Project cars DLC

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So on Instagram, they just announced that the GOTY Edition and its associated pack would be released on May 6th, which the Mercedes AMG GT3 is April's free car. I definitely think this is the end; they were just being really cheeky about saying they have content coming after April. :(
 
So on Instagram, they just announced that the GOTY Edition and its associated pack would be released on May 6th, which the Mercedes AMG GT3 is April's free car. I definitely think this is the end; they were just being really cheeky about saying they have content coming after April. :(

it is what it is, assetto corsas update is sick, im def buying, all i am wanting in pc1 is in ac (lambo, ferrari, nissan, mazda, red bull track , other tracks....me no worry.. both at my disposal will be happy times
 
Nothing wrong with that. AC is on my watch list. If it offers similar or better driving/racing experience as pCARS and has enough variety of cars/tracks (vs pCARS), then I'm buying.
That's what I've been thinking really. Plus it's also good with the pad apparently, which makes me very interested. I'll wait and let it marinate though, see what people say of it with the console release before I possibly get it, most likely on a price drop.
 
Sadly, AC lacks night race and weather change. I usually like to play with various conditions and for me thats a huge lack. I wont drop pc 1 until 2017 and Im dissapointed to "hear" that we actually wont have april dlc.
 
Sadly, AC lacks night race and weather change. I usually like to play with various conditions and for me thats a huge lack. I wont drop pc 1 until 2017 and Im dissapointed to "hear" that we actually wont have april dlc.
Hold on...it doesn't have time or weather shifting? Well that's definitely not $60 material now. You can do that in Driveclub, I'd at least expect it from something that considers itself a more sim related game.
 
Here in the UK it's not full price, my pre order is £32, normal price for a game is £45 to £50.
Not too bad I suppose. I just checked Amazon and its $50. Not too bad I suppose, pre-order would be $40. Not gonna lie its tempting.
 
Hold on...it doesn't have time or weather shifting? Well that's definitely not $60 material now. You can do that in Driveclub, I'd at least expect it from something that considers itself a more sim related game.

Most racing games considered hardcore sims dont have neither night nor dynamic weather change. Writing a dynamic weather model is an insane amount of work and way to much for a small studio like Kunos.

I can confirm though that AC works very well with a pad (with keyboard, even). It is a bit too sterile for my gusto but well worth the money for the game itself and for supporting the devs.
 
Most racing games considered hardcore sims dont have neither night nor dynamic weather change. Writing a dynamic weather model is an insane amount of work and way to much for a small studio like Kunos.

I can confirm though that AC works very well with a pad (with keyboard, even). It is a bit too sterile for my gusto but well worth the money for the game itself and for supporting the devs.
I'll get it on a slight price drop then. It's been an expensive couple months for me so...yeah. :guilty: Plus running outta space on the PS4 HDD. :P
 
Hold on...it doesn't have time or weather shifting? Well that's definitely not $60 material now. You can do that in Driveclub, I'd at least expect it from something that considers itself a more sim related game.

Assetto Corsa, doesn't have night, but does have Dawn, Morning etc. Weather might come later who knows. But most people don't race in rain anyway.




 
Most racing games considered hardcore sims dont have neither night nor dynamic weather change. Writing a dynamic weather model is an insane amount of work and way to much for a small studio like Kunos.

To some extent, they're both as much work as you want to make them.

Basic weather - rain and a wet track - isn't an insane amount of work by itself to get to a useful state. A little more and you have localized wetness and drying lines etc. Even more and the sun could dry parts of the track faster. Even even more and wind has an effect, track surface affects the effect, etc. Crammond had some of those things in GP3, 16 years ago!

I'd say day-night transition is a bit harder to get to an acceptable level, even if only considering the visuals. GT6 had a fairly realistic take on the look, DC a more dramatic one. In a 'true' sim, it should also at least affect a global variable for track temperature, but ideally, localized integrals so that shadowed areas are cooler etc. Plus, the cars need lights, the pits etc. need lights, and the game engine has to cope with all of those dynamic lights well.

In all, you could spend a very long time getting these things really really good, but an acceptable first step needn't take too long, at least for weather.
 
No way i'm paying £5 for 2 cars and a new track layout.

While that would be a bit more than the previously reasonably priced DLC I'll definitely whatever price they charge so you will still be able to use it and try it out when those of us in CRAP pCARS and other GTPlanet clubs run the dlc on the night it comes out.
 
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Assetto Corsa, doesn't have night, but does have Dawn, Morning etc. Weather might come later who knows. But most people don't race in rain anyway.






Thats only clouds moving except on the last track that is the only one that got sunset. Even GT6 track with no night, but with time transition, have better timing effects. Sadly, they dont have any established plans for including neither rain nor night. With that I had lost the AC vibe/hipe, even if I know that 50% people dont care that much about it. Im still buying althought, but its not enough for me to dismiss PCars 1.
 
On the GTP news page it says GOTY is going to be released in North America and Europe. Does this mean it's not coming to the rest of the world and we can only get the cars if we buy the DLC separately?
 
To some extent, they're both as much work as you want to make them.

Basic weather - rain and a wet track - isn't an insane amount of work by itself to get to a useful state. A little more and you have localized wetness and drying lines etc. Even more and the sun could dry parts of the track faster. Even even more and wind has an effect, track surface affects the effect, etc. Crammond had some of those things in GP3, 16 years ago!

I'd say day-night transition is a bit harder to get to an acceptable level, even if only considering the visuals. GT6 had a fairly realistic take on the look, DC a more dramatic one. In a 'true' sim, it should also at least affect a global variable for track temperature, but ideally, localized integrals so that shadowed areas are cooler etc. Plus, the cars need lights, the pits etc. need lights, and the game engine has to cope with all of those dynamic lights well.

In all, you could spend a very long time getting these things really really good, but an acceptable first step needn't take too long, at least for weather.

You make it sound so easy. The pcars weather gods worked on time of day and weather as hard as I ever saw anybody work on something for 3 years but they still couldnt implement a lot of stuff they wanted for pcars 1. Rain also needs spray (particles) from the cars that has to build up dynamically depending on the speed of the car to look convincing, you need raindrops on the windshield (shaders) which have to work well with the reflections on the windshield (shader vs shader, pita), you need wiper animations, you need animations of the interaction of the wiper and the raindrops getting wiped away on the windshield, you need reflections on the wet track in several stages depending on how wet the track is, you need animations for the falling raindrops, you need the dial in the wet track and the falling raindrops so that they look good in every condition and lighting situation, you need to find the right amount of raindrops for several stages of rain, if you implement wind they need to move in a direction depending on the wind, you need bloom in the lighting at night when the track is wet, you need trackside materials and objects with different look in wet conditions or they will stick out like a sore thumb (especially at night), you need raindrops on the car in exterior cameras etc etc etc. And as always, to dial in the transitions is hard as hell. That is all graphics stuff alone, we havent even touched sound and physics yet which are similar amounts of work as well.

Fun fact: They went the distance and implemented different lighting depending on the location of the track (the sunlight and tone of the sky in the mediterranian areas is different than up north or in Asia) and moon phases.
 
@FLX1981's story also pretty much explains why it's extremely difficult to add this in an existing game/engine later on, instead of doing it from the ground up (and making it perform well!). There's a reason a game like GT6 didn't have those transitions on all tracks (though it's pretty awesome what PD managed to pull off on the tracks that have it).

That said, anyone doubting if AC is worth the money: it is. And as said, it plays very well with a controller, including the faster cars. The latter is something I never got quite right in PC.

The only concern I have about AC is that on every release they need a handful of patches to fix all the stuff they broke. On PC this is no problem because they patch like crazy, so it's all well in a few days or a week tops, but on consoles this process will slow down. Still, I wouldn't worry too much about that.
 
You make it sound so easy. The pcars weather gods worked on time of day and weather as hard as I ever saw anybody work on something for 3 years but they still couldnt implement a lot of stuff they wanted for pcars 1. Rain also needs spray (particles) from the cars that has to build up dynamically depending on the speed of the car to look convincing, you need raindrops on the windshield (shaders) which have to work well with the reflections on the windshield (shader vs shader, pita), you need wiper animations, you need animations of the interaction of the wiper and the raindrops getting wiped away on the windshield, you need reflections on the wet track in several stages depending on how wet the track is, you need animations for the falling raindrops, you need the dial in the wet track and the falling raindrops so that they look good in every condition and lighting situation, you need to find the right amount of raindrops for several stages of rain, if you implement wind they need to move in a direction depending on the wind, you need bloom in the lighting at night when the track is wet, you need trackside materials and objects with different look in wet conditions or they will stick out like a sore thumb (especially at night), you need raindrops on the car in exterior cameras etc etc etc. And as always, to dial in the transitions is hard as hell. That is all graphics stuff alone, we havent even touched sound and physics yet which are similar amounts of work as well.

Fun fact: They went the distance and implemented different lighting depending on the location of the track (the sunlight and tone of the sky in the mediterranian areas is different than up north or in Asia) and moon phases.

I never said 'easy', I said 'not insane'. Seriously? Multiple 'gods' for 3 years? Full-time? Solely on weather? My point was essentially a mix "perfect is the enemy of good" and "how long is a piece of string", and maybe that proves it :-) I'm a pro graphics programmer, less focussed on it now than I used to be, but still, not just another commentard to throw 'fun facts' at. I've implemented different lighting depending on location and time of day using a sky model, and it's relatively straightforward - as long as you stay on the ground! Sure, there's a long list of stuff to do for weather, but a fair amount of the list doesn't involve complex interactions and can be transitioned relatively easily.

I really hope Kunos can stay profitable and continue to grow. Clearly when they were 6 people they didn't have time for A+ weather let alone AAA. Now they're 30 or so, I would expect them to at least be thinking about it. That said, I'm happier to hear they're working on the AI for now.
 
If I were to buy the DLC now, would it be better if I got the disk-based version in a trade-in or just buy it all digitally?

Any information would be appreciated :-D
 
Just got news on the DLC that contains the Game of the Year stuff such as the Pagani Huayra BC and Zonda Revolucion as well as the Nurburgring 24h layout and the Nurburgring GP track, it's coming on May 6th.

The big news: Existing owners can get the DLC and it would cost around "five pounds" in the article.

http://www.teamvvv.com/en/news/comments/Project-CARS-Game-of-the-Year-Edition-gets-release-date
Thanks for the update. Quick question, I have not bought any DLC for this game so if I were to purchase the GOTY edition, would it include any previous DLC cars/tracks or just the Nurb layouts, Pagani and Zonda that you mentioned?
 
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