Project CARS General Discussion Thread

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What unit is the fuel gauge in? In that pit-box video posted by Andy Tudor he goes on a qualifying lap and the gauge is showing 240 and decreasing. Is that kilos, litres, range maybe? I'm not sure if a 2011 F1 car had a tank big enough for 240kg/240l of fuel. But even if so, why would anyone start a hotlap with a full tank?

To my knowledge, it's in liters. 240kg would be over 300 liters.
 
will the game tell us how many laps fuel will roughly cover in a race so that we can put just enough in to scrape by?
Yes, I remember GTR, GTR 2, RACE, GT Legends and rFactor all had this, unsure about AC. Also (Unsure if it was in the older games) will fuel have weight to it? So a car with 250L of fuel will be slightly slower than a car with 50L of fuel.
 
Yes, I remember GTR, GTR 2, RACE, GT Legends and rFactor all had this, unsure about AC. Also (Unsure if it was in the older games) will fuel have weight to it? So a car with 250L of fuel will be slightly slower than a car with 50L of fuel.
If fuel consumption is on it works on AC as well. The DashMeterPro for AC also tells you how much fuel you need to finish the race, how much fuel is remaining and a couple of other things. It also works with PCars but I'm not sure if it has the same exact functionality.
 
For fuel it works currently like this (AFAIK):
- You have a low fuel indicator (when you have just enough fuel for 1.1 laps).
- The in-car interactive display shows you how much fuel per lap you currently consume (last lap and on average), on cars where it's available.
- You can have different fuel level settings for quali and race

So after practice session you can figure out roughly how much you will need per lap, multiply that by lap count and there you go.
 
For fuel it works currently like this (AFAIK):
- You have a low fuel indicator (when you have just enough fuel for 1.1 laps).
- The in-car interactive display shows you how much fuel per lap you currently consume (last lap and on average), on cars where it's available.
- You can have different fuel level settings for quali and race

So after practice session you can figure out roughly how much you will need per lap, multiply that by lap count and there you go.
guess I'll need to have my calculator to hand every time I race then :P

this leads me on to the safety car. I forget if the SC is in for release; this would come into play when deciding fuel loads.

and on a further note, are there any real-life disciplines which have a set amount of fuel for all cars and therefore would be the same for pCARS if it features them?
 
JvM
Of course. :)
That's good
For fuel it works currently like this (AFAIK):
- You have a low fuel indicator (when you have just enough fuel for 1.1 laps).
- The in-car interactive display shows you how much fuel per lap you currently consume (last lap and on average), on cars where it's available.
- You can have different fuel level settings for quali and race

So after practice session you can figure out roughly how much you will need per lap, multiply that by lap count and there you go.
That's great, I know that the Simbin game's (Well, GT Legends at least) wasn't completely accurate when it said how many laps you could do, for example, I set the fuel to last for 5 laps (Length of the race) and it ran out at the end of lap 3, but then again, it is all based on fuel consumption of each car and how hard you push the car.
 
guess I'll need to have my calculator to hand every time I race then :P

this leads me on to the safety car. I forget if the SC is in for release; this would come into play when deciding fuel loads.

and on a further note, are there any real-life disciplines which have a set amount of fuel for all cars and therefore would be the same for pCARS if it features them?
No SC for now.
 
guess I'll need to have my calculator to hand every time I race then :P

this leads me on to the safety car. I forget if the SC is in for release; this would come into play when deciding fuel loads.

and on a further note, are there any real-life disciplines which have a set amount of fuel for all cars and therefore would be the same for pCARS if it features them?
DashMeterPro might handle that for you. That calculation is not in AC either, but it does show up in the Android app.
 
Just a fun though, will any of the cars have speedometers that go higher when the tires loose traction? I thought this would be really cool, make the immersion feel much more realistic
 
c172fccc-jpg.333409


Yes, but except for the fact that some cars can't lose there bonnet anymore, the damages are still the same. It's not really what I would call "dumbed down".
hold on, lemme just move a couple more goalposts here...
there we go!
 

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hold on, lemme just move a couple more goalposts here...
there we go!

*sigh*

Like I said in a previous post, the sensitivity was lowered. Why? Because it was way too sensitive. Damages are still really sensitve though. However, there seems to be a problem with open-wheelers, damages is nearly absent, and that is probably a bug (I'm not sure if it is going to be fixed). And that is where bmanic's complaint comes from (he was using the Formula B).

About the cone, it won't happen anymore because the cone's weight was lowered (it was way too heavy).
 
@c172fccc -- That's just a buddy of the PRC guy; he came wandering over after snickering about this thread over on /ovg/ (not AUP-friendly). The PRC guy knows when his articles are linked here, so eyes are on us whenever someone posts a link.
 
And it's even more hilarious that somebody could sink low enough to think that somebody could sink low enough to find it hilarious is hilarious.
 
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*sigh*

Like I said in a previous post, the sensitivity was lowered. Why? Because it was way too sensitive. Damages are still really sensitve though. However, there seems to be a problem with open-wheelers, damages is nearly absent, and that is probably a bug (I'm not sure if it is going to be fixed). And that is where bmanic's complaint comes from (he was using the Formula B).

About the cone, it won't happen anymore because the cone's weight was lowered (it was way too heavy).

I wonder if Ed here is refering to visual damage or physical damage? Which are two seperate things on a technical level as the devs can determine how much damage on a physical level should be made visual (e.g. how much damage is taken versus how much damage can be seen).

So yeah... which damage are we talking about here? I know c172fccc is talking about physical damage at least.
 
Yes, it filters the lobbies by name.

Thanks for your reply. Searching by lobby name will be useful like "No Assists" "Full sim".
I think seeing the lobby names would be great while scrolling through mp lobbies too. I mean in addition to currently shown "Host name" "Race length" "Location " etc.
Has anyone got a screenshot of the latest mp lobbies list view? Incase its changed... :)
 
to be fair, it is hilarious to see someone get rekt so hard.

and it's even more hilarious that somebody could sink low enough to think that somebody could sink low enough to find it hilarious is hilarious

Ignoring the utterly childish behavior I'm going to remind you of this in the AUP:

You will not use “textspeak” (“r”, “u”, “plz”, etc.) in your messages. Decent grammar is expected at all times, including proper usage of capital letters.
 
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