Project CARS General Discussion Thread

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Can someone explain what the term "floaty" means? I see the term a lot and still don't know the exact definition.

It would be like a car with horrible steering basically. Notice how much he turns the wheel and countersteers just to get the car straight.

(@Adrianf1's vid)
 
^That vid reminds me of Shift 2 actually, the steering animation is too loose and you have to turn the wheel over too much in order to steer into the corner.

In this vid. you notice it indeed, but in most other PCARS onboards i've seen the steering seems perfect, look at this video of adrian for example:



@Adrianf1 Did you have another steering setup for the Ruf video?
 
Take it for what it's worth but I absolutely hated Shifts (as everybody loves the prime example of this feared floaty feel) and I absolutely love pCars now already - when it's at its best. And on release it will be all over the board, I have 100% faith in the physics team so much I have seen already. There's still work to do but the team will get there no doubt.

About the floaty feel in some vids. I'll say it's very often the cam system, here's a good example of which kind of effect a simple cam adjustment can have for "a feel" you get from a vid.

Again - very often just a "game in dev" effect. Don't worry - it won't be at all floaty in the end, I guarantee you. :cheers:

 
Can someone explain what the term "floaty" means? I see the term a lot and still don't know the exact definition.
I've come to learn that the term can mean practically opposite things to different people. As such it's a catch-all term for something people don't like about the steering.

My interpretation and use of the term means that the steering is vague and imprecise, particularly around center. At the worst, cars will veer left and right on straights, with the feeling of too little toe-in or caster, worn steering rack / dead zone, too soft tires etc.. Note that this is not the case with pCARS - just giving an example! I've heard other use the term for on-rails feeling, which would be the direct opposite.
 
There are three types of physics feeling, IMO. There's the on-rails feeling (example: need for speed (specifically Most Wanted), realistic (example: Gran Turismo), and floaty (example: Shift 2).
 
The video mister dog linked of the Mitsubishi looks much better. The CTR3 video looked like the car did not respond to the steering inputs(of the cockpit steering wheel). While the Mitsubishi responds to corrections and looks very natural. So maybe its just the CTR3 and a few other videos I've seen that give the "floaty" effect. Since I don't have access to any of the builds, I can't comment on how the game feels... I'll leave that to the guys who know what they are talking about.
 
There are three types of physics feeling, IMO. There's the on-rails feeling (example: need for speed (specifically Most Wanted), realistic (example: Gran Turismo), and floaty (example: Shift 2).
That sounds more or less right for those three (IMHO and all that of course) 👍
 
Guys before you comment on things based on vid, atleast take a few seconds to look at the title, or description. In the CTR3 case there is things like 'first look' , 'first export -wip'. Those indicate something. In this case the car doesn't even have it's own physics in yet. :)
 
JvM
Guys before you comment on things based on vid, atleast take a few seconds to look at the title, or description. In the CTR3 case there is things like 'first look' , 'first export -wip'. Those indicate something. In this case the car doesn't even have it's own physics in yet. :)

If it's modeled accurately, Sonoma is also a very slippery track, and when you crest a rise at 100-120+ km/h with 700 hp behind you on street tires, or you overcook your entry a little, you're bound to get some understeer. I actually thought the video looked pretty accurate:lol:
 
Video showing in detail the new Ruf CTR3 '12 (First Export - WIP), that has been added in the build 668. The video also includes a lap at Sonoma Raceway.




Not bad at all. Gotta say though FM4's version of Infineon ... err Sonoma looks far more attractive.

Not too impressed by the engine sounds, but GREAT job on the steering wheel animation. That looked VERY good! :D

And the elevations changes looked impressive, I could almost feel the car going into and coming out of depressions.
 
Wow, that track list! All my favorites: Nordschleife, Bathurst, Brands Hatch, Spa, Laguna Seca, Le Mans, and then Imola in addition! :drool:
And the graphics! :drool:
Ok too many drool smilies, but seriously – if the physics will equal that of Assetto Corsa then this might be THE racing game for me.

Edit: Hmmm, just saw a video with Empty Box. He says that some non-laser scanned tracks are really inaccurate.
 
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Wow, that track list! All my favorites: Nordschleife, Bathurst, Brands Hatch, Spa, Laguna Seca, Le Mans, and then Imola in addition! :drool:
And the graphics! :drool:
Ok too many drool smilies, but seriously – if the physics will equal that of Assetto Corsa then this might be THE racing game for me.

Edit: Hmmm, just saw a video with Empty Box. He says that some non-laser scanned tracks are really inaccurate.

Empty Box says a lot of things...
 
The tyres are part of the model, so you can't change the logos on them, you can only edit the colour of the wheels.
 
The tyres are part of the model, so you can't change the logos on them, you can only edit the colour of the wheels.

Ok cool thanks. Couple more questions if you dont mind or are allowed to say. You said part of the model...i noticed some cars in the photo's thread didnt look stock or didnt look like they had stock wheels (escort; 300sel; e30) or parts (gt500, capri). Is that the way they are being modeled for the game? I guess meaning the team is choosing to use a race car version of a specific vehicle vs the stock or oem version?
 
@Cyclonus -- The game is more about purpose-built racecars and motorsports than a game like GT or Forza. There are some roadcars as well, but the rest of the list is race-ready and AFAIK there won't be any performance upgrades to apply. However, there are at least a couple road/street type tracks planned (currently known as Azure Coast and Pacific Highway).

So the E30 M3 is the historic Group A version, the Capri is the Group 5 car, and the 300SEL is modeled after a limited run of racecars built by AMG (known as the "Red Pig"). :)
 
@Cyclonus -- The game is more about purpose-built racecars and motorsports than a game like GT or Forza. There are some roadcars as well, but the rest of the list is race-ready and AFAIK there won't be any performance upgrades to apply. However, there are at least a couple road/street type tracks planned (currently known as Azure Coast and Pacific Highway).

So the E30 M3 is the historic Group A version, the Capri is the Group 5 car, and the 300SEL is modeled after a limited run of racecars built by AMG (known as the "Red Pig"). :)


Thats awesome, thats exactly what i was hoping/looking for. Thanks :)
 
The Escort is based on the RS1600 model, so it is dependent on the on the reference model they have; if the reference they have has Minilite rims, then that's what the in-game car will have. They'd rather have something accurately measured that might be slightly inaccurate, than something that is technically correct but out of measure.

But all of the cars that are in the game has been modelled and developed from wherever the highest amount of detail they have from the reference materials they have. For example, the BMW M1 was discussed over having the Sierra-style BBS cross-hatch alloys, or the plates over the rims. They decided on the plates for two reasons; one, it's what the majority of the reference models had, and two, it reduced polygon count so they could use the budget elsewhere.
 
It would be like a car with horrible steering basically. Notice how much he turns the wheel and countersteers just to get the car straight.

(@Adrianf1's vid)


I haven't actually played pCARS but just from looking at that video the steering looked pretty natural. The counter steer seemed to be from the wheel spin on corner exit.
 
After seeing the LMP PM06A in the videos thread, I want to know more about it.

I can see that it is a fictional car, but that is all I know.
 
This video demonstrates the game accuracy with real life quite nicely. Interesting to notice the "racing feel" some console sims lack.

Seen that before, awesome video:tup: Question, those other cars in the game are AI correct?
 
Might actually pre-order this having watched some more trailers, very happy it's coming to U.
 
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