Project CARS General Discussion Thread

  • Thread starter Terronium-12
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It is not possible to race more than 8 laps on Azure circuit without blowing my engine.
Using the Ausin Martin V8 GT4 ai at 70%

I tried short shifting and I already opened the radiator a bit more cooling.
I think it comes from damge inflicted from small crashes struggling with and getting shunted by the AI.

Anyone recognize this?
 
It is not possible to race more than 8 laps on Azure circuit without blowing my engine.
Using the Ausin Martin V8 GT4 ai at 70%

I tried short shifting and I already opened the radiator a bit more cooling.
I think it comes from damge inflicted from small crashes struggling with and getting shunted by the AI.

Anyone recognize this?

I would guess radiator damage. If you plant your front in an opponents rear, your radiator will suffer and the engine will overheat over time.
 
Might take a break from the career mode for a while. Just got so pissed off. AI running into me not knowing I'm there when trying to pass them. Then it's just impossible to beat them in the rain:banghead: The most frustrated I gotten when playing this game so far. I'm in my 5th season btw driving LMP2 cars. Enjoying playing online with friends though as some of you saw from my videos.:D
 
I'm going away for a week from tomorrow and haven't played any further into the career than one Clio Cup championship, so I hope by the time I'm back the patch has gone live and I can attempt to 'enjoy' the 3hr F1 @ Zolder race that's waiting for me then crack on with the rest of it afterwards with minimal AI madness/cheating.

this is going to be a long week...:indiff:
 
What's that little number next to the opponents' PSN ID when you're on track during online sessions?
I'm sure it has already been asked, but with 17500 posts it's not that easy...
 
What's that little number next to the opponents' PSN ID when you're on track during online sessions?
I'm sure it has already been asked, but with 17500 posts it's not that easy...
It's their ping. I'm not sure if it's your ping to them or their ping to the host.
 
I think my total for destroyed engines is...probably around 8 right now. :lol:

The victims:
Sauber C9
Marek LMP1
Pagani Huayra
Palmer Sport Jaguar
Caeper Monetary Stockcar
Ginetta G55 GT3
Mclaren 12c GT3
Not sure...but I swear there was something else. :P

My victim is:

Oreca Nissan LMP2 x2

In a single race weekend, I blew two engines. One in P1 and one in the race. Disappointing first Endurance Race.
 
Probably the fact that if you mess up you don't kill yourself - at least worth a good chunk off the real life time I reckon. ;)

It's one of those unknowns - just how big is the gap between virtual and real considering everything. The virtual version has:
Perfect consistent track grip
A smoother track surface
Mostly uniform temperature
No fear/risk
Perfectly consistent tyre compound material
A 'perfect' mechanical car using fuel optimally
More practice/track experience
More car practice/experience, especially at/over the limit

How much extra time that allows the virtual driver to save on track compared to real life? Maybe there's a formula for that...
 
What i've learned from Online Races.

Try to qualify in the Top 5, Because if your in the rear of the pack chaos will happen
People tend to use you as brake.... *slam*
 
Looks like the safety car is not being added to the game, based off of Ian Bells comments:

With my limited mental capacity I would have thought a Virtual safety car would be easier to implement in the game than an actual car to model. I am not a programmer so I'm sure someone will say otherwise, it was just a thought.
 
I don't really see the point of the safety car in a game to be honest. The only time safety cars are used in real life is if a car gets stuck or debris is on the track. In pCars you can't get stuck and I've never seen random debris on the track.

I have seen plenty of AI cars get stuck and block the circuit, especially at Azure & Monza short. I have also seen tyres remain on the circuit.

Not that I'm suggesting that actually requires a safety car to be introduced to the game. I'm just pointing out the AI get stuck on track quite often for me.
 
I don't really see the point of the safety car in a game to be honest. The only time safety cars are used in real life is if a car gets stuck or debris is on the track. In pCars you can't get stuck and I've never seen random debris on the track.

Point or no point, SMS said we would be getting safety cars and (as someone else mentioned in another thread) cranes.

This game is starting to look more and more like a DICE/EA production with every bug found or feature omitted.
 
PC Version.

Where is the Saved Setup (car tuning) file saved?
I would like to delete it for the Clio and the Ginetta G40.
 
PC Version.

Where is the Saved Setup (car tuning) file saved?
I would like to delete it for the Clio and the Ginetta G40.
I think car setups files are also saved in your default.sav file together with every other detail of your profile:

C:\Program Files (x86)\Steam\userdata\16232743\234630\local\project cars\profiles\default.sav

So there is no way to delete it separately (correct me if i'm wrong).
 
There's such a beautiful dynamic weather system, with day/night transition and constant change of lighting on every circuit, and yet 95% of online lobbies (PS4) are set to daytime, clear skies, static weather and no time progression. What a waste of implemented features.
Yeah. I think the same. I allways put my lobbies with some clouds and random 2 slots after. So races are unpredictable.
 
LOL thats like saying you just had a date with Scarlet Johansson and you found her unsexy because you had a double date with Charlize Theron and Catrinel Menghia just before! :D

If you hop straight into the R8 next time you start up the game, you will find that for a conteporary road car, its everything but dull (speaking of awesome real life-experience as well).
 
With my limited mental capacity I would have thought a Virtual safety car would be easier to implement in the game than an actual car to model. I am not a programmer so I'm sure someone will say otherwise, it was just a thought.

If you think of a car (or any game feature) as a cake, then there are recipes and ingredients.

The recipe is the physics framework - it's telling the computer what to do with all these ingredients you're feeding it with.

The ingredients are the data of the car - torque, weight, wheel base, gear ratios, suspension settings, etc.

The mixing of the ingredients is done by the computer, when it takes the ingredients and runs them through the recipe and the finished cake is what the player can see on the screen.

You can have a whole group of cars sharing the same recipes, and just adjust the amounts of each ingredient. A car that's radically different from the other cars (like, having 3 wheels or tank tracks) will probably need a different recipe, or at least a recipe that is tweaked in some ways to suit the unique character of this particular car, but most cars can use the same sets of recipes.

So once you have the basic recipes done you can easily add more cars to the game, all you need to do is to adjust the amounts of each ingredient.

As for the safety car, there's no existing recipe for it, so they'd have to start by creating that, which is a different process than simply adding ingredients:

They need to decide its behaviour, properly identify the events that will trigger it, work out what will happen when it goes back to the pits, what will happen if you overtake someone while the SC is out, what will happen if you overtake the SC, etc.

It's probably doable if they're prepared to spend some time on it, but then it's a matter of how important this feature would be for the game, and how it compares to all the other items that are on the to-do list.
 
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