Project CARS General Discussion Thread

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And if it turns out to be exactly the way we expect it to be, what then? Do we get an internet cookie each? Our own personal troll to come round and clean our laundry and tell us how we're smart and handsome and smell of spring rain and fairy cakes?

Make mine an internet pie or cake, I'm a growing man :sly:

Also he'll probably try to tell us that we are wrong and delusional and that we didn't really get what we want. In essence he knows better than we know ourselves.

It's funny how he tries to explain the game and how it doesn't seem good at all, yet then shows his hand that he really hasn't played the game. He also doesn't defend or try to argue it, thus only helping the notion he's never played. Now he is on this bit that we will be regretful since he can't argue the topic in any real capacity.
 
Aren't people's expectation on the game grounded in the fact that they're playing the game already? :lol: How could it fall under their expectations?

How are the physics? It's pretty hard to tell by the video, but if you were to place them in a list where would they fall around games like GT5/6, Forza 4, rFactor 1/2, and iRacing?

Really kicking myself that I didn't get it when I could have. Just didn't have a PC that could run it. (Or Minecraft) I guess I have to wait. :( Game looks great however. If Physics are good then it seems like it will hit the mark for a great sim title.

Any news on the Career mode? I heard somewhere they were planning to have people start out in karts or other entry level racing careers, then move you on up into something like WRC, F1, or Le Mans? I think that idea is perfect. Allows replayability as well, running through the ranks to do Le Mans one go through, then F1 the next.
 
How are the physics? It's pretty hard to tell by the video, but if you were to place them in a list where would they fall around games like GT5/6, Forza 4, rFactor 1/2, and iRacing?

Hard to tell at the moment, because so many of the cars are still "under construction".

The worst are the ones that are graphics only with placeholder physics. They're just a thing with wheels on it, and they're about as fun as driving a shopping trolley.

The best ones...if those games you listed are a rising scale, I'd say they're probably around the decent rFactor mod level. I'd rate them a bit better than GT/FM, simply because I get more of a feeling of being able to control the attitude of the car with the throttle. It does the edge of grip better than GT, and a little better than FM4. iRacing, for all it's faults and it has some cars that just aren't right, when it IS right it's still better than almost anything else, including pCARS.

The Lotus 49 is probably a good example. The pCARS one is similar to the iRacing one, but it just lacks a level of finesse. Still, the iRacing one got worked on for two years straight so it's hardly surprising. So yeah, pCARS is good but it's not best in class yet.

That said, the tyres are still being worked on, and most weeks we get some demo tyres that are very interesting. They had a brush model that was what was in the Shifts, but they ditched it for the new Seta model that they have now. Don't ask me to explain it, they started talking about it being like gecko feet and my eyes glazed over.

I think they're still experimenting with it a lot to find the limits and where it breaks down, but mostly it feels pretty good. Not as on/off as GT5, more progressive like rFactor2 or NKP.

Career mode I haven't looked into in a while. The idea was to have it calendar based and you enter into racing seasons and progress through the ranks in a manner somewhat similar to a real driver, with invitationals and testing days and the like available to spice things up. Start in karts or low level road racing and work your way up to F1 or LMP-type cars. Someone else can possibly describe it better than me, I haven't really been paying attention. :guilty::guilty:
 
In reverse order, the career mode is exactly as you had described. You start off in karts, and then you can split into one of four directions; Touring cars (where you go through basic events with the Clios, then onto Meganes, Aussie V8, Super 2000, then DTM), GT cars, Prototypes, and single seaters. When you get to the higher levels, it will be much harder to stay there, and the GT and Prototypes culminate into the same championship (LMP). Another branch is oval racing, starting off in Midgets, and then NASCARs. But there is a crossover between oval and single seater in the form of an IndyCar-like car.

Also, there are two seperate threads, one which is Historic racing, and another which is Road Car racing.

When going through the career, you can only progress if you meet certain criteria, but you don't have to move up step-by-step each calendar year (indeed, depending on your performance, you may not be able to), you could stay in that particular championship to improve your position/defend your championship and improve your reputation, or you may be able to move to a different discipline on the same level (for example, Level 2 Touring Cars is Renault Megane, L2 GTs are GT4 cars, L2 Prototypes are small prototypes (Radical SR3/Jaguar Palmer JP1), L2 Single Seaters is the Formula Gulf 1000).

There's still lots to work on with the career mode, and it's not going to be fleshed out until the game enters Alpha state.

As far as the new tyre model works, it's quite simple; the old Brush model used to model the tyre as one whole solid block of rubber, reducing the amount of grip the tyres have through grip coefficient values, ie the compound of the tyre, how much surface area the tyre has in contact with the road, etc. The new Seta model works by effectively modelling the pattern in the tyre, so that the grip levels are modelled accurately, rather than an artificial grip reduction. This is how the analogy of the gecko comes in; the gecko has grooves in it's feet, called setas, which provide the grip.
 
Hard to tell at the moment, because so many of the cars are still "under construction".

The worst are the ones that are graphics only with placeholder physics. They're just a thing with wheels on it, and they're about as fun as driving a shopping trolley.

Placeholder, where have I seen that word used before. hmmm.
 
Here are videos of a lap of the Nurb, one I posted about 10 months ago on build 301, the other just today on the latest build 527.





The game is coming along tremendously well in my opinion. While it certainly has some Shift-esque graphics, it feels nothing like it. It feels like a proper simulator. And the sound is just fantastic and the physics difficult but rewarding.

And for once in racing game history, the clutch is not binary. In the Build 527 vid, I am playing with auto-clutch off, but not using the clutch. The entire video I am power-shifting. The ability to do that is, SO nice.
 
Placeholder, where have I seen that word used before. hmmm.

The difference being the developers have actually come out and said "These are physics based on some numbers we made up over a beer one night. They are not final, they will be undergoing more development later. For the moment enjoy driving pretty cars".

Honestly, when the cars are in that state it's usually pretty obvious they're not finished. They don't have all the LOD levels made, they usually don't have UV maps, they have limited or no tuning options, and there's a notice on the car development thread showing what things are complete and which are still to be worked on.

I considered using another word, but placeholder is the best one. It's not wrong calling something a placeholder when it's just filling a gap while more work is being done. It is wrong when you're using the word in hope that things will change from a demo.
 


The game is coming along tremendously well in my opinion. While it certainly has some Shift-esque graphics, it feels nothing like it. It feels like a proper simulator. And the sound is just fantastic and the physics difficult but rewarding.

And for once in racing game history, the clutch is not binary. In the Build 527 vid, I am playing with auto-clutch off, but not using the clutch. The entire video I am power-shifting. The ability to do that is, SO nice.


I am so looking forward to this:) It's my reason for picking up PS4. I'm not as concerned about the graphics as I am about the physics, sound and gameplay and it sounds like everything is moving in the right direction. The sound is incredible!!!:sly:

And if you thought the Forza vs. GT ongoing battle was a big deal, wait until you see the PCars vs. GT6 rumble...lol.
 
And if you thought the Forza vs. GT ongoing battle was a big deal, wait until you see the PCars vs. GT6 rumble...lol.

It's always going to be a slightly different thing though, in that pCARS won't have the car list or the customisation that GT/FM will offer. Not that it won't be interesting to see the inevitable comparisons, but I don't feel GT and pCARS have as much overlap as GT and FM do.
 
It's always going to be a slightly different thing though, in that pCARS won't have the car list or the customisation that GT/FM will offer. Not that it won't be interesting to see the inevitable comparisons, but I don't feel GT and pCARS have as much overlap as GT and FM do.

I agree, there isn't really anything to compare other than physics end.
 
I am so looking forward to this:) It's my reason for picking up PS4. I'm not as concerned about the graphics as I am about the physics, sound and gameplay and it sounds like everything is moving in the right direction. The sound is incredible!!!:sly:

And if you thought the Forza vs. GT ongoing battle was a big deal, wait until you see the PCars vs. GT6 rumble...lol.

That's not even worth mentioning :lol:
 
I'll just put this here:
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hello.

New comparison video Gran Turismo Vs Project Cars in Monza, I have added dynamic map already used before in other videos, hope you like.



a greeting
 
The difference being the developers have actually come out and said "These are physics based on some numbers we made up over a beer one night. They are not final, they will be undergoing more development later. For the moment enjoy driving pretty cars".

Honestly, when the cars are in that state it's usually pretty obvious they're not finished. They don't have all the LOD levels made, they usually don't have UV maps, they have limited or no tuning options, and there's a notice on the car development thread showing what things are complete and which are still to be worked on.

I considered using another word, but placeholder is the best one. It's not wrong calling something a placeholder when it's just filling a gap while more work is being done. It is wrong when you're using the word in hope that things will change from a demo.

Which is exactly what the sound and AI is in the the GT6 demo as per PD but don't let the facts get in the way of your argument.
 
Which is exactly what the sound and AI is in the the GT6 demo as per PD but don't let the facts get in the way of your argument.

Well one is more acceptable than the other. GT6 comes out in November and is in Beta stage. PCARS comes out next years and is in pre-alpha. Most everything will be placeholder or unfinished in pre-alpha stage while in Beta stage, most major features should be finished.

Thanks for the information guys! Seeing these pics make me want this game BAD!!!
 
Which is exactly what the sound and AI is in the the GT6 demo as per PD but don't let the facts get in the way of your argument.

Correct, he's talking about other parts of the game people are calling placeholder with no evidence of such from PD to suggest they actually are, hence the joke that started where everything is called placeholder.
 
Which is exactly what the sound and AI is in the the GT6 demo as per PD but don't let the facts get in the way of your argument.

Which would be fine. Except that I've seen the physics, tyre model, heating model, graphics, and pretty much every single part of the demo called placeholder. Wishful thinking is not the same as a statement from the developer.

There is some stuff that PD has stated that they're working on. That stuff can rightly be labelled placeholder. But all the other stuff that PD hasn't mentioned and yet people are happy to label placeholder...? Nope.

P.S. You'll find examples of me giving PD stick in other threads for sound and AI too, because I don't think they'll be able to deliver upgrades to their placeholder sounds/AI. But that doesn't change that they are correctly labelled as placeholder, because PD have said they are.
 
It's always going to be a slightly different thing though, in that pCARS won't have the car list or the customisation that GT/FM will offer. Not that it won't be interesting to see the inevitable comparisons, but I don't feel GT and pCARS have as much overlap as GT and FM do.

All true, but since when did logic ever stop fanboys from flaming each other to no end?:sly: As far as I can tell, although PCars won't have the car list, it'll have just about everything else, including many of the coolest cars in the world, very dramatic sound, and many, many tracks GT'ers can only dream about. I really do hope it kicks out a couple million copies and they get a huge development budget for PCars 2. 2-300 cars will begin to give GT7 a real run for it's money and that kind of competition will be good for both franchises and for the fans. It's a can't lose prospect!!:)
 
All true, but since when did logic ever stop fanboys from flaming each other to no end?:sly: As far as I can tell, although PCars won't have the car list, it'll have just about everything else, including many of the coolest cars in the world, very dramatic sound, and many, many tracks GT'ers can only dream about. I really do hope it kicks out a couple million copies and they get a huge development budget for PCars 2. 2-300 cars will begin to give GT7 a real run for it's money and that kind of competition will be good for both franchises and for the fans. It's a can't lose prospect!!:)

This is my hope too. Given decent sales on pCARS 1, it could fund enough licenses to make pCARS 2 a true competitor. 180 was enough for GT3 to become a best seller. Especially if SMS choose the cars well to fit into the racing series they want to feature.

Frankly, I'll be pretty surprised if they don't manage to get at least a million copies sold between all platforms and get enough money to start on pCARS2. I hope they go for the "frequent release, minor update" model that FM seems to be following instead of the "knock it out of the park" way GT goes about it's releases. A new pCARS with extra tracks, cars, race series and updated physics every couple of years would be awesome.
 
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