Project CARS General Discussion Thread

  • Thread starter Terronium-12
  • 20,822 comments
  • 1,547,211 views
I never thought about getting bits of eBay
Sometimes things go really cheap on there.
I got mine from Amazon, they were cheaper than eBay in most cases, and the returns policies are much better.
I did get the ram and hard drive from Amazon. If I bought some of the other stuff though like CPU cooler and GPU, it would be more than my budget of getting something more powerful than PS4 for less than its launch price although I didn't really need a high-end CPU cooler. Happy that it can play pCARS really well and is also very power efficient at time of buying and still is now. I'm thinking I will upgrade to Intel Broadwell and 20nm Nvidia Maxwell GPUs though to improve that.
 
Is there any talk on the WMD forums relating to when the LE console version will be available for pre-order in the USofA?
Imagine it should be but they may still be finalising distribution. With that kind of information it would be announced publicly.
 
Just tried the 250cc Superkart out of interest to see how it drives and must say it is quite difficult to feel limit. I think it is largely due to way you steer the kart brings out the weakness of the G27 deadzone in centre of steering wheel. I wonder how it drives with a T500RS / T300RS / TX Racing Wheel FFB wise, anyone on here with one of these wheels tried the Superkart? What I can gather from G27 is it seems to drive as a kart like this I imagine would and seems like it has good FFB. I can try doing a fast lap tomorrow with it and upload it on YouTube if anyone is interested although I'm a bit hopeless with it.
 
I assume you got an AMD gpu, for whatever reason they seem under utilised in pCARS on PC at the moment, maybe by final version there will be big improvements but that is a guess.

Saphire 7970 3gb Ghz edition

Mi CPU is a AMD bulldozer 4170 @ 4.2Ghz but i think is bottlenecking my GPU, I want to upgrade to a piledriver 8320 but just that its over £100 i cant affort, even on ebay and Amazon.

I bought all the parts of my rig from overclockers and the whole thing cost me just over £1000 =(
 
Current size of the folder is 13.6GiB. I don't think there is much more to add, but ask again a bit closer to the time, and I can give you an answer.

DG_Silva,
Thanks for the response, a lot smaller than I thought.

Just get an as big SSD as you can get.
The reason I say this is because games will write save data, profiles, settings and other stuff to your My Documents folder which is present on your C-drive/boot-drive. This can be quite big as I have found out after installing a game or 200+.
Plus you also have your downloads and iTunes music that will go there by default. Not even talking about the programs you'll end up 'quickly' installing over time without bothering to change the installation path.

All of that made me realize in the past that I needed at least a 256GB drive or more. As they were still1 Euro per GigaByte 3 years ago, I went for a 256GB model even though I would love a 512GB or even a 1TB drive.

LogiForce,
Thanks for the response and advice, but My Main Desktop is a Late 2013 27" iMac with a 1TB Fusion Drive and 16GB of RAM, so I will only use this PC for PCARS, nothing else especially not running other desktop apps or music.

Even if the X1 version runs at sub 1080 or 900p or whatever I just want it to be 60 fps. I don't care about resolution, just give it good framerate.

No, I want both (I Want Good Framerate, And I Do Care about Resolution) if I can get it.
 
Last edited by a moderator:
No, I want both (I Want Good Framerate, And I Do Care about Resolution) if I can get it.
Yes of course I would like 1080 and 60. Did I say I didn't want that? No. But if not, just make sure it runs at 60 fps. I don't want 1080 and 30 fps.
 
LogiForce,
Thanks for the response and advice, but My Main Desktop is a Late 2013 27" iMac with a 1TB Fusion Drive and 16GB of RAM, so I will only use this PC for PCARS, nothing else especially not running other desktop apps or music.

Still... all of my Steam 'driving / racing' games together are worth 295GB of data alone in the Steam install folder. So that's excluding the data that's created in the My Documents folder.

Than there are still other non-Steam games like... rFactor 1 (+gigs of mods), rFactor 2, Formula Truck, Game Stock Car Extreme, SimRaceway, Richard Burns Rally, Grand Prix Legends, Live For Speed, iRacing and maybe a few more.

The point is... if it will be your only drive and you'll most likely want more in the future, than you'll need to consider something of considerable size. Of course, I am not telling you to install all the (racing) games you have like I do. But I do know (from more than 20 years of experience) that it's nice to have some headroom for future use. This hobby of ours tends to grow out of hand quickly after all. :lol:
 
Just tried the 250cc Superkart out of interest to see how it drives and must say it is quite difficult to feel limit. I think it is largely due to way you steer the kart brings out the weakness of the G27 deadzone in centre of steering wheel. I wonder how it drives with a T500RS / T300RS / TX Racing Wheel FFB wise, anyone on here with one of these wheels tried the Superkart? What I can gather from G27 is it seems to drive as a kart like this I imagine would and seems like it has good FFB. I can try doing a fast lap tomorrow with it and upload it on YouTube if anyone is interested although I'm a bit hopeless with it.
Your not the only one lol.
But in the recent update my sytems average is now 10fps higher hooraahh!
AMD performance is improving.
 
Any talk on the WMD forum about the 2014 E-tron?
Nope
just a note to all
although i am member please aware that the dev team may not disclose information that is sensitive information and the chances of leaking would be high. Because of this the dev team may not consult the backers when working on licensing and business deals. as result much of the backers discussion is often not far of what is publicly available.

@Terronium-12 could you stick this statement in op to help clarify what backers can discuss

could we also perhaps for future reference create a list of people with access to the project to help prevent misunderstandings and friction with in the sub forum. By having a list user could mention us in question allowing for more accurate information.
 
Another question I just thought of I have for members. Now obviously the console versions are not available for members but I was wondering what do you think is going to be "faster", gamepad or wheel. I say this because where I come from (Forza) a wheel may make you more fluid and consistent but it just does not produce faster lap times over a gamepad. I cant speak for GT if a wheel or game pad is faster either. havnt played a GT in awhile.

So as of now, the way pCARS is set up, is a wheel or gamepad going to be faster? Im also talking for no assists (TCS, STM, ABS)
 
In my experience Forza has always been tuned for controller with wheel support added. GT is clearly easier with the wheel, less built in assists for controller users.

Looking on WMD forum there's a big thread on tuning the Xbox 360 controller for PC, and with speed sensitive steering they seem to be getting to a very good place already. Many user comments on that thread are positive.
 
Another question I just thought of I have for members. Now obviously the console versions are not available for members but I was wondering what do you think is going to be "faster", gamepad or wheel. I say this because where I come from (Forza) a wheel may make you more fluid and consistent but it just does not produce faster lap times over a gamepad. I cant speak for GT if a wheel or game pad is faster either. havnt played a GT in awhile.

So as of now, the way pCARS is set up, is a wheel or gamepad going to be faster? Im also talking for no assists (TCS, STM, ABS)
That's may be a hard one to answer as it may take someone that excels at both to give a good assessment. For me, no question a wheel but then again I very rarely use a controller. Then the question is consistency, a controller could produce a fast lap but putting 10-20 together is another story. And then there is the immersion, even if I was faster with a controller it wouldn't matter, the wheel gives me the feel I need with a racing sim. The next generation consoles may have the power to stimulate all of the senses - graphics, sound, physics, and FFB but up till now racing with a wheel on the good PC sims are night and day better than a controller.
 
That's may be a hard one to answer as it may take someone that excels at both to give a good assessment. For me, no question a wheel but then again I very rarely use a controller. Then the question is consistency, a controller could produce a fast lap but putting 10-20 together is another story. And then there is the immersion, even if I was faster with a controller it wouldn't matter, the wheel gives me the feel I need with a racing sim. The next generation consoles may have the power to stimulate all of the senses - graphics, sound, physics, and FFB but up till now racing with a wheel on the good PC sims are night and day better than a controller.

I agree 100%, It would Not matter to me one bit if it is faster, I wouldn't race with a controller no matter what. I just Could Not Enjoy that, Don't mean to offend anyone, just Don't understand that one. I would think even a cheap wheel would be better than a controller as far as immersion goes, I mean I want to actually feel like I am Racing a real car, this is as close as I will get I'm sure, may as well make the most of it.
 
I agree 100%, It would Not matter to me one bit if it is faster, I wouldn't race with a controller no matter what. I just Could Not Enjoy that, Don't mean to offend anyone, just Don't understand that one. I would think even a cheap wheel would be better than a controller as far as immersion goes, I mean I want to actually feel like I am Racing a real car, this is as close as I will get I'm sure, may as well make the most of it.

Why would anyone be offended? It's a video game. Seems like you're the one that's offended that others actually enjoy the game with a controller.

Can't speak for PC, but one of the reasons a lot of next gen gamers won't be using wheels for a while is the lack of peripherals on offer. Thrustmaster is the only manufacturer supported at the moment and the quality you get for the cost just isn't there for most. I will most likely purchase a wheel when there is a more competitive market for me to choose from. Until then, I'm happy to leave the wheel users I race against in the dust.
 
I think most pc users are wheel users and therefore its quite even on pc but console im not to sure about.
Yeah that makes sense. Wheel users on Forza get frustrated because the controller is for sure faster. I would love to have a wheel but the options and the quality is just not there with the TX and the Madcatz PR on X1.

If pCARS makes the wheel faster, I will for sure looking into getting a wheel but in time.
 
As someone who usually plays PC sims with a wheel, and console sims exclusively with a controller...I'd rather drive with a gamepad than suffer with subpar force feedback and/or significant physics flaws on a wheel. Give me a top-notch sim with superb FFB, or an arcade game with tight handling, and I'm up for it. Anything inbetween or less than excellent can be frustratingly distracting.

For me, playing with a controller tends to support the suspension of disbelief. I've been running, jumping, shooting, flying, swinging, etc. with a d-pad/joystick and buttons for decades. Driving is no different.
 
I think most pc users are wheel users and therefore its quite even on pc but console im not to sure about.
I recall a thread on the Assetto Corsa official forums where someone had graphed up the controller percentages of everyone who had downloaded and used the Rivali app. This is a time trial leaderboard app, so only the most dedicated simracers will use it, and if I recall there was a fairly significant Xbox controller group even within a dedicated PC sim's most hard core group.

I think the details are buried somewhere in here: http://rivalitempo-softgrip.rhcloud.com/stats if you're interested.
 
I recall a thread on the Assetto Corsa official forums where someone had graphed up the controller percentages of everyone who had downloaded and used the Rivali app. This is a time trial leaderboard app, so only the most dedicated simracers will use it, and if I recall there was a fairly significant Xbox controller group even within a dedicated PC sim's most hard core group.

I think the details are buried somewhere in here: http://rivalitempo-softgrip.rhcloud.com/stats if you're interested.
your right there are some people who use a controller but the way the project was at the beginning meant those pc sim guys were more likely to find the game than console players or casual pc racers. i believe in part shaped the direction of game.
due the interest in the controls with a wheel I'm going to plug in my PS4 controller and give it a go.
After using the controller it wasn't too bad still needs work though
In other news
Build 792 (20/08/14, Team Member+) - 630.7 MB MB
Audio:
* RUF Flat 6 incar and external engine sets, plus an AI version. This is the foundation engine sound for the CTR3 and the R versions when they roll out, so there are many tweaks to do to get this right later on. This is better than having the Flat 8 as a placeholder. Includes tranny, gears, backfires, distant roll-offs and trajectory. Uses the LATEST distant based reverb/echo effect. This car is louder in the surround speakers as it passes by.The helicopter is quieter as requested.Turbo7 model is a tad louder.
Render:
* New colour cube for rain dusk
* DynEnvMap support for RenderInReflection flag.
* DX11: Minor perf tweak to SetCurrentWorldMatrix.
* DX11: Minor optimisations to mesh primitive - member reloading + missed inlining.
* DX11: Optimise shader setinternalparameters + fix for shader loading bug where parameters were marked as used incorrectly.
* DX11: Instancing - minor optimisation to avoid member reloading. removed a few conditionals that always return true
GUI:
* Adding GUIName for Team display used in career screens
* Fixes for gamepad changes - change icons for advacned, use corect enum values for mode
* More ingame menu updates: Renamed all monitor/spectate buttons to "TOGGLE", Moved Cycle Camera button to the bottom, aligned with the others, Converted the monitor screen timings/standings list to a new scrollable list type in code & data
Online/Multiplayer:
* Passworded sessions improvements: Accepting an invitation on Steam now checks if the target lobby is passworded, and reports the flag to the game. This allows the UI flow to ask the user for the password before joining the session.
Achievements:
* Achievements/Metrics: Enabled the metics by default. Invalidating the "Emergency Stop" achievement, if crashing during braking. Invalidating the "We Dont Need Roads" achievement, if the vehicle is in a crash-state when wheels are in air.
Cameras:
* Fix AR-2137, WMD-633, problems with cycling through cameras
Characters:
* GT driver material variations
* ART: 70`s and 80`s helmet textures uploaded
* Drivers (Kart, F1, Classic): Variations added
AI/Pitstops:
* Added compatible collidable state getter
* Allow player pitting when in simulate mode
* Fix for wrong fuel levels applied during a warmup session
* Updated DistanceToNextPath and removed unused mDistanceToNextBranch
* Edit SingleFile AI Behavior to be based on walls rather then road available + Start phasing out mAimPoint array
Career:
* Further save profile optimisations
* Added extra accessors for MotorsportTeam data
* Career Leaderboard screen now shows the team each driver is in (AR-1852)
* Resetting FormulaR motorsport teams to default settings, removed test data
* Team presets (vehicle) and team driver presets (driver name, vehicle and livery) are now read from data and applied to the races. This allows teams to be populated with preset data (required for some licenced series), random selections, or any combination of the two. Includes a fix for detecting when player is in a series, and a fix so that career player name is used throughout career.
Physics:
* Fix for thread related metrics lockup
* Tweaks to metrics setup during track profiling
* Mercedes C-Coupe DTM: Fixed missing decimal point in slow bump settings
* RWD P30 LMP1: Fuel consumption, heat & wear model, final aero, hybrid system, various setup adjustments
Vehicles:
* KART: Missing liveries added
* Rain tire #3 texture set. DDS files
* Aston Martin Vantage GT3: Lods and Cpit meshes work done.
* Palmer Jaguar: Changed the driver LOD handling to Driver2 for open top cars
* Aston Martin Vantage GT3 + Rapide Hybrid: Added custom livery support
* Aston Martin Rapide: Added alpha texture for additional mirrors logo and rear glass number plate, Added new real livery, Added official livery name
Tracks:
* Sakitto: New export
* Snetterton: New export
* Imola: Static file changes
* Dubai Autodrome: Light files
* Oschersleben: Static rails added
* Belgium Forest: AIW changed wet path in chicane
* Oulton Park: New Dynamic Brake Markers (dynamics), added lod setting for acer 3d tree [JIRA] (AR-2298), added barriers for invisible walls, more track dressing using RL references, added txt for small signs, fixed intersecting assets, removed barely visible benches, Material & vertex colour tweaks, more red bins, fixed floatong/intersecting stuff, added tyre stacks to block off invisible walls, dynamic hollow bollards
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
 
Last edited:

Latest Posts

Back