Project CARS General Discussion Thread

  • Thread starter Terronium-12
  • 20,825 comments
  • 1,565,168 views
Yeah I will try tonight without the default settings and see how it compares. But I wanted first to compare with their defaults. Which would be the best settings you recommend for a G27?

I can't as I own a G25 and have not used it in a long time. If I used it with pCARS I used the defaults.
So sorry, maybe someone else could advise you here?
 
If Berney Villers from Simxperience states that their Physics model is fudged, I have a hint.

Hehe, fudged..? ok. I have a hint too. He's not happy that he doesn't have all the parameters in use that he'd like. Most likely cause AC has contract with another motion sim company, if not multiple. (which are not offering normal commercial products probably)

In any case, likes and dislikes are all because of our subjective opinions in the end.

Indeed.

I'm not even doing any extensive comparing with pcars vs other titles now though. It's so much more in development still regarding most cars atleast. So I will save that for later. I'm sure pcars will be very good in the end on all fronts.
 
JvM
Hehe, fudged..? ok. I have a hint too. He's not happy that he doesn't have all the parameters in use that he'd like. Most likely cause AC has contract with another motion sim company, if not multiple. (which are not offering normal commercial products probably)



Indeed.

I'm not even doing any extensive comparing with pcars vs other titles now though. It's so much more in development still regarding most cars atleast. So I will save that for later. I'm sure pcars will be very good in the end on all fronts.

I know he is a bit butt hurt too. Sucks though as I do like my Simvibe working properly when I use it. Sadly enough, that's how it goes with contracts and patents, it always puts restraints in place left or right.

I am sure AC will improve too, like pCARS. Each with their own identity. Let's hope they will both become even more enjoyable than they are for the people who like them.

One thing that does pop into my mind as I write this though. Physics being Physics and in the end the law of nature itself being the guideline for Physics as well as our sims.
I wonder if we will in the (far) future see all sims, Physics wise, come together since the cars do behave as they do because of the laws of nature?
Personally I think we will see more of the same Physics across the board in 10 or 20 years from now. What do you guys all think of this? How will Physics simulation in (racing) simulators develop?
 
One thing that does pop into my mind as I write this though. Physics being Physics and in the end the law of nature itself being the guideline for Physics as well as our sims.
I wonder if we will in the (far) future see all sims, Physics wise, come together since the cars do behave as they do because of the laws of nature?
Personally I think we will see more of the same Physics across the board in 10 or 20 years from now. What do you guys all think of this? How will Physics simulation in (racing) simulators develop?
I believe so too, PC's and even next gen consoles are now strong enough to handle a sort of basic physics model that's spot on, and then developers could build their game around it. The trend has been set already by developers researching and spending time on investigating car physics in the past years, that the knowledge is certainly there for all to use.

I'm thinking we have a great future set out for us physics wise, even in the next years already as PCARS and AC illustrate 👍
 
One thing that does pop into my mind as I write this though. Physics being Physics and in the end the law of nature itself being the guideline for Physics as well as our sims.
I wonder if we will in the (far) future see all sims, Physics wise, come together since the cars do behave as they do because of the laws of nature?
Personally I think we will see more of the same Physics across the board in 10 or 20 years from now. What do you guys all think of this? How will Physics simulation in (racing) simulators develop?
I think the bigger challenge is actually translating the physics engine into tactile feedback to the player and making accurate feedback affordable for the masses. It would be nice to see games designed for example, with tactile transducers in mind, so that we aren't simply using a relatively generic bass signal but rather tactile feedback is programmed into the sim with differentiation between players with 1, 2, 4, 5 etc. tactile transducers. One for each wheel and one for the motor would be great. Better wheel feedback with some sort of tactile there as well to simulate what you would feel through a real steering wheel. The surface is barely scratched in this area and it's the key to us players achieving something close to realism.
 
I think the bigger challenge is actually translating the physics engine into tactile feedback to the player and making accurate feedback affordable for the masses. It would be nice to see games designed for example, with tactile transducers in mind, so that we aren't simply using a relatively generic bass signal but rather tactile feedback is programmed into the sim with differentiation between players with 1, 2, 4, 5 etc. tactile transducers. One for each wheel and one for the motor would be great. Better wheel feedback with some sort of tactile there as well to simulate what you would feel through a real steering wheel. The surface is barely scratched in this area and it's the key to us players achieving something close to realism.

Force Feedback in Project CARS comes directly from the tyres and the corresponding geometry in the car's suspension and steering linkages. You really can't get a purer signal than this. At least I wouldn't know how. If something still feels off in the Force Feedback it translates directly into something being off/wrong with the actual Physics within the game. This has already been successfully been used to detect various issues in the car's geometry or to find bugs in the code of all systems involved in that.

For Tactile Feedback... Go and buy Simvibe from Simxperience. Berney Villers (head of the company) asks each game developer of the supported games to add certain data from the game's Physics engine to the game API. Which is basically the data that gets send out. Simvibe than reads this data and translates this into the appropriate effects to reproduce with your tactile transducers.

So what you want is already there, be it in early stages. Yet as with everything, one has to start somewhere and in this case it started with a big success.
 
I think the bigger challenge is actually translating the physics engine into tactile feedback to the player and making accurate feedback affordable for the masses. It would be nice to see games designed for example, with tactile transducers in mind, so that we aren't simply using a relatively generic bass signal but rather tactile feedback is programmed into the sim with differentiation between players with 1, 2, 4, 5 etc. tactile transducers. One for each wheel and one for the motor would be great. Better wheel feedback with some sort of tactile there as well to simulate what you would feel through a real steering wheel. The surface is barely scratched in this area and it's the key to us players achieving something close to realism.
What you speak of is already available for PC. Its called simvibe and works great.


What Logi said.
 
Sounds like I'm behind the times..or ahead..:lol: I guess I was thinking it would be nice to have something plug and play for console and PC, something that is built into the game software. You know, fire up your PS4, put in your GT7 or PCars disk and in the menu options it says, "Simvibe yes/no" and away you go.
 
Sounds like I'm behind the times..or ahead..:lol: I guess I was thinking it would be nice to have something plug and play for console and PC, something that is built into the game software. You know, fire up your PS4, put in your GT7 or PCars disk and in the menu options it says, "Simvibe yes/no" and away you go.

I don't see this happening mostly because of the rules Sony and Microsoft set. Secondly because you need a second soundcard built into the console, as the first will be in use for normal sound (engine, tyre and other noises).

So that unfortunately will not happen, at least not soon and presumably never. Especially since tactile is quite niche. For most people buying their first steering wheel is already a huge step, let alone getting a rig or tactile setup. ;)

The PC of course is and will always be the most extensive and expandable platform when it comes to niche developments, because of the open platform it is.
 
I've had more testing with Pcars and i get this impression:
there are more things going on the FFB (maybe it's also part of driving on public roads and not tracks) of Pcars.
AC gives out a more simplistic approach. The FFB of AC feels more refined and smooth on the effects while Pcars FFB feels a bit rough and needing smoothing on some effects (for example it's like 0-100-0 when it should be 0-25-50-75-100-75-50-25-0).

It's definitely promising and I had a really bad initial experience with the Focus RS. I believe the competition between these 2 titles is only more WIN for us! I like both games, they complete things for me with different tracks and cars and I can't wait for the final products coming out! As far as my personal taste on both games:

Car list: Pcars>AC (more is better)
Track list: Pcars>AC (a lot more tracks)
Handling: AC>Pcars (on the current state ofc)
Sounds: I believe it depends on each car since they both have very good sounds
Graphics: Pcars>AC (a bit ahead because of more details)
Race modes/career/ai: I like AC a lot, haven't tried anything from PCARS yet.
 
Not good news at all. :banghead: I think this explains some of the delays we have had with this title. The whole time they have been moonlighting on are dime. This game will be in beta before Pcars makes it to beta. That's a bunch of 🤬.
 
This was amongst the comments:

Pant pulling at its finest. Have people invest in you to develop a game, under the promise of shared profit.

Developer then goes on to redirect profit from said art, models, and engine as a separate game set to cannibalise your own crowd funded sales, but, multiplying your own personal cut.

Must make sense to someone. Feels like a bit of a swizz to me.

Thoughts?
 
This was amongst the comments:
...
Thoughts?
Completely incorrect assumptions; see my posting above.

I expect to see a lot of sour grapes, resentment and made up stories in the wake of this announcement. Those who know the least about things always shouts the loudest - you know, with the net being what it is...
 
So in a certain way, Project CARS might benefit from World of Speed right? Can they share both track and vehicle licenses?
 
Completely incorrect assumptions; see my posting above.

I expect to see a lot of sour grapes, resentment and made up stories in the wake of this announcement. Those who know the least about things always shouts the loudest - you know, with the net being what it is...
Tut tuut, you didn't explain why he is wrong in your view though ;)
 
So in a certain way, Project CARS might benefit from World of Speed right? Can they share both track and vehicle licenses?

They don't share licenses, but deals have been made for both games at the same time. Sealing deals for both games at the same time.
When you look at the pCARS cars list en de WOS trailer, I think you will see similarities. So the Pagani Huayra, Mercedes Benz SLS AMG... etc.
The same goes for tracks and/or general assets for tracks.

That said from what I can see apart from appearance and certain licenses and content, the game's Physics (arcade ish) and Gameplay (MMO) are entirely different from pCARS.

WOS being more Burnout MMO style (well playable with keyboard) and pCARS being the pure hearted simulator (you'd want a wheel to get most out of it).
 
Tut tuut, you didn't explain why he is wrong in your view though ;)
Unfortunately, we're not free to share the details of the WOS and pCARS connection. Those eurogamer (and other) commenters claiming that WOS negatively impacts the development and financing of pCARS couldn't be more wrong. They're obviously not WMD members (or don't read the forums, everything is detailed there), whereas I, and many others here are members and read everything on the WMD forums.

I wish we could fill you in on the details, mister dog! It's frustrating to see the naysayers out there having a free reign in spreading false rumours. You'll just have to trust us; pCARS actually benefits from the WOS project.
 
Last edited:
Unfortunately, we're not free to share the details of the WOS and pCARS connection. Those eurogamer (and other) commenters claiming that WOS negatively impacts the development and financing of pCARS couldn't be more wrong. They're obviously not WMD members (or don't read the forums, everything is detailed there), whereas I, and many others here are members and read everything on the WMD forums.

I wish we could fill you in on the details, mister dog! It's frustrating to see the naysayers out there having a free reign in spreading false rumours. You'll just have to trust us; pCARS actually benefits from the WOS project.
I assume your referring to me since you decided to link my comments in the wmd fourm. I have read the post made about the game. I am completely aware of what is going on. I also wish I could comment more, but we both know that isn't possible right know.
 

Latest Posts

Back