are quite large and non-directional.
While this does show their rough location on-track, it doesn't show things such as whether they're on the left/right-hand side of the road or what direction they're facing.
In most cases this isn't an issue, but for those using Bumper View where the field of vision is limited (and reaction times are too slow to use the right stick to look around mid-corner) it's harder to spot exactly where other cars are in close vicinity and whether there's room for a pass. This is an issue that Forza Motorsport 4 had as well, essentially forcing league players to use an external view so that they don't inadvertently hit anyone.
I think GT6's system works best actually; it would be nice to see that in Project CARS if at all possible.
Yet, they reduced its functionality in GT6.GT5 actually had the best system ever. Track map showing cars behind you and in front and scalable. I never had to use the mirrors. Copy/paste into every game and done.
Like in a real race. As long as there is a map and it vaguely shows where the other cars are on track, I am fine. I'll only have the map, position, time and lap hud on PCars.Yet, they reduced its functionality in GT6.
If the "Spotter" feature is up to snuff, there shouldn't be a need for a track map. In GT, without the track map, you have no idea what anyone else is doing (pit, crash, etc).
I am really looking forward to the full display customization options. The functionality and versatility of the apps will be a huge draw. Cannot wait!Like in a real race. As long as there is a map and it vaguely shows where the other cars are on track, I am fine. I'll only have the map, position, time and lap hud on PCars.
There still trying to get it right, its progressing in the right direction but the ai will never be like racing an actual person.
This video says PS4 in the description and has 36 cars on track:Interesting article for you fellas: http://www.gamereactor.de/Vorschauen/218834/Project CARS/?rs=rss
Preview based on the latest PS4 press build, mentions 36 cars on track, also has some PS4 gameplay videos at the bottom.
Puts Gran Turismo to shame
The trick now is to make sure those 45 cars don't act like bumpercars and cause traffic jams everywhere. Hope SMS can tune that AI so it works like a charm come march 20th.Actually, the number is track dependant, the devs just told me at WMD. It can go up as high as 45 cars on track. Yes, on the PS4.
Should be close enough. I think I'm gonna get it in addition to my free PC version.Oh boy, these previews are making me wanna buy a PS4 right naoww.
Still nothing about the Xbox version...it can't be that bad, right?
That is offline only just to be clear. Online it's 16 cause of network45 is for both consoles offline btw
Looks really close. I think the water was actually better on the PS4 If I didn't see them back to back I'd probably never notice the difference. 👍👍http://www.pcgames.de/Project-CARS-...im-Video-Gibt-es-einen-klaren-Sieger-1148666/
Comparing pc and ps4 graphics. Looking good for all you console racers
Issues with the AI and collision physics continue to surface and it's awfully close to releaseThere's an article on CarThrottle on Project CARS.
http://www.carthrottle.com/post/6-things-i-learned-about-project-cars-after-a-handson-preview/
Its only on tight tracks at the start of the race once the grids spread out is far less noticeable. the issue with preview( based on my knowledge of how they're usually done) is the races may only be a few laps so they never experience a proper race. Of course this done so they can see a wider range of items in the game however a short sprint race in game is totally different to a 25 minute + sprint race.Issues with the AI and collision physics continue to surface and it's awfully close to release
And this is good news. The author seems like someone who's played a racing sim or two:http://www.gamereactor.de/Vorschauen/218834/Project+CARS/?rs=rss...Naturally, you can fine-tune these presets to the point of absurd detail. This includes the ability to configure the HUD manually and move elements such as the telemetry, lap counter, or minimap between fixed points on the screen. Visual effects like lens flare or filters can be freely switched on and off. Anyone who wants to can create tuning setups for tire pressure and brake settings, and modify the force feedback for the steering wheel or controller in detail.
http://www.thesixthaxis.com/2015/01/28/pushing-the-limits-with-project-cars/Flitting from car to car, from LMP1 to BAC Mono, they all had to be dealt with differently and heated their tyres in different ways. Even with the most challenging handling model, these were all quite pleasingly accessible to drive with a gamepad. It’s much more of a simulation that what else is out there, that’s for sure, but I never felt the need to rely on the crutches of driving assists.