Project CARS General Discussion Thread

  • Thread starter Terronium-12
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It's how the car is in real life. It does the same thing in GT6. I'm pretty sure its something to do with turbo lag.
It doesn't seem correct. When it changes into fifth the rpm are no lower than the previous 3 gears. It also cannot be downforce, because in some vids you see the drivers keeping the car in 4th for higher speeds before shifting, and up until the switch to fifth the massive acceleration is present. It's like 5th gear is like a magic slowdown somehow.
 
Most cars are pretty much the same, fifth gear is not an accelerating gear especially in an old car. Cars with turbo's also normally have smaller engines due to restrictions which might leave the last gear extra limp.
 
It doesn't seem correct. When it changes into fifth the rpm are no lower than the previous 3 gears. It also cannot be downforce, because in some vids you see the drivers keeping the car in 4th for higher speeds before shifting, and up until the switch to fifth the massive acceleration is present. It's like 5th gear is like a magic slowdown somehow.
Post a video of it?
 
Post a video of it?
Okay



The driver changers into 5th earlier and later at different points in the vid, but regardless of when he does, acceleration just stops after the shift into 5th every single time

I understand what you mean by 5th being weaker, but it would not just suddenly stop like this.

And no 900 hp 500 kg car just stops accelerating at 250 kph
 
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Okay



The driver changers into 5th earlier and later at different points in the vid, but regardless of when he does, acceleration just stops after the shift into 5th every single time

I understand what you mean by 5th being weaker, but it would not just suddenly stop like this.

And no 900 hp 500 kg car just stops accelerating at 250 kph

most likely just the ratios i didn't notice it to much when driving in pcars
 
I've a few questions about liveries. It may be some of these questions can't be answered fully yet and I understand that but any scraps to whet our appetites are gratefully accepted. If we get multiple liveries per car then I think it will feel like the game has many hundreds more than the quoted distinct models.

How many liveries on average are there likely to be per car?

Is the community still making multiple liveries for inclusion in the game?

What cars have the most liveries (not counting single colour changes)?

How many are there on certain models at the moment?

If there are cars in the current builds is it certain that they will be in the final build (PC and consoles)?
 
I've a few questions about liveries. It may be some of these questions can't be answered fully yet and I understand that but any scraps to whet our appetites are gratefully accepted. If we get multiple liveries per car then I think it will feel like the game has many hundreds more than the quoted distinct models.

How many liveries on average are there likely to be per car?

Is the community still making multiple liveries for inclusion in the game?


Twenty liveries per car on average, and the majority of those twenty are the fictional liveries created by the community. The rest tend to be liveries from the real car if it's licensed. Some cars weren't allowed to have fictional liveries, so they're the exception. The other questions can't fully be answered or I'm not sure 100% about.
 
Twenty liveries per car on average, and the majority of those twenty are the fictional liveries created by the community. The rest tend to be liveries from the real car if it's licensed. Some cars weren't allowed to have fictional liveries, so they're the exception. The other questions can't fully be answered or I'm not sure 100% about.

That's great to hear. Thank you.
 
Build 797 (28/08/14, Team Member+) - 806.1 MB
Next-Gen:

* PS4: Reduce motion blur amount
Audio:
* All cars now have the trajectory effect.
* All Cars now have the occlusion filter based on distance.
* The EVO X has a new incar and external engine set, plus an AI version, backfires, turbo, gears etc...
* The rear and side surround sound speakers get louder as the car passes the track camera - this applies to all cars now.
* All cars now have the very latest distant based reverb/echo effect (members' choice), but lifted one notch as requested by members.
* All cars now have the gear wobble, this has yet to be refined and by no means ready for release. It's on my list and not too far away.
* All the exterior engines are now a bit louder as requested (but some cars can't go louder and need further investigation as to why not).
* The BMW M3 GT4 and the 3 Cosworth DFV based cars now have ambient distant external engine sounds and this also applies to the Ai versions.
* All engine FDP files have the correct audio compression and format for PC, Xbox One, PS4 and Wii U. Many other tweaks 'here and there' as I swept through the files.
Render:
* Ripples UV fix
* Fix for hsync/vsync timing stutter.
* AutoGrass: Adds completion detection so it doesn't block main thread.
* Moved autograss task to end of frame and can now span multiple frames.
* Off screen cloud rendering fixes. Offscreen clouds are enabled by default now.
* Code to fix Environment system so it syncs to replays. Code for dynamic racing line.
GUI:
* MP: Added password and lobby name to create menu
Cameras:
* Pre-Race update (Aries specific cams - WIP)
* Showroom Cameras addon (WIP), minor curve tweaks
Characters:
* Drivers: Updated skin files for drivers
* Added remapped modern helmet, added LODS< logo layers, initial maps and SMSOP modifier.
* Updated ALL drivers exports: fixed skin in Logos, fixed gloves Uvs, updated materials, deleted useless textures, updated seatbelt rig
Animations:
* Driver Anims: Kart 02 - paddle anims
* Driver Anims: Ford gt40 gear to update
* Driver Anims: Pagani Huayra - paddle anims, visor up pose
* Driver Anims: Mercedes SLS GT3 - paddle anims, visor up pose
* Driver Anims: Updated anims accordking to new cockpit meshes + paddles anims
* Driver Anims: Mercedes Benz SLS AMG - paddle anims, visor up pose + catabe export setup
Career:
* Career multi series flow
* Career saves split into packets
Physics:
* RUF CTR3 SMS-R: Initial physics
* Renault Megane RS: Fuel consumption, heat & wear model
* Renault Clio Cup: Fuel consumption, heat & wear, dry weather AI tuning
* Turned on aero, detached wheel, tire puncture, and engine crash damage in physicstweaker
Vehicles:
* RUF CTR3 SMS-R: Added to vehicle list
* RUF CTR3: LOD tweaks to reduce popping
* LMP RWD P30: LOD tweaks to reduce popping
* Ford Escort RS1600: Collision model update
* Aston Martin Rapide: Removed windscreen banner logo from official liveries.
* Oreca 03: Fixed a bad RCF merge, Added selection sets for Alpine A450 variation
* Aston Martin Vantage GT3: Added new Aston Martin Racing livery, adjusted cockpit exposure.
* BMW Z4 GT3: Removed windscreen banner logo from official liveries + added "thx fans" back.
* Renault Clio Cup 2014: Updated configanim, Bonnet Cpit vibration working in game now. Tweaked CPIT exposure
* Alpine A450: Added to vehicle list, fixed user flags, separated Alpine A450 from Oreca 03, added runtime/srcdata files
Tracks:
* Brands Hatch Indy: Raceline
* Oulton Park: Fixed floating/sinking instances, statics & crowds
* Hockenheimring: Removed smoothing groups on corner/brakemarkers, fixes for dynamic red bollards
* Belgian Forest: Fixed various issues, colission, reflection, added pit interior, added project specific textures
* Oschersleben: New export, trees LOD Distances changes, blending background texture changed, LOD's changes in some objects


Build 796 (27/08/14, Team Member+) - 687.6 MB
Next-Gen:

* XB1: Fix for crash when returning from race on XB1
* XB1: Updated events header to latest version, enabled all achievements.
* Fix for profiler crashing with divide by zero and incorrect render target being set.
* XB1: Now sending multiplayer events as required. Added a unique play session GUID and changed all XB1 data platform events to use it.
* PS4: Cut down on number of cache flushes and invalidates. Also added vertex buffer data packing (not enabled as it offers no performance benefits)
Render:
* Added ripples support into overlay.fx and corrected puddle map usage
Effects:
* OMNIDIR LIGHTING for grass/tire/gravel smoke
* Smoke fading adjustments + omnidir lighting
GUI:
* Added "Race Time" text
* Added BEST TIME in caps
* Applinks for MP search screen
* MP Search screen hookup - WIP
* Updated track selection screen
* MP Search screen browse button
* MP Search screen new matchmaking data
* Only display one next day / event quad
* Add all the options to MP Search screen.
* MP Search screen hookup matchmaking filters.
* Adding success bik video to the content for playback.
* New post race screens - End of weekend and End of series
* Updated Layout Selection screen (highlight quad still needs attention)
* Yet another locking thread fix- this one is to fix a lock on thread exit
* Adding logic so that the timer mechanism will show in duration races (opposed to the lap counter).
* Updated leaderboard "Best Lap" column to be dynamic, changing to "Race Time" for races, and displaying unique results to races
Cameras:
* Oulton Park: initial (WIP) Pre-Race
Characters:
* Added air gun back pack and rear jackup
* Driver updated meshes from GT driver with latest changes
* Drivers: Updated materials/fixed gloves UVs/Updated new seatbelt RIG
Animations:
* Driver anims: Formula C - rev2 anims
* Driver anims: Gumpert Apollo S - paddle anims, visor up pose
* Driver anims: Formula B - paddle anims
* Driver anims: LMP RWD P30 - uploaded paddle anims, paddle anims, visor up pose
AI/Pitstops:
* Transfer suspension damage from player to AI when choosing 'Simulate'
* Increase suspension damage predicted lap impact for AI pitting and repair
* Added an option to do detailed pit stop animation sequence logging to App.log
* Work on car to car seperation and speed management for best racing while not touching each other
Career:
* Career Contracts: Formula Gulf contracts updated with new liveries.
* Career Contracts: RenaultClioCup contracts updated with new liveries.
* Career Championships: Formula B - series updated with mandatory tyre change pitstop.
* Career Championships: Formula Rookie German Challenge - First pass Opponent Skill data support added.
* Career Text Database update: Added all Motorsport Quick Guide text, tweaked Motorsport Video VO subtitles.
* Unlock pending career invitations when entering the dashboard, as GameMetrics can now unlock invitations too
* Career Championships: GT4 - All series updated with mandatory tyre change pitstop, proper session names for races (Sprint and Main Race).
* Career Championships: GT3 - All series updated with mandatory tyre change pitstop, proper session names for races (Sprint and Main Race).
* Career Championships: Formula C - All series updated to 2-race-weekend format, race sessions correctly named to Sprint Race and Main Race, Main Race starting time tweaked.
* Career Championships: Ginetta G40 Challenge - series updated, configured enforced pitstop with tyre change during main race, set up proper race session names (Sprint and Main race).
* Career Invitations can now be unlocked via GameMetrics criteria (races won, laps raced etc.), as well as earning accolades. Controlled by new EventCriteria property in CareerInvitation data
Physics:
* Radical SR3 & SR8: Aero tweaks, heat & wear
* Palmer JPLM: Finished aero model, heat & wear
* New LMP3 tire for JP-LM, SP300R and Radical cars
* Updated triggers reporting to signal vehicle-trigger intersection each simulation step (in addition to trigger enter/leave).
* Explicit vehicle pose request remains active until really processed. Vehicle properties are updated immediately after explicit vehicle request is processed. Frozen vehicle pose is kept in sync with explicit pose request.
Vehicles:
* RWD P30 LMP1: Fixed double rear tyre
* RUF RGT-8: LOD tweaks to reduce popping
* Renault Megane RS : LOD tweaks to reduce popping
* Formula Gulf: Fixed UV mapping issue, added 9 liveries
* Caterham SP300R: Fixed broken custom livery, Collision file update
* Lotus 72D: Changed back to Firestone tyres, updated liveries to match.
* Aston Martin Vantage GT3: Added AO, added damage and cockpit animations
* Marek RP219d: : Added cockpit display, added HUD Motec, custom livery support added
* Renault Clio Cup: Added livery set (DDS), added red rim textures, added data file to enable GUI LOD
* Pagani Zonda Cinque: Fixed custom liveries, finished aero, heat & wear, fuel consumption, default setup
* BMW 320 Turbo: Fixed broken custom livery, RCF setup for custom dirt on player car only, collision model update
* McLaren P1: Wiper animation/Rain Setup done. Updated damage deformation meshes. Updated Windows, Windshield and SW Alcantara materials. Minor smoothing work on Cpit Winshield frame.
* Oreca 03: Fixed broken custom livery, added real liveries names and setup, minor fresnel material fix, Added Oreca factory livery, Added new Thiriet TDS racing livery, Added additional textures for Team Thiriet TDS racing livery, RCF setup to do custom dirt on player car only
Tracks:
* Oschersleben: Static objects changes
* Besos: Added new txt for marshal huts, added small ao txt for paddock building
* Oulton Park: Updated static, instance and dynamic dressings for all Oulton Park variations
* Brands Hatch: Fixed Brands Hatch floating traffic cones and camera shake on small brake markers
* Belgium Forest: Improved grassy slopes, added dirt on tyrewall covers, fixed treewals, smoothed out angular armco geometry, terrain mapping fixes


Build 795 (26/08/14, Team Member+) - 634 MB
Audio:

* Fix to pitlane speech being loaded before audio system is locked
* Mix and balance tweaks to the surfaces, tyres and wind on all cars.
Next-Gen:
* PS4: Another round of CPU prefetch optimisation.
Render:
* Impostor reflections: New position&direction system for stretched reflections which works with ground slope
Weather/Effects:
* Wetness mask tweaks
* Fog with rain tweak
GUI:
* Updated EDIT CONTROLS page
* Fixed gap column abnormalities
* Add GUI handler for multiplayer search screen
* Fixed up the missing/incorrect information in the session info box, for all of the in-game screens
* Taking a line of code from Anders to fix AR-1967. This stops the time disappearing on the bottom left of the HUD.
Gameplay:
* Change dynamic dryling line calculation, add tweakables and fix replay.
Controllers:
* Updated gamepad preset for Mode 3 (Bruno)
Characters:
* Drivers: Logos textures updated to fit better on the mesh
* Added working version of modern helmet - new UV, maybe some textures missing.
Animations:
* Driver anims: Updated paddles for: Caterham SP300R
* Driver anims: Formula A - paddle anims + catabe export setup
* Driver anims: Updated visor ups for - Audi R18 TDI -Audi R8 LMS -Audi R8 V10 plus -BMW M3 GT2 2012 - -Ford GT40 MkIV
* Updated stance poses in all files, added initial mirrored GT_master_scene ( with correct timing, and props anims)
AI/Pitstops:
* Protect from a seg fault in P2P races
* Implement end of Race behavior for P2P tracks
* Forces wheels to be visible before the jack is lowered during a pit stop.
* Modify Limiting speed computation for hazard check in all behaviors and automatic throttle mode calculation
Physics:
* LMP2 Cars: Tire preheat to 90C
Vehicles:
* Palmer JPLM: LOD tweaks to reduce popping
* Radical SR3-RS: LOD tweaks to reduce popping
* Radical SR8-RX: LOD tweaks to reduce popping
* Renault Clio Cup: Added wheel colour variations
* Lotus 72D: Changed to goodyear tires, added wheel variations
* McLaren P1: Animation files with wipers initial checkin. Wiper mask texture file initial checkin.
Tracks:
* Watkins Glen: New export
* Oschersleben: Dynamic objects
* Belgium Forest: Adjusted texture brightnes, added dirt
* Oulton: Viewer placement fixes, fixed floating traffic cones on Oulton Park
* Hockenheimring: Fixed clipping adv., fixed clipping, popups, treewalls, balenced treewall with xtrees, fixed poping trees, tents, cars and adverts, fixes for popping bollards on hockenheim


Build 794 (22/08/14, Team Member+) - 392.8 MB
Next-Gen:

* PS4: Lots of optimisations on various functions.
* XB1: Disabled VOIP during online session based upon user account permissions/privacy check.
Render:
* Fix for reflection flag.
* DX11: World matrices now handled by renderer directly. Removed backingstore shadow from FX.
Weather/Effects:
* Clear rain blend tweaks
* hazy02 colour cube tweak
* Updates for puddle masking , build up and rain spray.
* Multiple condition and particle tweaks including balancing of vehicle bodywork in direct sun and headlight beams; balancing of rain spray and rain fall in sun light and headlights; fog distance tweaks; reduction of rain, stormy, thunder storm and overcast to just a single wtc used on all tracks for easier management of files; colour balancing in multiple conditions, most noticeable at night where the colour is a touch more bleached out under headlights; screen drops tweaks in try conditions for better blending between dry and wet; wet track and puddle buildup rates changed so that they are effected by forecast speed and not sun speedm; rain colour and alpha tweaks for better balancing of rainfall; omni lighting applied to rain fall and spray for better overall effect; puddle mask tweaks so puddles are less frequent and more spaced out; lightshint keyframe positions tweaked so that headlights of ai cars turn off sooner,needed since we brightened dawn and dusk previously; multiple other tweaks.
GUI:
* Fix - WMD-825, Hide DRS/KERS by default
* Fix - Toggling Opponents All Identical Class changes Opponents All Identical Car option instead
* Fix - Remove GUI indicators for "rank change since some time ago", we don't have this information on Steam/consoles (it was Java server only feature)
* Fix - Current left/right Track Select GUI must change to query after short time delay instead of immediately (to avoid querying every track cycled through)
Career:
* Moved career team setup code to CareerMotorsportTeamsManager
* Calendar automatic skip to next session, and flow for simulating last event on a day
* Added 3 new championship metrics: Best qualifying. Team championship wins. Laps raced
* Added session complete trigger, and update the game metrics storage profile to reset the metrics profile for consistency
* Re-enabled metrics with threading fixes: Fixed up a badly initialised ring buffer for metrics. Fixed up incorrect logic in debug warning
AI/Pitstops:
* Implement end of Race behavior for P2P tracks
* Modify Limiting speed computation for hazard check in all behaviors and automatic throttle mode calculation
Physics:
* McLaren P1: Major physics update
* Updates to LMP tires, Faretti F One and Pirelli P Zero(s)
* Marek RP339h LMP1: Fuel consumption, final aero model, heat & wear model, hybrid system added
Vehicles:
* Audi R8 V10 plus: Tweaked how the rear spoiler works
* RUF RGT-8 GT3: Added AO, added damage and cockpit animations
* LMP2 Marek RP 219D: Chassis source textures update for Alpha2.00, LODs setup done. Ultra detail setup, cockpit bones update
Tracks:
* Oschersleben: Grass Exclusion
* Oulton Park: Fixed undertrack trees & inters. tyrewalls around whole track, updated dressindgfor Island and International variations, fixed floating trees, cars, fix txt for metal cage rails


Build 793 (21/08/14, Team Member+) - 168.5 MB
Characters:

* Seatbelts rig fix
* Added 70, 80 and 90 - stock helmets + stock LODs
Animations:
* Ford Escort MK1: Cockpit animation files
AI/Pitstops:
* Tweaks to lane logic
* Tweaks to fuel calculations and logging
* Tweaks to hazard processing and AI cars drafting others
* Removed performance adjustments on simulated lap for AI
* Fix the AI speed bug when told that they cannot overtake a car
* Add PullOver behavior to get off the track in case of car troubles
Physics:
* Random factor removed from physics damage
* Tweaked sharp damage and enabled tyre wear and blown for all modes if requested
Vehicles:
* Mercedes C-Coupe DTM: Added missing Bonnet backfacing.
Tracks:
* Oulton Park: Fixed errors, videowalls added, videowall pop fix, added txt for new wire fences and small fence sign, dressing, trees, tyres optimised, flags added, latests assets merged, occluders added, LOD popping updates, statics update for Jano, fixed floating water blockers
 
Perhaps the player was focused on the graphics, which might explain the terrible driving, who knows. Also, the driver must've been feeling under the weather with the raindrops appearing inside the helmet. I'm sure they'll fix that.

 
Perhaps the player was focused on the graphics, which might explain the terrible driving, who knows. Also, the driver must've been feeling under the weather with the raindrops appearing inside the helmet. I'm sure they'll fix that.



Even arcade fans in an other forum are asking why the players car is so much faster at the start then the others? Looks like it has way more power than the others? Ai seems worse and slow. They also ask why the driving line is so edgy in corners and why the car is faster than than the other cars even though he is out of the track and is driving on the gravel.

I don't know but I still am not sure how much sim this game is and if they made the ai worse like in gt or forza to keep the casual gamers motivatet.

I mean you can activate driving aids in Assetto corsa too but that makes you not been able to drive full speed on the gravel.
 
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I've seen vids where the AI seems unbeatable, the adjustable AI and traits is one of the pros for PCARS

The ai in some cars are good but in others arent this is becuase cars that are harder to drive are more difficult for both player and the ai.
my settings are ai difficulty is max and then i've turned up everything else bar agression
 
http://www.fanatec.com/forum/categories/blog

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Although it looks familiar to you it has almost no part which has not been modified or replaced to make it a better base.

Our focus was durability, durability, durability and then performance. And while we made a radical re-design, we decided to make an offer nobody can refuse.

The smoothness, vividness and precision of a Direct Drive wheel combined with a torque increase of about 75% and (optional) compatibility to the latest gaming consoles. And all that with a moderate price increase.


Here are the details:
7 Ultra Precise

We replaced the optical sensor with two magnetic high resolution hall sensors mounted on both the motor and the steering axis. The new sensors have double the resolution and the magnetic sensore are less vulnerable to dust or scratched code discs.

6 Smoothastic

The cogging of this system cannot be felt by a human anymore. It is incredible smooth and feels natural and realistic. It is on par or better with the best and most expensive wheel out there although those wheels costs a multiple of the CSW B V2.

Every little bump can be felt and effects which were filtered by the wheel mechanics can now be felt. Your racing simulations will feel different and new to you.

5 Rock Solid

Our focus was to achieve high durability even for hardcore users.
• Improved QR release with rubber o-ring and less tolerance in production
• A brushless motor which can be cooled much easier as it gets hot on the outside and not on the inside so heat can be transfered better
• New cooling system featuring an additional fan on the backside right behind the new huge heat sink
• Integrated heat sensor inside the motor
• Motor can now even be operated at 180 C° although the FOR overclocking would be de-activated already at 120 C° and FF would shut down at 130°C. The motor has plenty of power so most people will not use max settings anyway. And during betatests it never happened that a motor was shut down or the FF was cut due to overheating.
• Ball bearings on the motor axis and bigger ball bearings inside the pulleys so we can increase the belt tension and avoid any belt slip. At the same time we have much less drag in the system.
• Magnetic sensors instead of the optical so we avoid problems with dust and scratches
• New main cable
• New electronics
• And many other small improvements to the overall build quality


4 Power. A lot.

The new motor is custom designed and exclusive to Fanatec. Although the gear ratio has been changed to increase the rotation speed, it delivers about 75% more torque than the CSW B V1. This means over 7 NM of sheer
power and this is enough to use even heavy rims with no disadvantages. The size of the power supply has also increased in order to feed the big motor.

3 Brushless Servo

A brushless servo motor is currently state-of-the-art for force feedback systems and in principle this is exactly the same motor as the most expensive direct drive base units out there.
• Smooth performance with no cogging (in combination with our Poly-V belt drive system or direct drive)
• Easier to cool as the heat is on the outside of the motor and not on the motor shaft
• Strong axis with ball bearings
• Optimized for use in stall at max power
• Fast acceleration
• More efficiency -> more torque with same power

We had to develop entire new electronics for that motor as the motor
driver is quite complex. Now that it is done we can easily use it for smaller brushless motors or a direct drive wheel.

2 Next Generation

The ClubSport Wheel Base V2 is the next generation of ourwheel base but there is also a strong demand of wheels for “Next-Gen” consoles. People were asking us to make their wheels compatible to the Xbox One and Playstation 4 but if we want to make it official and legal then we need to follow the rules of the console makers and they clearly do not allow
that.


So how can we make a product where there is a chance that the customer can keep at least most of the equipment he purchased? We can easily make the pedals, shifters and handbrake compatible and this is what we did but what about the base unit?

And how can we make a product multi-platform compatible if we can only get approval for a license if the product has only the symbols of either one console on it?

We came up with an idea which brings modularity to a whole new level and protects your investment. If you play on PC then just go ahead and purchase the wheel base as it is and you will not be bothered with symbols which might hurt your eye.

But if you want to enjoy the painless simplicity of a console with its great exclusive racing simulations then you will get the option to buy an optional steering wheel which will
add full console compatibility to this base.

We want to achieve compatibility to both Xbox One and PlayStation 4 and we are happy to announce that we already signed a contract with one of them. We will announce this product at the end of this year.

There will be multiple steering wheels available in different price ranges and they will compatible to several Fanatec base units from mid-range to direct drive.

1 By Invitation Only

The great response we get from our beta testers lead us to the conclusion that the demand for this product will be much bigger than the supply. Production output will be lower as before as we spend even more time on quality control and testing.

At the same time we want to honor the loyalty of our existing customers and want to offer a special pre-order discount for the owners of the current ClubSport and CSR Elite base so that they can enjoy a little upgrade advantage.

This is how it works:
• We will send an e-mail to our webshop customers with an invite code. There will be several waves of e-mails in the next months.
• Only after you entered the code to your profile page you will be able to purchase or pre-order this product
• After you purchased one V2 base you will receive a second code. You can give that to a friend or buy a second base.

Only one code will be given with a purchase as we want to avoid that people are selling their products or invites on eBay and make money with it.
• We will also give away invites in giveaway events so frequent followers of the blog or Facebook will also get a chance to get an invite

This is the priority we will use for the invites to make it as fair and transparent as possible.
1. Webshop customers of the CSW B V1 and CSR E (sorted by purchase date)
2. Webshop customers of other ClubSport products like CSP or CSS
3. All other Fanatec customers

Of course we will treat all territories with the same priority.

Not every customer will use his invite so go ahead and ask your friends if they use their invite of if they give it to you in case you are not on the list yet. It is possible and welcome to transfer invite codes.

Please do not ask our sales team for invites. They are not authorized to give out codes anyway. If it is your turn then you will get an e-mail. We will open a thread in our forum which explains more details and where you can also ask for invites from other members.

By the way, all lucky customers who placed a pre-order for the old V1 base just got a free upgrade to V2 and they are the first to receive the new product.



The Price

Pre-order price:
EU: 499,95
USA: 499,95
AUS: 655
J: 65.000

Regular price:
EU: 599,95
USA: 599,95
AUS: 785
J: 78.000

Prices are calculated different in the regions depending on taxes, laws, logistic costs and other local costs.

Availability

We started production this week and as soon as we start shipping, we will open the pre-orders for the invited guests. The first products should arrive at the end of September or early October.
 
What the hell is the point in developing something you know you can't sell enough of?
Pretty sure they meant demand will be greater than supply although if that text is copy and paste from a company website, they really ought to find a better translator. Sounds like a terrific wheel and might even be next-gen compatible.
 
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