Project CARS General Discussion Thread

  • Thread starter Terronium-12
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Hehe... well, I think we've conveyed and answered most of the things we can so far. It's a very active forum, and there's lots of discussion on physics, features, graphics, sound, UI etc.. all the time. Hopefully we'll see some of our GTP friends there for the next round (pRally? pCARS 2?) to experience the wild ride first hand :)
Count me in for sure!
 
Ben Collins has leaked possible ferrari inclusion

"My favorite car is the Ferrari 458 Italia, for sure," he answers immediately. "Of all the cars I've ever driven, it is my absolute favourite. The balance of the chassis and the feel of the steering is unbeatable. Too bad it sucks in the game right now. Ferrari are difficult to work with, it costs a lot of money to license their cars, and we have not yet begun to look at the Project 458 Cars, but we will."

http://www.gamereactor.eu/previews/271454/Project CARS/
 
Hehe... well, I think we've conveyed and answered most of the things we can so far. It's a very active forum, and there's lots of discussion on physics, features, graphics, sound, UI etc.. all the time. Hopefully we'll see some of our GTP friends there for the next round (pRally? pCARS 2?) to experience the wild ride first hand :)

Indeed you have and it's appreciated. If there's a similar investment scheme next time I would be happy to take part. I thought about it before but "family planning" meant there was no spare cash at the time. :)
 
I almost made the jump to join WMD, but I don't play beefy-graphics PC games, and at the time I wasn't sure if I wanted a Wii U. If the next round includes a return to Nintendo hardware, I'll be there. :)
 
Ben Collins has leaked possible ferrari inclusion

"My favorite car is the Ferrari 458 Italia, for sure," he answers immediately. "Of all the cars I've ever driven, it is my absolute favourite. The balance of the chassis and the feel of the steering is unbeatable. Too bad it sucks in the game right now. Ferrari are difficult to work with, it costs a lot of money to license their cars, and we have not yet begun to look at the Project 458 Cars, but we will."

http://www.gamereactor.eu/previews/271454/Project CARS/
Hate to be a killjoy but.
Read the quote in the over videos he says his favourite car is the 458. However he then went on to
say it's not in the game but would like it to be.
Now look at the quote it makes little sense. To me it doesn't sound like Ben Collins.
What I think may have been said is along the lines of this.
My favourite car is the 458. It's a shame it's not in the game because ferrai are difficult to work with as it cost a lot of money for the license. We have not begun to look at other cars in project cars , but we will.
 
Hate to be a killjoy but.
Read the quote in the over videos he says his favourite car is the 458. However he then went on to
say it's not in the game but would like it to be.
Now look at the quote it makes little sense. To me it doesn't sound like Ben Collins.
What I think may have been said is along the lines of this.
My favourite car is the 458. It's a shame it's not in the game because ferrai are difficult to work with as it cost a lot of money for the license. We have not begun to look at other cars in project cars , but we will.
I took it to mean

"The 458 currently sucks in the game, ferrari are difficult to work with ( getting data, accessing a car) and we haven't paid the licence yet, which is something we haven't looked at yet, but we will.

To be fair though it is confusing what is meant by the text.
 
I took it to mean

"The 458 currently sucks in the game, ferrari are difficult to work with ( getting data, accessing a car) and we haven't paid the licence yet, which is something we haven't looked at yet, but we will.

To be fair though it is confusing what is meant by the text.
I can understand why you thought that but to me is came across as bad journalism.
 
I took it to mean

"The 458 currently sucks in the game, ferrari are difficult to work with ( getting data, accessing a car) and we haven't paid the licence yet, which is something we haven't looked at yet, but we will.

To be fair though it is confusing what is meant by the text.

What is meant is that they would love to license Ferrari, but due to the high licensing fee it has to wait until there is enough funds.
In short it is something to strive for post-release. ;)
 
What is meant is that they would love to license Ferrari, but due to the high licensing fee it has to wait until there is enough funds.
In short it is something to strive for post-release. ;)
I'm not complaining anyways, the car line up is already killer
 
I'm not complaining anyways, the car line up is already killer

It's great, but... lots of things that could be ventured into still in the future.
The following is personal desire but...

I would love a classic F1 race with Alfa Romeo, Bugatti, Bentley, Auto Union (Audi), Mercedes Benz, etc.
Or maybe add in some Japanese championships with Japanese brand cars.
Add in more Asian and American Oval and Road courses. Plus the big names likeNascar, Indycar, etc.

Than at some point get in some tuner brands like Spoon, Cosworth, AMG, Abarth and get some drift into the game. With both tracks and nice touge stages based on real streets.

In the future maybe add seasons to the weather system. This means for me that the leave density would differ as well as more dust on the track in the dry heat of summer. Also (wet) leaves would influence grip. But most importantly it would introduce SNOW.

From than in pCARS 2 I would love to add rally. With modern and classic cars and stages.


...oh well, if only dreams came true. :)
 
They already have , something called "PCARS"..........

Just keep bugging the developers ;)

I will post release, but for now I rather see them being focused at debugging the game than debugging my bugging. :P

If we want more features and stuff in-game than it is necessary to get a game that runs smooth and bug free. Else you'll just be stacking bug upon bug and even having bugs related to each other. In other words the chance is high it would end up in a mess.

Also I forgot to mention but I also love to add some auxilliry car control features. Features that aid in controlling the car more convenientlu, but not necessarily are needed for car control.
Think about implementing the water sprinklers for cleaning the windshield. Adding a horn. Maybe add more wiper speeds like 'interval 3-speed, low continuous speed, high continues speed'... or whatever speeds the car has.
Add things like different lighting features. Flash, low beam, high beam, city lights. Add hazard lights, blinkers. Maybe fog lights front and rear.

But yeah, not necessary but it would add the immersion of being able to control the car and its features, instead of only focussing on basic car control that is.
For me realism isn't only based on the basics, but also the small details around it that at some point will add up.
 
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Hey Logi you do really well with your English, much better than my Netherlands. But when you say "continues speed" we would use the word "Continuous" in "continuous speed" just to make your English pronunciation even better. :)
 
Just wondering, does SMS have any plans to host a public beta for console players like "The Crew" has? I think this would really help with feedback for the game from the general public, not just funders.
 
Hey Logi you do really well with your English, much better than my Netherlands. But when you say "continues speed" we would use the word "Continuous" in "continuous speed" just to make your English pronunciation even better. :)
I honestly don't think logi would have been that offended if you just said "hey logi we say continuous not continues" :lol:
 
Hey Logi you do really well with your English, much better than my Netherlands. But when you say "continues speed" we would use the word "Continuous" in "continuous speed" just to make your English pronunciation even better. :)

Shame on me! :embarrassed:
I should know better for sure as I had an English girlfriend at some point who's grandparents were English teachers (at universities), plus she loved to write. So yeah... shame shame shame. :(
I have edited it now. So thanks for giving a heads up.:cheers:

p.s. If anyone finds a mistake in my jibberish feel free to point it out, as long as it is being done in a civilized manner. I always love to improve, even though it is sometimes hard not to fall into internet ways of writing.
 
Just wondering, does SMS have any plans to host a public beta for console players like "The Crew" has? I think this would really help with feedback for the game from the general public, not just funders.
All console testing is done using professional testers. We don't know the precise details of that (it's undoubtedly riddled with strict contracts and NDAs), but there will be no public beta. However, since the consoles will be using, say, 80% of the same code as the PC, all of that will have been tested at WMD.
 
p.s. If anyone finds a mistake in my jibberish feel free to point it out, as long as it is being done in a civilized manner. I always love to improve, even though it is sometimes hard not to fall into internet ways of writing.
Amen brother! I'd also much rather be told if I write something wrong or silly than being left to wallow in my own ignorance... :)
 
All console testing is done using professional testers. We don't know the precise details of that (it's undoubtedly riddled with strict contracts and NDAs), but there will be no public beta. However, since the consoles will be using, say, 80% of the same code as the PC, all of that will have been tested at WMD.
Ok thanks for the info.
 
Amen brother! I'd also much rather be told if I write something wrong or silly than being left to wallow in my own ignorance... :)

Indeed. Besides in this day and age with touchscreen keyboards sometimes you also mess up horribly without knowing. Though I switched off auto-correction as that produces even more horrible and sometimes hilarious results.

The biggest typo I see with the sim-/racing crowd is writing 'brakes' or 'breaks'. They tend to use their breaks to brake at times, if you know what I mean. :P
I am sure we all do it at some point, switching those two around by accident. Even pro-drivers like Ben Collins do it at times, and I am sure they know the difference.
 
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^ I can't remember ever confusing brakes/breaks myself, but I see it a lot around the net. I guess we all have our odd failings as well as some things we're hyper aware of. Without a doubt, I have some bad habits and get some things wrong. I also know that my English is a mish-mash of the UK and US variants. For example, although I feel closer to the UK culturally and language wise, I do the "z" thing, as in "analyze" and so on.

Writing reasonably well is as much about respect for your readers as it is about correctness for its own sake. Mind you, this extends not just to the spelling and grammar, but also the subject matter. There are no finer things than communication and sharing of knowledge - all the rest follows from there.
 
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Here are the build notes for today
Build 852 (17/11/14)
GUI:
* Fix for remaining known issues in comments of AR-2402
* Fixed pit strategy dialog. Also minor fix for other text entry dialogs, on console.
Online/Multiplayer:
* Show player count in mp game browser even if the sessions are password-protected.
Penalties:
* Made the RacingFlags thread-safe. (fixes a couple of multi-threading crashes)
Characters/Animation:
* Mechanics master scene fix (data error)
AI/Pitstops:
* Widened the number of randomly allocated liveries from 4 to 9
Vehicles:
* Sauber C9: CPIT display tweaks
* RUF RGT8 GT3: CPIT display tweaks
* BMW M3 E30: Added CPIT shift lights
* Mercedes 190E Evo2: CPIT display tweaks
* Mercedes C-Coupe DTM: CPIT display tweaks
* Palmer JPLM: CPIT display material updates
Tracks:
* Dubai Autodrome: Pcars logo updated
* Lakeville: Spotlights brightened up
* Azure Circuit: Changes in the lamp poles
* California Raceway: Polish pass part 1 , updated visuals, new autograss , new collision, lots of new textures , no wet track setup or global welding yet. added rules , mats and texture for new ground cover, updated tree placement, checked with DaveF about overwriting the old one which was for some reason checked in. updated TRD to include texture override and ground cover folders, added new tree texture overrides, added new autograss.
 
Project CARS Xbox One theme
10641042_677922952323175_6036009257884500637_n.jpg

10533835_677922732323197_6495886545694219911_n.jpg
 
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Project Cars should have came out today on my day off :(

I have a feeling everyone will want more than a day off when it comes out.

Here are today's build notes

Build 853
(18/11/14)
Audio:
* Adding loadscreen loop files
* Fixes reported build error with an unused file.
* Adding loadscreen music loops and adjusting fade in and fade out values to menuy music flow : stephenb
* Brake temperature scaling values moved from CarSoundConfig (single default value), and can now be set per-car in CSD files. Default value set until they're tuned, set a bit higher than before so squeal/damage range works better
Next-Gen:
* XB1: Multiplayer PLM support. Added code to properly handle the game transitioning to suspended state while in an online multiplayer session.
Render:
* Fix for NULL pointer crash with damage renderables (seen around Replay's)
GUI:
* Digital Manual now moved to the web
* Fixed GUI name of Aston Martin Rapide
* Removing accept reject from invitations
* Fixed one last missed GUI variant, that allowed player to send a non-kart vehicle to a kart-only track
Camera:
* Implemented zoom dynamics curve - replacement for CosInterpolation used in zoom
Online/Multiplayer:
* Fixes known lobby timer bugs (not counting when 50% voted, not resetting properly, host being unable to start a session by himself in JIP weekend, displaying Waiting instead of timer).
* Fix " if I create a lobby with 5 mins practice, 5 mins qual, race, then players only have one minute within each of those first two sessions where they can join" Players can now join for whole of session if there are subsequent sessions that allow JIP
* DedicatedServer online API cleanup - renamed it to MultiplayerService because that's what it actually does now, on platforms where multiple "worlds" are supported, to avoid confusion with proper Steam DedicatedServer API which will be added later. Removed some unneeded bits.
Characters/Animations:
* Wheel assistant: Front right - initial anims
* FA wheels ON/OFF direction and timing optimizations
* Ability to match certain car liveries with appropriate crew liveries. Currently for Mclaren GT car.
* FA Pitcrew: Initial clean export scenes for wheel mechanics and assistants, only selection sets setup for props, ready for animation import
AI/Pitstops:
* Add a minimum length to the wallcheck to correcltly trigger Stuck behavior at 0 speed
* LMP1 & LMP2 Cars: Tuned AI handling balance using yawdamping and new grip and slip angle for the AI tires to match the AI players car for a good fight @ 90% strength.
* PitEngineer: Prevent various reports when heading to pits. Allow pit stops to be requested/cancelled during practice and qualification sessions. Fixed data bug causing cut track reports to never be issued.
* Make sure UpdateWaypoints does not execute a full search unless the driver is way out of the current waypoint corridors where fullsearch will be allowed so as to possibly rebranch onto a more appropriate waypoint
Career:
* Added checks for invalid driverDetails being passed in from career data
* Fixed typo and incorrect name (driver was replaced), leading to INVALID NAME! and incorrect performance
* Add ProcessHazards_RoadFunneling in tweaks ( default value 1 meter ) to have a quick variable for funneling the sides of the road
Vehicles:
* RUF RGT8 GT3: Fixed taillight damage
* Radical SR3 + SR8: CPIT display updates
* Ford Sierra Cosworth RS500: CPIT display updates
* McLaren 12C GT3: Cockpit display material tweaks
* Pagani Zonda Cinque: Added one more senior manager livery
* BMW M3 GT4: Animation files. Wipers sound triggers added.
* BMW M1 Procar: Animation files. Wipers sound triggers added.
* BMW M3 GT2 E92: Animation files. Wipers sound triggers added.
* BMW M3 E30 GroupA: Animation files. Wipers sound triggers added.
* Ford Capri Group5: Animation files. Wipers sound triggers added.
* LMP2 RWD P20: New cockpit eyepoint to better see the road and apex's.
* Pagani Zonda R: Updated livery windscreen banners, added one more senior manager livery
* RUF CTR3 SMS-R: Windscreen banner fixes, CPIT display updates, fixed paint skin material name
Physics:
* Oreca 03: Fixed typo in the CDF
* Fixed a typo on the GT3 intermediate tires
* Implemented tyre texture swap according to physics vehicle state
* Aston Martin Vantage GT3 & Ruf RGT8 GT3: Reduced drag levels a bit
* Ginetta G55 GT3: Improved damper model and made some default setup adjustments
* BMW Z4 GT3: Change amount of steering lock from 15 to 20 per WMD forum disscusion. Wipers sound triggers added.
* Formula A: Droped the front sway barr 2 notches, moved toe back more towards zero on the front and the rear. Was binding up changes.Increased steer ratio 2 clicks, FFB paramters edited similar to the F/C. Eyepoint raised 20mm just enough to see the road and apex's more realisticlly
* Mercedes 300 SEL AMG: Another one that you just couldn't race with. The AI was having real problems with it too. Added some real springs, replacing the air ride that was attempted , but left the soft long bumpstops for some hint of the simulated air ride. Still floaty and soft (ie a Pig), but is predicable and slides around nice now. Enjoy.
* AI slick tires: Set AI slip angles from .10 to .12 to help lower tire force in high loading corners. This is a temp compromise until we look a the maths around this effect. For now it gets most of the speed back in those corners with the side effect of slightly looser line following. Lap time increase at most tracks especially Watkins Glen and Sap where they have many of those conditions. In addition, I set wet grip to a number more than 0.0 for those AI tires that had them set there. This is in preperation for the AI rain tire code that Steve has been working on.
Environment:
* Updates to viewer lamp post positions and types to better match reference
Tracks:
* Sakitto: New exports
* Eifelwald GP: New exports
* Snetterton: Fix of treesulpture position
* Silverstone: Tree override textures added , TRDs updated with folder path.
* California Raceway: Statics tweaked, fixed floating trees, fixed sinking cars
* Imola: Smoothed pit lane to raceline transition. Neglected to do this with the previous checkin.
* Belgian Forest GP, Jin Ding, Watkins Glen GP, Watkins Glen Short - New Race lines and corridor changes.
* Mount Panorama: Overlay amount reduced, vertexcolor adjusted on road and roadseams, dipper adjusted to new reference
* Dubai Kartdrome: Tyrewalls moved to separate xml, viewer placement update, merged latest assets, CSM update,skids,marbles
* Watkins Glen GP: Norrowed corridors at bottom of the hill where the exit curb is next to the gaurdrail. AI was lifting there as it got too close. More corridor edits to latest in first corner and outside of inner loop. Help pack racing from running too wide in loop and using too much inside curb in turn 1.
Build 853 (18/11/14)
Audio:
* Adding loadscreen loop files
* Fixes reported build error with an unused file.
* Adding loadscreen music loops and adjusting fade in and fade out values to menuy music flow : stephenb
* Brake temperature scaling values moved from CarSoundConfig (single default value), and can now be set per-car in CSD files. Default value set until they're tuned, set a bit higher than before so squeal/damage range works better
Next-Gen:
* XB1: Multiplayer PLM support. Added code to properly handle the game transitioning to suspended state while in an online multiplayer session.
Render:
* Fix for NULL pointer crash with damage renderables (seen around Replay's)
GUI:
* Digital Manual now moved to the web
* Fixed GUI name of Aston Martin Rapide
* Removing accept reject from invitations
* Fixed one last missed GUI variant, that allowed player to send a non-kart vehicle to a kart-only track
Camera:
* Implemented zoom dynamics curve - replacement for CosInterpolation used in zoom
Online/Multiplayer:
* Fixes known lobby timer bugs (not counting when 50% voted, not resetting properly, host being unable to start a session by himself in JIP weekend, displaying Waiting instead of timer).
* Fix " if I create a lobby with 5 mins practice, 5 mins qual, race, then players only have one minute within each of those first two sessions where they can join" Players can now join for whole of session if there are subsequent sessions that allow JIP
* DedicatedServer online API cleanup - renamed it to MultiplayerService because that's what it actually does now, on platforms where multiple "worlds" are supported, to avoid confusion with proper Steam DedicatedServer API which will be added later. Removed some unneeded bits.
Characters/Animations:
* Wheel assistant: Front right - initial anims
* FA wheels ON/OFF direction and timing optimizations
* Ability to match certain car liveries with appropriate crew liveries. Currently for Mclaren GT car.
* FA Pitcrew: Initial clean export scenes for wheel mechanics and assistants, only selection sets setup for props, ready for animation import
AI/Pitstops:
* Add a minimum length to the wallcheck to correcltly trigger Stuck behavior at 0 speed
* LMP1 & LMP2 Cars: Tuned AI handling balance using yawdamping and new grip and slip angle for the AI tires to match the AI players car for a good fight @ 90% strength.
* PitEngineer: Prevent various reports when heading to pits. Allow pit stops to be requested/cancelled during practice and qualification sessions. Fixed data bug causing cut track reports to never be issued.
* Make sure UpdateWaypoints does not execute a full search unless the driver is way out of the current waypoint corridors where fullsearch will be allowed so as to possibly rebranch onto a more appropriate waypoint
Career:
* Added checks for invalid driverDetails being passed in from career data
* Fixed typo and incorrect name (driver was replaced), leading to INVALID NAME! and incorrect performance
* Add ProcessHazards_RoadFunneling in tweaks ( default value 1 meter ) to have a quick variable for funneling the sides of the road
Vehicles:
* RUF RGT8 GT3: Fixed taillight damage
* Radical SR3 + SR8: CPIT display updates
* Ford Sierra Cosworth RS500: CPIT display updates
* McLaren 12C GT3: Cockpit display material tweaks
* Pagani Zonda Cinque: Added one more senior manager livery
* BMW M3 GT4: Animation files. Wipers sound triggers added.
* BMW M1 Procar: Animation files. Wipers sound triggers added.
* BMW M3 GT2 E92: Animation files. Wipers sound triggers added.
* BMW M3 E30 GroupA: Animation files. Wipers sound triggers added.
* Ford Capri Group5: Animation files. Wipers sound triggers added.
* LMP2 RWD P20: New cockpit eyepoint to better see the road and apex's.
* Pagani Zonda R: Updated livery windscreen banners, added one more senior manager livery
* RUF CTR3 SMS-R: Windscreen banner fixes, CPIT display updates, fixed paint skin material name
Physics:
* Oreca 03: Fixed typo in the CDF
* Fixed a typo on the GT3 intermediate tires
* Implemented tyre texture swap according to physics vehicle state
* Aston Martin Vantage GT3 & Ruf RGT8 GT3: Reduced drag levels a bit
* Ginetta G55 GT3: Improved damper model and made some default setup adjustments
* BMW Z4 GT3: Change amount of steering lock from 15 to 20 per WMD forum disscusion. Wipers sound triggers added.
* Formula A: Droped the front sway barr 2 notches, moved toe back more towards zero on the front and the rear. Was binding up changes.Increased steer ratio 2 clicks, FFB paramters edited similar to the F/C. Eyepoint raised 20mm just enough to see the road and apex's more realisticlly
* Mercedes 300 SEL AMG: Another one that you just couldn't race with. The AI was having real problems with it too. Added some real springs, replacing the air ride that was attempted , but left the soft long bumpstops for some hint of the simulated air ride. Still floaty and soft (ie a Pig), but is predicable and slides around nice now. Enjoy.
* AI slick tires: Set AI slip angles from .10 to .12 to help lower tire force in high loading corners. This is a temp compromise until we look a the maths around this effect. For now it gets most of the speed back in those corners with the side effect of slightly looser line following. Lap time increase at most tracks especially Watkins Glen and Sap where they have many of those conditions. In addition, I set wet grip to a number more than 0.0 for those AI tires that had them set there. This is in preperation for the AI rain tire code that Steve has been working on.
Environment:
* Updates to viewer lamp post positions and types to better match reference
Tracks:
* Sakitto: New exports
* Eifelwald GP: New exports
* Snetterton: Fix of treesulpture position
* Silverstone: Tree override textures added , TRDs updated with folder path.
* California Raceway: Statics tweaked, fixed floating trees, fixed sinking cars
* Imola: Smoothed pit lane to raceline transition. Neglected to do this with the previous checkin.
* Belgian Forest GP, Jin Ding, Watkins Glen GP, Watkins Glen Short - New Race lines and corridor changes.
* Mount Panorama: Overlay amount reduced, vertexcolor adjusted on road and roadseams, dipper adjusted to new reference
* Dubai Kartdrome: Tyrewalls moved to separate xml, viewer placement update, merged latest assets, CSM update,skids,marbles
* Watkins Glen GP: Norrowed corridors at bottom of the hill where the exit curb is next to the gaurdrail. AI was lifting there as it got too close. More corridor edits to latest in first corner and outside of inner loop. Help pack racing from running too wide in loop and using too much inside curb in turn 1.
 
I have a feeling everyone will want more than a day off when it comes out.

Here are today's build notes

I continue to be impressed with the level of detail in the build notes and that we are allowed to see them. Thank you to all those who share. :cheers:

I have to say, it is hard to imagine the game being released in it's current state, based off what the notes indicate are the issues being worked on - AI/car balancing, bug fixes, and basic animations and simulation aspects. Looks like the delay will pay off in the end and I can't wait to see it all come together! 👍👍
 
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