Project CARS General Discussion Thread

  • Thread starter Terronium-12
  • 20,825 comments
  • 1,569,752 views
I haven't tried the R8, but I've done some laps in the Ruf RGT-8 and thought it was quite well balanced. I was surprised at how big of a difference fuel load made to the handling balance. The car felt quite lively. The car feels really weird on the Faretti Track tires though. When the tires are cold and going down a straight it feels like driving on ice at any speed. It just wanders left and right, and very difficult to keep going straight. Even when the tires are warm it still feels strange. It feels somewhat fine in corners though. And it's only the Faretti track tires that exhibit this kind of behavior. The Faretti Extreme Summer tires feel fine.
 
I found it to be hideously dull (but had just come from the Grp 5 320 and RuF CTR).
Really? I loved ploughing it through Oulton, it handles those corners as if they are nothing. :D
 
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).
Ugh.

I've posted this in the bugs thread, but what you're saying is tuning for those cars is forever bunked for me?
Since I have a saved "master" setup saved, anytime I try to tune those cars on track, it auto reverts back to that default master setup. Track specific tuning is useless for me at the moment.
 
Ugh.

I've posted this in the bugs thread, but what you're saying is tuning for those cars is forever bunked for me?
Since I have a saved "master" setup saved, anytime I try to tune those cars on track, it auto reverts back to that default master setup. Track specific tuning is useless for me at the moment.
I'm not 100% sure though, just repeating what i heard.

I didn't even know about that, i'm busy making a master setup also at the moment just for the individual FFB settings, so every time you then try to save a new setup over that, it is overwritten by the general one again?
So far i could overwrite the ones i already made for a specific track, by selecting all (this works), but that's pretty useless should you want to do it the other way around.
 
I'm developing kind of an addiction for the gr5 Zakspeed :nervous:
Every time I play Project Cars I need to drive tge Zakspeed before I close tge game.

Leftfoot breaking, heel/toe everything.
I'm surely not good at it but I feel like Richard Hammond in the Bowler :D
 
I'm not 100% sure though, just repeating what i heard.

I didn't even know about that, i'm busy making a master setup also at the moment just for the individual FFB settings, so every time you then try to save a new setup over that, it is overwritten by the general one again?
So far i could overwrite the ones i already made for a specific track, by selecting all (this works), but that's pretty useless should you want to do it the other way around.
Create saved Master Setup for a particular car for all tracks. Well call it Setup X.
This was my first error. In this game, it makes no sense to have one setup for all tracks.
But I digress.

Setup X then becomes the "default" setup.

1. Go to a track, any track. Drive. You'll be using Setup X.
2. Go into the Tuning menu and make changes based on that track/conditions/trial & error/etc.
3. Go back to track. Drive.
4. Go back to the Tuning menu and it has reverted back to the Setup X. Often times with some wonky changes as well, but not always. Things like 2 of the gears being the same or some really random Tire Pressures, etc.

Therefore, at this point, the only way for me to make changes to the setup is to adjust the Master Setup and test it. Back all the way out, make changes and go back to the track.
If I could just delete the Master Setup, it wouldn't be an issue. It only becomes a problem when you have a Master Setup saved. Tuning works fine without the master save.
 
I can't wait until we get that patch for this game. I know it's been talk about an update for the xbox guys but what about for people with a ps4? Has it been talk about a patch being submitted to Sony or anything like that? I really hope so because I'm not say this game is unplayable (nothing like that at all) but it's things that majorly need work. AI is challenging but like I said how the way they race you is just bad. That need tweaking along with other things. Some improvements to online and etc.
 
It´s the other way arround mate.... Xbox 29th, PS4 weeks....
giphy.gif

*Please read with humor in mind*
God *** Xbone ************s and they're *** ****ing Microsoft ****ing **** ****** ********s.
 
Last edited:
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.
Yes that happens with AI, but the safety car is not a solution to that. The AI will still get stuck and the race will still be stopped.
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.
SMS never said officially that we will have safety cars or cranes. These were suggested community features, not official features. Yes I know you quoted me with a smart comment because you don't like me.
Indy and NASCAR can't be raced without a Pace Car.
Why not? We have rolling starts now and we don't have pace cars.
 
But "more cool stuff coming along right after for all platforms." (Right after May 29 XBone patch.) I wonder what it could be? June free car? First DLC pack? Season Pass? Let the speculation commence! :odd:

Hope PS4 patch is less than month away. Assuming "weeks" = less than month. Although weeks could 6 weeks, 8 weeks, etc. :indiff: That's assuming patch includes AI corner aggression tweak, AI tire/rain performance and the obvious graphical glitches.
 
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.

Thanks for the update. I was enquiring if a virtual safety car like they are trying in F1 or the code 60 in endurance would be easier to implement in the game than modelling an actual car to put in the game.
 
Thanks for the update. I was enquiring if a virtual safety car like they are trying in F1 or the code 60 in endurance would be easier to implement in the game than modelling an actual car to put in the game.

Oh, I haven't been following F1 lately. How does the virtual safety car work?
 
Oh, I haven't been following F1 lately. How does the virtual safety car work?

On a full course safety car everyone goes to a set speed where ever they are on track, on a localised yellow a set speed has to be met through that section of track.
This is what I thought might be easier to put into the game.
 
On a full course safety car everyone goes to a set speed where ever they are on track, on a localised yellow a set speed has to be met through that section of track.
This is what I thought might be easier to put into the game.

Well, they wouldn't have to program the behaviour of the actual car, so that would save them some work. But the tricky part is probably to program the decision-making, how to make the computer know when a situation is too dangerous for just a yellow flag.
 
Back