Project CARS General Discussion Thread

  • Thread starter Terronium-12
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A simulated inspection. But saying "inspection" overstates it really. All it is is the ability for the host of the room to see every single setting on every participants' car in the room by viewing a simple output sub-menu. That way we can set up series however we want with no worries or paranoia and also keeps every one on the same playing field (I've seen guys run a whole racing league season with completely wrong specifications that made him a lot slower than he should've been; being able to inspect his car would've easily prevented that).
 
Well, sort of. The ability to lock tuning to different specifications set by the user would be great.
 
SimonK
But there are no upgrades in this game so surely just the ability to lock tuning would do?

Unless engine break in is counted as an advantage or some other weird crap that can be auto defaulted to stock spec. I'm sure SMS can figure it out, unlike...you know.

I really like no tuning locks, it does level the playing field.
 
But there are no upgrades in this game so surely just the ability to lock tuning would do?

But it may well support downgrades, ie. ballast and power restrictions. Checking these can be important too, and locking to a single value may not be sufficient.
 
But it may well support downgrades, ie. ballast and power restrictions. Checking these can be important too, and locking to a single value may not be sufficient.

Yeah that's what I was more or less expecting to be weary of, so the concept of a simulated inspection would be most useful in that case.
 
Tuning works both ways, adding weight and restricting power are just tuning towards the opposite end of the performance spectrum, so I don't see why these should be treated any differently. Lock everything and everyone has the exact same car, right?

It would be nice if there were a few options: free tuning, locked tuning, restricted ranges and preset profiles. In most types of racing tuning is permitted but within a specific range, for example in Formula 1 you can lower the car but you can't lower it too much, even though it's capable of going lower, so it would be nice if we could set all kinds of restrictions that way. Then the preset profiles are things like high downforce setups and low downforce setups, so each player has to make a choice. Some will make the right decision, some won't, and on some courses maybe the balance between straights and corners will be such that neither has a significant advantage.

I would be posting this on WMD's forums but they don't have a forum app and I'm not at home... Seems like common sense though really so I'm sure it would be unnecessary.
 
Hello everyone, I leave you a new video:

Project CARS - Testing Kart @ Glencairn / Build 306 [Ultra Graphics Settings DX11 / Full HD]



 
Looking good. They should look into implementing something like the shift anticipation GT5 had. Hearing the engine shift then the hand moving the lever a half second later is room for improvement.
 
R1600Turbo
I don't get a good impression of the physics from that Kart video.

The karts need some work, but they drive and feel better than they look in videos.
SMS want the driver to progress through their career starting in Karts, but then the community didn't really care for it so for now they got pushed to the side until later.
 
What is their comparison to kart physics in GT5? Hopefully miles better.
 
Slashfan
What is their comparison to kart physics in GT5? Hopefully miles better.

Karting easily feels much better in pCARS with any wheel, for sure. I reckon it will be even better in the near future with the new tyre model and the if needed resulting force feedback adjustments. Also not to forget further work being done on the karts themselves.
 
Just stunning, can't wait to see it animated. This is especially awesome considering (according to one of the comments in Vr) that the rain effects seen here were whipped up in a day!
 
It's really impressive how quickly they develop things. When I have a WIP of something I'm working on it's still the equivalent of a wireframe but they can just do this in a few days. Sure you can see parts are missing but it still looks amazing.
 
Hi, here a new video:


Project CARS - *NEW* BMW M1 Procar 1981 (Review + Test Laps) [Ultra Graphics Settings DX11 / Full HD]



 
Well then I ve got "good" news for you... Release date will be more towards Summer 2013, maybe even thanksgiving. Has been said for a while already that March 2013 isnt actual anymore. *sigh*
 
Don't really care about the release date, more about the fact I'm getting this awesome game and how it'll distract me greatly, like I have the last few days and two weeks with three other games :lol:
 
Well then I ve got "good" news for you... Release date will be more towards Summer 2013, maybe even thanksgiving. Has been said for a while already that March 2013 isnt actual anymore. *sigh*

I meant that I won't be getting my computer together until March.
Can't play anything on this toaster built in 2003.
 




Hi guys here is the final edit, without copyright music. Music was redone by SMS so there are no issues, free to distribute.
 
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I don't think the music fits to be honest. Also I think the initial build up is too long in the music, leaving you with too much time of kinda just moving images. If you know what I mean.

I dunno. All in all I think the music is too much 'suspense-style' while expecting action in a game like this, a racing sim. Which you do show with the images in the video.

Anyway, just my opinion and tastes differ from person to person.
 
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