Project CARS General Discussion Thread

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Why are we talking about GSCE when this is a PCARS thread?

Sorry but I can't contain how pleased I am with it.

If Project Cars is only as good as GSCE on the friendlier and more powerful PS4 (compared to my PC) I'll be over the moon. I know a lot on here have access to a good PC and can run Project Cars and Assetto Corsa but I don't. I did get a bit carried away with my post though.
 
Still no LE for sale in the USofA. Amazon still says November 30th. 👎

Edit:

Game Stop still says 11/30

Best Buy has their **** together, apparently, having updated their webpage to say 11/18. Still no LE though.

This reminds me of the time I went to a game store for the release of F1 2011 on launch day and they didn't order any because they didn't think anyone wanted it.
 
Sorry to carry on the off topic but Game Stock Car Extreme is certainly worth checking out for many people looking forward to PCars (only 2 months away now).

It's relatively little known but really is the best value Sim out there at the moment. It was an absolute steal at $29.90 about £18. Reiza Studios have stated they are keeping the price so low to try and attract a wider userbase. I've only used it in single player so far. As Fuzzy aluded to, yes it's based on the RFactor engine but it is way ahead in terms of physics. Graphically it still looks great and I can get 60fps comfortably on an old PC at medium levels of detail.

Make sure you update the game using the "GSC Sync" exe in the main game folder. That way you get the latest cars/tracks. All cars have their own series or you can create your own custom championship using their tracks and/or the many availble created track mods (see below for those that I've got).

New content added includes their version of F1 cars for this season - exact regs etc but slightly different unlicensed cars.

The 2013 and 2014 Brazilian Stock Car Championship - they're a bit like DTM cars
Opala Stock Cars
Mini
Camaro SS
Formula Reiza (F1 2013?)
Formula 3
Formula Classic (F1 circa 1988)
Formula Retro (F1 circa 1975/6?)
Formula Extreme (F1 2014)
Formula V12 (F1 nineties)
Copersucar-Fittipaldi - official 1976 car
Karts 125cc direct & Shifter
Formula Vee (like Formula Ford)

Official Tracks include

Montreal
Spielberg (Red Bull Ring)
Interlagos
Interlagos 1976/1980
Interlagos Kart tracks
and loads of other Brazilian and Argentinian tracks

Most of the time I've just been driving the Mini's racers around. It is definitely keeping me going until Project Cars.

Cockpit cam starts at 1:42



Physics, sounds, force feedback for me were as good as iRacing. Oh and the AI cars are as good as it gets.

http://game-stockcar.com.br

These are my recommendations for mods I have installed from Race Department.

British Sports Racers (Radical SR3 and the BAC Mono)
F1 Classics (Gurney Eagle Weslake, Lotus 49, Senna's Lotus 98T)
Formula Nippon
Porsche Carrera Cup (best cars I've ever driven on any sim/game)
Clio Cup (needs to use reverse ffb for me)

No specific recommendations but these are the tracks I've downloaded from No Grip Racing and Race Department just to give you a flavour of what is out there.

Albi-2006
Anderstorp 1975
Anneau du Rhin 2010
ApuliaSpeedway 2012
Arese AlfaRomeo
Autobahn
Autodromo Penuelas
Autopolis
Bahrain
Barbagallo
Barbato Mount
Barcelona
Birmingham
Birubi SouthernCross
Bryce Canyon Raceway
Buenos Aires 1979
Canadian Tire Motorsport Park 2012
Croft
Donington
ElioDeAngelis 1975
ElkhartLake 2010
Gedinne 2011
Goldenport 2010
GoldenValley
Goodwood
Greenwood Roadway 1964
Imola
Jerez
Johor 2010
Jops Siffert 2009
Killarney Motor Racing Complex
Knockhill
Kyalami 1975
LaDehesa
Laguna_Seca
Le Mas du Clos
LeMontDore
Linas-Montlhery 2010
Livet_Glen
Monaco 1975
Montjuich 1975
MontTremblant 2012
Monza 1975
Monza
Nordschliefe 1975
Norisring
Okayama
Osterreich 1975
Peyregrosse
Portimao
Pukekohe-Park 2006
Putnam
Race_of_champions
Road_America
RoadAtlanta
Salzburgring
Sebring
Silverstone 1975
Silverstone_1988
Silverstone_1995
SilverstoneGP
Singapore
Snetterton
Spa
Sugo
Suzuka
Thruxton
Tsukuba
Umbria Magione 2013
Vanport
Vairano 2010
Varano
Watkins Glen 1975
Zandvoort 1975
Zhuhai
Zolder 1975

Sorry to go on, but this is where I'm getting my Racing thrills right now. Going back to GT6 is painful after I've played this for a session.

Bring on Project Cars


Sorry for going off-topic. Thank you for this huge post and your effort. But damn, god damn, and sorry, but I was not able to play GSCE 10 minutes :D That graphics, oh my god that graphics. That reminded me back to the 2000´s. Looks like Grand Prix Legends or so. It might be a good sim and I bet if it would be released in 2006, it would be great (in graphics).

I also tried iRacing and Raceroom. Both have also not the best graphics. But still way better than GSCE. But the payment model. No thanks. Thats rip-off 2.0.

So I am back to Assetto Corsa and can´t wait for Project Cars. Very excited about it. 2 months to go.
 
Sorry for going off-topic. Thank you for this huge post and your effort. But damn, god damn, and sorry, but I was not able to play GSCE 10 minutes :D That graphics, oh my god that graphics. That reminded me back to the 2000´s. Looks like Grand Prix Legends or so. It might be a good sim and I bet if it would be released in 2006, it would be great (in graphics).

I also tried iRacing and Raceroom. Both have also not the best graphics. But still way better than GSCE. But the payment model. No thanks. Thats rip-off 2.0.

So I am back to Assetto Corsa and can´t wait for Project Cars. Very excited about it. 2 months to go.

Fair enough. I'm not bring rude but just in case..... you were running everything on max settings and running it at something like 1080p weren't you? I know it's not Assetto Corsa but I thought it was graphically still pretty good on maximum. Iracing graphics were ok when hotlapping when I tried it but as soon as I tried racing online the frame rate took a huge plummeting nosedive off the cliff. The AI is so good on GSCE and I've not seen anything up close of what ultra modern PC games can do. Maybe YouTube doesn't always do them justice. Cheers
 
Not in todays build notes: Road America, Mount Panorama - now with their real names, meaning that Licenses are most likely in place (no announcement yet...).

This game has every track we (I) want :drool:

Only Brazil Interlagos, Australia Melbourne and a couple more F1 tracks and this game is all we (I) ever wanted and need :bowdown: (if they do the pyhsics right)
 
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Good question. I haven't really paid enough attention to the kart tracks, but this might just be a fresh one... The Build is downloading here right now, so I can't check. Any kart aficionados in the know?
 
Uhm... regarding that last one - please scratch it for now (edit out...), wicken and Sele1981. There may be a misunderstanding, or not, but let's wait until that's clear. Sorry about the inconvenience.

Edit: Thanks - much obliged :)
 
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Uhm... regarding that last one - please scratch it for now (edit out...), wicken and Sele1981. There may be a misunderstanding, or not, but let's wait until that's clear. Sorry about the inconvenience.

Edit: Thanks - much obliged :)

What do you mean?
 
I really hope other titles fans tells me how bad it is, and count all clearly visible bugs ;)


I am not sure what he is trying to show us with that drifts and that stuff he is doing? But the graphics are just out of this world.

What I still don´t like so much are the rubber parts on the track. The physics of them act strange. But I must say they look more natural now on the track. Before, the lighting of them was strange.
 
I am not sure what he is trying to show us with that drifts and that stuff he is doing? But the graphics are just out of this world.

What I still don´t like so much are the rubber parts on the track. The physics of them act strange. But I must say they look more natural now on the track. Before, the lighting of them was strange.
I think he's trying to show how accurately the car behaviour is, even when not racing. The way the weight transfers, the way the car squats under throttle, the way it moves up and down on the suspension, it all looks incredibly lifelike to me.

As an aside, I don't even need to go to Youtube to know that some clown is going to say, "that tire at the end of the video wasn't moving like a real tire, this game suxxxxxx!! OMG dis gaem is horibul!!":lol:
 
^ Re. the detached wheel. Looks to me as if it's the coarser collision mesh that is in effect. That's entirely reasonable, as running the full physics for all detached objects would be a waste of computing resources - a torn off wheel probably is no longer subject to the full tyre simulation.
 
As requested, here's the build notes from this week.
Build 804 (08/09/14, Junior Member+)
Next-Gen:
* PS4: Verify session attributes for joining members
* XB1: Fixed matchmaking session not re-registering itself after session attributes changed.
Audio:
* Fixes report car and AI issue and set as per Friday check in
* Redirect all persistent FMOD allocations to default audio pool overriding memory context.
* The AM Vantage GT3 incar eq'd and fattened up with more of a V12 bark and polish. Also fix a potential issue to the AM Vantage GT3 engine sound files where the Ai bank files were doubled up between the Zonda R and the AMGT3.Tweaks to all the tranny whine sonic models, they now tail out at low diff speeds without the annoying lurching muddiness.
Render:
* DX11: HDRControl module parameter setting optimisation
GUI:
* Fixed up the continue to Race 2 button
* Updates from new Pedal Calibration screen
* Fixes player display in all in game screens
* Fixes bonus points display in End Of Weekend screen
* Trackmaps: Lakeville_Raceway - updated with latest (all var.)
* Fixed text entry to correctly activate entries in 'next menu option'
* Fixes all entries in career new profile screen, except the nationality entry
* Fixed array bounds check for invalid race position text, with error messages more apparent
* Implemented a 'nationality' selection dialog. Added nationality selection to the career 'new' screen
* Updated Pedal Calibration screen, updated weather selection menu, tidied Multiplayer Create menu items
* Big update to menu_mainmenu. GUI Tool to textD work. Some final smaller bits to tidy up early next week.
* FIX WMD-561, During simulation players car should be correctly shown onTrack/In garrage based on the current position and not always in garage
* Starting session overview screen unpaused for non-race sessions. Implemented a 3-way Exit dialog popup to Save, Not Save, or Cancel. Added functionality for the ingamesection autosave to be disabled. Fixed the QRace session resume at the correct point in using the 3 way menu with Save = yes.
Gameplay:
* Prevent participant resolving by ID from locking participant array for now.
Multiplayer/Online:
* FIX AR-2250, Possible for the host to press Start while others are still returning from the race
Characters:
* Drivers: Resolution pass
* Drivers: Logo textures for helmets created
* Character props: Updated airgun / wrench mesh
* Modern helmet materials, textures and presets updated, logo layer textures added
* Pitcrew Chief Mechanic R: Initial chm_R_BOA_processStopIdle_01 + updated animation transitions
Animations:
* Driver anims: Gineta G55 GT3 and GT4 gear to animation updated
AI/Pitstops:
* Tweaks to AI spread based on grid
* Better pathing in pits ( avoids walls better )
* Sliding around the pit spot to fit the animation sequence
* Fix car taking pit lane when entering pits via player control
* AI take the pit exit paths itill the end instead of side swiping into the main
* Pit sequence tweaking: Pit sequence begins before pit configuration menu. Started the team engineer entry earlier. Pit camera is now deleted - fixes AnimationCamera leak
* Lower the Side by Side avoidance priority to under the offroad avoidance priority to keep cars on the road during passing events. Increase the desired side buffer from 0.5m to 1m.
* Accelerated AI updates: Fix pathing for AI so they don't get stuck whilist lapping in accelerated mode. Apply ability modifiers to accelerated AI. Apply session grip modifiers to accelerated AI. Fixed granularity of accelerated lap times for AI
Career:
* Updated career news headlines
* Career posters: Updated with latest
* Fixes so team name is displayed properly in career mode, and is cleared outside career mode, in the EOR screens. Added method to get at seriesParticipant team data from the race participants. Also fixes WMD-800.
Physics:
* GT3: AI tire balancing
* LMP1: AI tire balancing
* LMP2: AI tire balancing
* Marek RP219d: Fixed AI turbo issues
* Ford Sierra RS500: Fixed rear toe-in bug
* Simplify Single File AI BHV and remove a potential steering jump
* End session calculates more accurate final lap times to finalise session
Vehicles:
* BMW M1: Added 1 manager livery
* BMW Z4 GT3: Custom dirt DDS file
* Sauber C9: Added manager 1 livery
* Marek RP219D: Custom dirt DDS file
* Karts: Fixed seat clipping problem
* Ford Focus RS: Added 1 manager livery
* BMW 320 Group5: Added manager liveries
* Formula Gulf 1000: Custom dirt DDS file
* Marek RP339H LMP1: Added manager liveries
* BMW 1M: Source textures for materials update
* Mercedes SLS GT3: Added more manager liveries
* Ford Capri Group5: Added 1 more manager livery
* Formula A: Added 2 more manager liveries, fixed other manager livery, added Panasonic team mate
* AM Vantage GT3: Added driver name, LOD tweaks optimization and minimizing popping, misc dds texture - added color swatch for LODded carbon
Tracks:
* Azure Circuit: Added concrete detail.
* Silverstone: Reflection tagging/ vehicle placement/ new tents
* Snetterton 100: Turned off race weekend/ Allow quick race only (no pits).
* Le Mans: LOD values added/tweaked to all objects, occluders tweaked, splitted up objects for better occluding, joined object groups to reduce drawcalls
* Eifelwald: Main polish pass as per v2.78 for full track. complete new polish pass stage 1 done , new textures , new mats , new CSM , global mesh weld etc.. New AIW's for changes Karrousel areas.
* Besos: Added missing gantrys, added details on starting gate, added orange walls end and fix color for kerb and drain, added adverts, fix whitelines, fix lightpoles and emm setup, fix color for seats on tribunes and fix mapping, add some other missing assets, trees position, add some truck and tents, added new txt for besos bridge

Build 805 (10/09/14, Team Member+)
Next-Gen:
* XB1: Fix for voice chat stopping to work after the title PLMs (WMD-1228)
Audio:
* Minor fix to Bannoch tracks
* Adding env sounds for Besos
* Adding env sounds for Bathurst
* Adding Bannoch 2 & 3 env sounds
* Adding env sounds to Oschersleben
* Adding Azure circuit tunnel reverbs
* Adding env sounds toi Badenring Historic
* Adding env sounds and reverb to Bannoch 1
* Adjusting positioning of some crowd sounds at Besos GP
* Updated env sounds for Azure Coast group, plus reverb volume fix
* Adding temp env audio to Spa Historic - awaiting further crowd art for final placements
Render:
* DX11: Clamp MB lerp factor
* Gaussian blur enabled only on PC
* DX11: MB uses R8 mask on write and read
* DX11: Fix for various samplerstate tracking bugs
* DX11: MB mask format optimised. Added support for R8 render-targets
GUI:
* Changed around tutorial audio samples
* Career welcome messages from engineers setup from data
* Fix for single quad shader parameter setting performance.
* FIX WMD-50, Added missing telemetry string to a visuals menu
* FIX WMD-1266, The track map no longer disappears between sessions in race event
* Added text to be used with dynamic continue buttons in career ingame screen flows
* Introducing DefaultSettings files and load, cutting back and changing Presets settings
* Added more dynamically changing text, this time for the session results screen to signal Practice2, Qualification, Race1 for the continue buttons
* Fixed uninitialised variable causing screen freezing when the ingame menu hadn't been initialised. Fixed incorrect usage of advancedsession variable, causing all kinds of issues when called from external handlers
Multiplayer/Online:
* Implement MP restart race from race results screen, fixes WMD-1251 PC - Gameplay - ONLINE - Client is unable to race until host exits after restarting an online session.
Characters:
* Drivers: Deleted useless textures
* Drivers: GT overall updated exports. Deleted drivers useless textures
* Pitcrew exports: Corrected names for all meshes and setted LODs for all. Fixed material names and updated parameters. Updated composition with 01a, 01b, 01c. Fixed skin issues on the pelvis and shoulders
Animations:
* Driver anims: Ginetta G55 GT3 art file updated with new gear to anim
AI/Pitstops:
* Fix a bug where an AI car could sometimes stay stuck on the grid
* New AI Behavior EXITGARAGE and new DriverMode OUT_OF_GARAGE to drive straight for a bit before falling back into the default pit behavior on GARAGE EXITS. Behavior is reliant on mGarageDepth being set in AIW for data driven design
Career:
* Support for dummy teams added to allow driver/vehicle presets even when teams aren't required for the series, SetParticipantTeams updated to handle both types
Physics:
* McLaren P1: Default setup adjustment
* Audi R8 V10+: Default setup adjustment
* New grip mix for R compound street tires.
* Hooked up pre-heated tyres and brakes to data driven profile settings
* FG1000: Collision model update and fixed rear pushrod intersecting bodywork
* Added more pre-heat for presets, added preheat to the default settings as well.
* Fixed edge case when no fuel used and divide by zero fuel load is requested for AI
Vehicles:
* BMW M3 GT4: Minor Cpit Shadow fix.
* Formula Rookie: Custom dirt DDS file
* BMW 1M: LOD tweaks to reduce popping
* BAC Mono: LOD tweaks to reduce popping
* BMW M3 GT2: Added 1 more manager livery
* Audi R8 V10+: LOD tweaks to reduce popping
* BMW M1 Procar: Further LOD tweaks to minimize popping. User flags fixed on few meshes
* AM Vantage GT4: Added winning liveries names and materials setup, Added 3 manager liveries + banners
* Audi R8 LMS Ultra: LODC optimized, minor UV fixes, LODs adjusted to minimize popping, added animation helpers, plus LOD tweaks to reduce popping, minor UV adjustments
Environment:
* Lampost flare colours set to correct value for each id
* Moon glow added into moon texture, increased quad size and texture size to make space for glow. Overall moon size is slightly smaller than before as well.
Tracks:
* Bathurst: Fix for metalfence placement
* Azure Circuit: New texture for William basement.
* Dubai Autodrome: Wet weather setup and proper drying line mapping.
* Hockenheimring: Fix for nightlighting bugs, redundant light files removed
* Monza: New textures, texture change, grass exclusion, added pit stuff, objects changes addons, Pitstand on separate XML for both Milan tracks, pitstuff removed kept the pitstands
* Oulton Park: New pits and garage spaces to align all the AI cars properley when laeaving the pits. Fixes JIRA WMD-1281. fixed garage postion angled to garage opening. fixed obstacle issue, esso sign, merged latest, moved stand, fixed crowds, hut, statics, tyres, trees, lights
* Eifelwald: Removed the 2 trees blocking the view at Breitscheid, updated concrete wall colours to match latest ref, second stage polish pass - fixed tyre wall glitches, reconformed all edges, removed broken graffit from tyre walls , fixed pits drain gaps , moved tyrewall CSM, added dynamic leaves
* Besos: Added breakmarkers, polishing bridge01 and 02, fix mapping for fence poles around the pitbuilding, update terrain, added some metal parts and resize txt 2k to 1k, add new txt for besos bridge (other var.) and for breakmarkers, Added breakmarkers, polishing bridge01 and 02, fix mapping for fence poles around the pitbuilding, update terrain

Build 806 (11/09/14, Team Member+)
Next-Gen:
* PS4: Animated signs are now threaded. Moved motec update out of miscprerender, added to labelcommand.
Audio:
* Adding Dubai env sounds
* Adding Heusden env sounds
* Adding Le Mans env sounds
* Adding Florence env sounds
* Adding Lakeville env sounds
* Adding Eifelwald env sounds
* Fix for crash in last check-in
* Adding env sounds for Jin Ding
* Adding Glencairn variants env sounds
* Additional audio functions are deferred on to audio thread. Possible fix for exit race crashes.
Achievements:
* Renamed "Champagne Steps" to "Pentapodia"
Multiplayer/Online:
* Disable viewing replay in MP race results screen. Hide Vote buttons in Demo mode.
Cameras:
* Garage depth setting up updates
* Vehicles: Updated camera positions to fix clipping
GUI:
* Steam icons added
* Missing track logos added
* First chunk of Pit 2 car text into textDB
* Updated track logos and default avatar sprites
* Updated track names and fixed reported Menu Bugs
* Disabled state added to Vote Location Change button
* Disabled the "Select Car" tab from the career screens
* Fixed up the session results screen, incorrect heading information
Characters:
* Driver Classic: Updated 80s helmet pivot + updated including all LODs
* Drivers LODs distances: Tested new LODs for new exports for close/open cars
AI/Pitstops:
* ENABLE_GARAGE_EXIT_AI is defined
* Fix a possible NULL PTR exception on race start
* Fixing AI Stuck Behavior not resetting properly
* Adding ENABLE_GARAGE_EXIT_AI around garage Exit code
* Force a minimum speed in predictions to prevent cases where waypoints could have negative speeds and stop cars mid track
* If ENABLE_GARAGE_EXIT_AI garage exits more smoothly and lasts longer ( go straight for mGarageDepth, then advance at half pitspeed until turning into the pit lane, then fall into pitlane AI behavior
* Pit improvements: Pit sequence begins for AI as soon as DRIVERMODE_INLAP is set, Pit Strategy updates forces the script to reparse the strategy and show/hide approprate pit actors, Replacements for all actors are now loaded if present (was only first actor), Removed dependencies on pit schedule type
Career:
* Cleaned out redundant motorsports data files
* Career Contract Teams: All contract teams completed and hooked up.
* Career: All Accolades finalized, configured, and hooked up to system.
* Career Invitationals: All Invitationals meta-data config files completed.
* Career Invitational: Benz A45 Club event updated with correct vehicle settings.
* Career Invitationals: All invitationals in place, system files hooked up, relevant accolades configured.
* Career Championships: Endurance branch events reworked, Classes reconfigured, motorsport labels unified.
* Career Championships: Superkarts events reworked to use 'proper' racer tracks so that these beasts can stretch their legs.
* Career Contracts: Career wide contract reworked for all motorsport series. All new contracts added across the whole of career, along with new contract offers, welcomes, engineer mails, etc.
Physics:
* Ariel Atoms: AI tire balancing
* Ford Mustang Trans-Am: AI tire balancing
* Tire updates for Ariel Atom, BAC Mono, Caper Monterey and others
* Caper Monterey: AI tire balancing, fixed weight jacker and better front brake cooling
Vehicles:
* Formula A: Custom dirt DDS file
* Radical SR8: Custom dirt DDS file
* Radical SR3: Custom dirt DDS file
* Palmer JPLM: Custom dirt DDS file
* RWD P30 LMP2: Custom dirt DDS file
* Oreca 03: Changed dirt texture format
* Ginetta G55 GT4: LOD tweaks to minimize popping
* BMW 320 Turbo: Changed custom dirt texture format
* Ford Capri Group5: LOD tweaks to minimize popping
* Caterham SP300R: Changed custom dirt texture format
* Ginetta G55 GT3: Added windscreen banner for liveries, fixed CPIT windscreen banner UVs
* Aston Martin Vantage GT3: Texture file. Updated Specular (tow belt), minor Misc texture fix and cockpit gaps filled, fixed CPIT windscreen UVs
Tracks:
* Azure Circuit: Textures for Luis armco/fence work
* Imola: Fix for WMD-92, fix for wrong shader locator
* Oulton Park: New textures, first commit, fixed intersecting statics & instances
* Le Mans: Added textstring in front of Pitentries, fixed collision issues on Bugatti and main circuit
* Besos: Tyrewall tweaks, added metal barriers to block off invisible walls, moved crowd members behind barriers to accommodate new csm

Build 807 (12/09/14, Team Member+)
Audio:
* Adding Monza env sounds
* Adding Sakitto env sounds
* Adding Lakeville env sounds
* Adding Oulton Park env sounds
* Adding Silverstone env sounds
* Adding env sounds for Moravia
* Adding env sounds for Monterey
Render:
* Corrected saving of impostors variables into wtc
* Impostor reflections: Implemented dry reflection strength as input parameter
* Impostor reflections strength defaulted to 20, Dry road reflection strength parametrized, ifdef switching of wtc/global impostor strength control
GUI:
* Updated loading screen back to the game
* Updated Browse screen and related Filter dialog
* Updated material names and added presets for all helmets, tweaked materials
* FIX AR-1596, Text colour for chat is set correctly, moved from multiplayer lobby to main menu for timing issues
* FIX of 1358 - the autopilot settings show correctly + engine part of the FIX WMD - 1142, track layout shows correctly values needed instead of tmp text
Characters:
* Pitcrew: New beard textures added
* Fixed logos maping. Stock and 70s helmet.
* Minor update to helmet material names and presets
* Added hairline, added SMOP to body, eyes, seatbelts. Added remapped LEGENDS helmet.
Career:
* Added career data check for invitation accolades, to catch invitations that could be unlocked accidentally
Vehicles:
* Ginetta G55 GT4: UV mapping fixes and material fixes
Tracks:
* Eifelwald GP: Optimized crowds
* Besos: Slightly remove visible tailing
 
1ynytd.jpg


(edit, yeah "board" would be the correct word I assume..)
 
I hope they replace the "pit configuration menu" which you get shortly before the pitstop with a system like in the F1 series from Codemasters. This is much better.
I also wonder when they'll finally fix the hand animation of Formula A. And I still hope they improve the sound of Formula A.
 
I said it before and I’ll repeat it again:

The thing that is driving me crazy is seeing the Side View Mirrors Flapping around like doggy ears, I am not a race car driver, but I have watched lots of racing of all types with in car cams and have never seen mirrors flopping like that in real life.
Is that just me???????

It annoys me too. It's like they're spring loaded onto the car.
 
I said it before and I’ll repeat it again:

The thing that is driving me crazy is seeing the Side View Mirrors Flapping around like doggy ears, I am not a race car driver, but I have watched lots of racing of all types with in car cams and have never seen mirrors flopping like that in real life.
Is that just me???????
No, it's not just you. It's a pet peeve of mine.

Luckily you don't have to subject yourself to it - IIRC it's part of the optional "shake effects".
 
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