Project CARS General Discussion Thread

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I'm pretty jealous, racing my car around Queensland Raceway is fun and all but I would be in heaven to be able to drive around Spa let alone have it as my local track...

Yeah, best moments I had there were hearing and seeing a full pack op F1 cars (with screaming enginesounds) driving up Eau Rouge and hearing the famous Mazda 787B in real life @ the Kemmel straight (google it ;))

The sound in all the videos of PCars makes me so happy.
 
Welcome to GTPlanet, @MR_COMMANDER and @RoccoTTS! :cheers: I think the first thing I do would be taking the E30 M3 to a practice session on the Nordschleife, in the late afternoon with a forecast for light rain. My favorite car and the track I'm most familiar with should be a good place to begin getting a feel for how the physics turned out.
...From what I can gather, perhaps pCARS may seem like a project that got way too large to deal with as more features were edited and tweaked.
When you've got so many little community ideas being fed into the game, I think it was practically inevitable for SMS to get squeezed between adding and tweaking everything the community asks for, and getting the game done. The WMD model is a double-edged sword, naturally. Like I said in my last post, based on what I know about games development, I'm sure SMS would much rather be crunching on bugtesting and polish right now instead of fielding requests for more features or features that couldn't be completed in time.
Also @Wolfe , anybody that uses a tripcode on 4chan doesn't even deserve anybody's time. :lol:
Hilarious. :lol: That's the author of the "Pretend Race Cars" blog. I frequented /o/ years ago, and I'm getting quoted there now because they think I'm part of the WMD hype machine. If they're going to construe everything I say as shilling for the game, they can man up and confront me about it here. I won't get into it there because the guys in the "/ovg/" thread just wanna talk about driving cars in vidya gaems (so let's respect that, James).

My clue was Tesla's sudden appearance in defense of the blog article's point -- based on timecodes, he seems to have been linked here whenever this thread appears on 4chan.
 
@ Wolfe : What/where was that image of one of your postings, and what was it about? Is it anything that might interest us, or is it better to just forget it?

Oh, and yeah, I noticed Tesla was an account created yesterday to defend "that blog" or sumethin'... Strange days.
 
@ Wolfe : What/where was that image of one of your postings, and what was it about? Is it anything that might interest us, or is it better to just forget it?

Oh, and yeah, I noticed Tesla was an account created yesterday to defend "that blog" or sumethin'... Strange days.
Expect a barrage of fake accounts to show up right around release time:sly:
 
@DrJustice -- It all relates to the subject of the blog article. They're convinced SMS is trying to scam everyone into buying a crappy game. They accuse you guys of simply shilling in defense of the game, and I got quoted (this post) because they think I'm shilling/naive (this post) for giving SMS the benefit of the doubt and repeating, "it's not done"...when it's still in active development. Oh how deceptive that is, telling people a game that isn't done yet, isn't done yet. :rolleyes:

Anyway, the last thing I want to do is start something over there -- most of the guys just want to talk about rFactor in peace -- but I figured if James was going to continue responding to me off-site, he's welcome to join the discussion here. It's only relevant to your interests because he's the author of "Pretend Race Cars" and those WMD leaks.
 
Hey just a quick question where is the best place to buy a T 300 in the States. Wal-Mart is showing them on there Web site. I guess I just want to make sure I'm getting the second batch and not the first batch that had problems with the pedals.
 
Hey just a quick question where is the best place to buy a T 300 in the States. Wal-Mart is showing them on there Web site. I guess I just want to make sure I'm getting the second batch and not the first batch that had problems with the pedals.
I just got one from Gamestop online about a month ago, gamestop usually doesn't carry wheels in store. It took about 5 days from time of purchase to delivery and shipping was less than $20.
 
I just got one from Gamestop online about a month ago, gamestop usually doesn't carry wheels in store. It took about 5 days from time of purchase to delivery and shipping was less than $20.
Hey thanks! I'm ordering tomorrow. (tax time:cheers:). I'll give it a look. Any problems?
 
Hey thanks! I'm ordering tomorrow. (tax time:cheers:). I'll give it a look. Any problems?
Nothing I have to complain about, the wheel is very precise and reacts to all the little twitch movements you make. A lot of people criticize the pedals for no clutch and no brake progression, but I just want to go fast so a clutch doesn't bother me and you'll develop a feel for the brake pedal.
 
I really hope that February and the first half of March can roar by, I can't wait for this game! :D

Same here!! Luckily I've got unlimited overtime this month, so I can get my head down and work my way through Feb. Then 2 weeks off over Easter to wear my arms out!
 
One thing I was wondering is will there be setup help possibly on the forums ie.
car Aston GT3
track Spa
front bias ???
Rear bias ???
Aero front ???
Aero rear ???
Brake pressure ???
Suspension , gear ratios , rebound etc etc
Also is there a website that explains how to setup a car ?
 
^ When the game is out I'm sure setups will be discussed and shared here and on other Project CARS related forums.

IN the mean time just google for 'race car setup guide' and you should get enough to read for a while. Most sim racing games have setup guides made for them. One oldie but goodie is the GTR engineer's handbook (you'll find it as a pdf), and you should be able to learn from e.g. iRcaing an rFactor guides too. The same principles apply to all sims, so well written setup guides are pretty universal.
 
^ When the game is out I'm sure setups will be discussed and shared here and on other Project CARS related forums.

IN the mean time just google for 'race car setup guide' and you should get enough to read for a while. Most sim racing games have setup guides made for them. One oldie but goodie is the GTR engineer's handbook (you'll find it as a pdf), and you should be able to learn from e.g. iRcaing an rFactor guides too. The same principles apply to all sims, so well written setup guides are pretty universal.

Many thanks I'll have a read
 
Damn whats with all these games being single player only. It's like people aren't meant to go out and play with friends lol.

There were quite a few requests for this, but there were some valid reasons as to why it was better not to implement it. Although I forgot which arguments those were as this was a discussion at WMD of at least 2 years or more ago.
 
to quote the the rendering lead in response to why there wasn't split screen. post was made in 2011.
Very hard to do - lots of the most expensive components of the game have to double in cost, for example you have to run two high detailed physics models because you have two real players, and you have to run two sets of scene graph processing, environment cube render, shadow map generation, even the HDR exposure response has to be modified to allow the two sections of the screen to be separately balanced. Throw in the additional draw call and vertex processing costs, and it starts to become a performance nightmare.

It is also an area in which mistakes are hard to find - the last split screen game I worked on (way back in the mists of time, when the PS2 was cutting edge) suffered a whole host of odd bugs because somebody forgot to check for two screens in some small bit of code buried in amongst everything else, and overall it required several man-months of coding time to get it all working.
 
to quote the the rendering lead in response to why there wasn't split screen. post was made in 2011.
Very hard to do - lots of the most expensive components of the game have to double in cost, for example you have to run two high detailed physics models because you have two real players, and you have to run two sets of scene graph processing, environment cube render, shadow map generation, even the HDR exposure response has to be modified to allow the two sections of the screen to be separately balanced. Throw in the additional draw call and vertex processing costs, and it starts to become a performance nightmare.

It is also an area in which mistakes are hard to find - the last split screen game I worked on (way back in the mists of time, when the PS2 was cutting edge) suffered a whole host of odd bugs because somebody forgot to check for two screens in some small bit of code buried in amongst everything else, and overall it required several man-months of coding time to get it all working.

See, I knew there was good reasoning and it was made way back. I see the post was from 20-10-2011. So that's 9 days after the project started. Which means it was one of the first features to be asked for, but yeah... as you can see it's pretty hard to do. Especially if you wish to run 1080p@60fps with a next-gen graphics level and the amount of Physics calculations you wish the consoles to make.

So yeah, sad news but I think it's a reasonable and understandle reasoning as to why.


Btw. Thanks for going on the search, Willfred. I had something to do this morning, so I didn't have the time.
 
I really want to know how good this game will be on wii-u. seriously, it will be interesting to see what kind of compromises they have made!
 
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