Project CARS General Discussion Thread

  • Thread starter Terronium-12
  • 20,825 comments
  • 1,568,272 views
More good news. :dopey:

Casey Ringley
First off, thanks to everyone who tested and gave feedback on the changes in 350+351. One of our better weeks for constructive feedback, IMO. Combined with Nic's results, we've got another round of changes going in for this Friday's build which I think move us even closer to getting the cars dialed in for STM.

This week's changes:

BMW Z4 GT3: 'Softened' up the tires so there is a wider slip peak. As many picked up on, it was just too harsh in 350+351, resulting in snappy handling and the general feeling of understeer. The car feels much freer now and very grippy powering out of corners while not actually having any grip added. Default setup has been changed to fit the more neutral handling balance.

Asano X4: Same tire softening as the Z4, plus a bit of grip added. Added a marginal amount of downforce - to the point the Lift-Drag ratio is right on the border of believability - and it was apparent that they must be using some very sticky tires to get the laptimes we see. And that makes sense given that they change tires every 15 laps or so. FWIW, that 3.5G number is bogus. Maybe as a peak value they saw on telemetry for a split second somewhere, sure. On the new setup I've been seeing quick spikes to 2.75G at Badenring and times are back down to the correct range.

Caterham Classic: Small setup changes to help with the oversteer many commented on. Mainly taking it back to the settings you get from the factory: no RARB and open differential. Big fun.

Gumpert apollo S: Small setup changes, roll bars primarily. Treating it more like a race car and putting a fairly stiff front bar on got rid of the wobbly handling and oversteer we had in 350+351. FFB feels funny on this car; not sure why yet.

Ariel Atoms (all): These ones were a real bitch. With no roll bars to tune, I spent a lot of time tweaking roll center heights front and rear to help counter the roll oversteer issues. After reading a lot on atomclub.com, it seems that roll oversteer is the main handling issue owners discuss. This car should have a lot of it, with its 60% rear weight, no roll bars and poorly sized tires; we obviously had too much. Double checked all of the numbers we put in, matching to real values where possible to see what helped. 40N/mm front, 60N/mm rear springs are a very common setup and it works well on our car too. Also resorted to a bit of cheating. We've modeled the car with 205/225 tires front/rear, but it works a ton better with the optional 245s on the rear. Many owners go wider to 275, or even 295!, to better match the weight distribution of the car. All in all, the car is much better now and can be pretty fun at moderate-high speed. It's still very difficult to drive at the limit, but that just appears to be how Atoms drive, and at least it doesn't spin at the slightest hint of steering input. Act quickly enough and you can catch most slides. Do NOT lift off or brake mid corner! The 500 is a beast. Handles no better than the 300, really, but gets from corner to corner soooo quickly. Managed 7:33 on a decent, but not clean, lap at Eifelwald.

As usual, new profile and/or setups are required. A lot of the setup ranges changed on these cars, so your old stuff won't work at all.
 
Jeez, they really don't like it when you offer constructive criticism on something SMS do, do they? The forum members I mean, not SMS themselves.
 
LarryL - Do you mean at this video the section between 1'00 - 1'28 or so ?

Could you link a good reference video that clearly shows why you feel like this? I'd like to investigate 👍

My PS3 and Vita are my internet access, so I can't really do alot (by which I mean anything) in terms of making a comparison video or anything like that. But I watched again and made notes of the time stamps of the parts that seem off to me.

1:12-1:28. The right hander less so, but even that, seems "shrunken down". But the high speed left's elevation change and the short chute leading into the right hander being too short are the real noticable parts.

And 2:06-2:18 also seem off in the same way. The high speed left and the short chute after seem smaller, again....shrunken down.

And just cosmetically, the left hand side of the scenery of the straight just after the 6 minute mark doesn't look right, though from memory, I'm not sure what I should be seeing there. But I think it shouldn't be alot of trees. But again, it's just a scenery thing. Not a big deal in terms of the track.

Also, once again keep in mind, my only personal comparison is GT5 and GT5 vs Real Life videos.
 
Jeez, they really don't like it when you offer constructive criticism on something SMS do, do they? The forum members I mean, not SMS themselves.

indeed, and it's one thing that really pisses me off (other than lack of info from SMS on certain things), at the moment you say you don't really like something you must explain yourself and you're being looked at like this: :irked:

not to mention attempts to derail certain important issues like the ones with profits from the game, audio or the "introduction" of snow that's going on now :banghead:
 
Anyone got any good settings for the CSW?

I play with stock settings on the wheel and in-game I set FFB to 65%, Tyre Force to 100%, Pedals you can remove the deadzones of.
Also if you wish you can increase the senstivity/linearity of thorttle and brake pedals. Increasing throttle sensitivity will increase the engine response on the pedal if you think it's a bit 'dull'. On the brake pedal I find that it gives a bit more realistic bite. However, please set this to your liking.
 
Thanks was just wondering if I was missing anything. That is pretty much my settings except ff at 75%. It is a bit harsh perhaps Ill try 65%. 👍
 
Thanks was just wondering if I was missing anything. That is pretty much my settings except ff at 75%. It is a bit harsh perhaps Ill try 65%. 👍

It depends on the car according to Andy G (who also uses a CSW) and he switches between 65% and 80% if I am not mistaken. Though I just stick with 65% and will just boost the FFB if needed on the fly via the CSW. ;)
 
indeed, and it's one thing that really pisses me off (other than lack of info from SMS on certain things), at the moment you say you don't really like something you must explain yourself and you're being looked at like this: :irked:

not to mention attempts to derail certain important issues like the ones with profits from the game, audio or the "introduction" of snow that's going on now :banghead:

What do you mean by introduction of snow are they going to allow it as a weather option because that would be great there's not enough games that let you race around proper race tracks in the snow
 
Here's the BUT, and it seems easily fixable. SMS is still.....even thought they are SO accurate for 95% of the track, they still seem to be taking a couple "liberties" here and there, where I know it's pretty different from GT5, and while I've never run a car on Nurb IRL obviously, I have seen side by sides with GT5 and it seems pretty damn accurate. The most noticable ithing n this pCARS version to me, is the first long straight into the high speed left just before the sandy sweeping right. I don't know the name of the section off the top of my head.
But in this pCARS version the straight itself seemed a bit off, the corner itself seems sharper and less sweeping like it's no longer a high speed left but instead a braking left, then there's a drastic elevation change into and out of that left, and the short bit of straight after the left before the right hander seems much shorter.

I think for me, if they just fixed that one section to be more accurate, the track would be 99% perfect, and I would say better than GT5's because of the pretty huge visual advantage, along with being just about as accurate.

Who knows though, maybe it was the triple screen along with the angle messing with my view.
Don't worry, they compared with google earth : length and width now match perfectly the real thing. I don't think we can post the photos here, but everything is explained and documented in the track development subforum.
As you say, you could have this impression because of the camera : the FOV particularly can be misleading. You'll have no problem switching from GT5's Nordschleife to this one, except for the elevation changes and the bumps wich can be discussed... in fact i think there should be more "micro bumps", the ones that shake the car in every video we can see of this track. It's still very far from being finished though :)
 
What do you mean by introduction of snow are they going to allow it as a weather option because that would be great there's not enough games that let you race around proper race tracks in the snow

well the upcoming track has snow on it but apparently it's just how the textures look, I have no idea what is going on with that because no other info on it has been released
 
http://www.wmdportal.com/projectnews/project-cars-community-gallery-41/

What happens if the creativity of WMD’s most talented screenshot makers and most talented painters is being combined?

You can see for yourself in this week’s Project CARS Community Gallery, featuring plenty of member-painted liveries for the BMW Z4 GT3.


We`ve recently asked our members to paint up liveries for BMW’s GT3 challenger and once again the creativity of the WMD community led to some very impressive results as you can see below. The gallery contains a small selection of all liveries that have been submitted, the most popular ones will be determined by community voting to be included in the final title.

Aside from the colorful BMW liveries, the gallery also includes other breathtaking shots showing off intense racing action, small technical details, immersive rain effects and much more!

Despite all the stunning eye-candy, all shots show purely in-game footage that has not been made in any special photo mode with no post-processing or filters that aren’t available during the actual gameplay – What you see below is what you experience while driving!
 
Despite all the stunning eye-candy, all shots show purely in-game footage that has not been made in any special photo mode with no post-processing or filters that aren’t available during the actual gameplay – What you see below is what you experience while driving!

to be honest this part is debatable since so many photos on that gallery are from people that use injectors, the game doesn't really look like that by itself
 
to be honest this part is debatable since so many photos on that gallery are from people that use injectors, the game doesn't really look like that by itself

Adding a bit of saturation or different hue doesn't change what's rendered. Any effect is in real time gameplay.

Like any game, they have a default. Some may want less saturation and contrast, some want more. What would be bad is if they add contrast etc to default and someone who has already vivid high contrast settings on their monitor will experience too much black level and overblown whites and too much colour. You need a neutral default. FXAA sweetfx aren't wonder tools/mods that change the render, they let you adjust slightly to your preference.

This is without any injector.

8155718193_ff6b24e288_c.jpg


Many of the screens people do have barely changed, some members don't run any injectors and post screenshots that make the gallery.
 
Last edited:
I respectfully disagree, even though the game looks amazing by itself, injectors have the power to make it look even better (regardless of how minor the actual changes are) so I view them as some sort of minor but noticeable post processing/filters
 
I really don't see the issue, I'd be really dissapointed if the game looked the way it does on modified screenshots. Real life just doesn't look like an HDR picture all the time! This game is at a point where it will very easilly go overboard with "eyecandy" to the point where it'll look unreal, if you asked me it sometimes looks too good in some of the pictures.
 
I hope so too. Also part of the problem at this stage is the unfinished nature of the sim. Ive done laps with a mate in Sydney who had bad ping and while driving behind him , I was watching him miss apexes by a couple of car widths. According to him , he was hitting all the apexes. The bad ping speed seems to place those players cars innacurately on your screen.

The result of this is that you don't have to actually make contact with another car to cause a crash. That and the unfinished physics ensure that most online races are very , very messy.

Some sort of safety / penalty system is a must in the finished product though. Without it , online play in Pcars will be a failure.
 
Online is still very much pre-alpha like the rest of the game, it's a barebones implementation so far. It'll get much, much better and of course will be properly polished by the time it's released.
 
So guys, I was just wondering how the console version is going if anybody knows anything. Last I heard was that it would release in late 2013 and all the info I can find online is only about the PC version.
 
Back