Project CARS General Discussion Thread

  • Thread starter Terronium-12
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Decided not to buy a PS4 for GTS and got a GTX 970 instead.
PCARS looks glorious now!

What settings are you using?
My rig has a XBO/PS4/PC (970 / i7 / 16Gb DDR3 / 256SSD) and I run PCars on high (1 down from ultra) with DS2M and I honestly (switching directly between the 3) don't see a large difference in my 970 on high vs my PS4.

The only "real" difference is that the PS4 is using medium textures and running high everything else with 4xmsaa.

Are you running 1440p/ 4K as I do believe there is big difference then, but at 1080 I can attest that PS4 / my 970 SSC on high are very very very very similar indeed. I might notice slight differences, but no one I know would spot the difference between them.
 
I've never had a PS4 so I can't comment on that.
I had a GTX 750 and was running most settings on medium.
Now with the GTX 970 I'm running some on ultra and the rest on high. I've also turned on other options that I had set to off before.
I run on 1920x1080.
The difference is quite amazing!
 
I've never had a PS4 so I can't comment on that.
I had a GTX 750 and was running most settings on medium.
Now with the GTX 970 I'm running some on ultra and the rest on high. I've also turned on other options that I had set to off before.
I run on 1920x1080.
The difference is quite amazing!

Ahh yes, that I agree with that, I thought you were referring to ps4 not a 750, so yes, in that case, I agree :)
Additionally, the PC version is much faster (menu wise) smoother and all my telemetry devices work (iOS) Which for me is a must. PC version is really good (except aliasing) which is reduced slightly by DS2M.

970 is a great little card, it'll see me until pascal comes along for sure as I'm hitting 60fps 1080 at ultra or 1 stop down, which is great. Enjoy that new card :)
 
I just got disqualified because of too much corner cutting...in free practice! In a race it is completely fine, but in practice? Some fixing should be done here to make sure DQ's because of corner cutting only appear in races, in other sessions it doesn't make any sense.
 
I'm enjoying rocking about in Azure and Cali in the Rocketbunny 86. The sound may be a tad off but I still like it nonetheless.

Good thing to play with during study breaks.
 
I just got disqualified because of too much corner cutting...in free practice! In a race it is completely fine, but in practice? Some fixing should be done here to make sure DQ's because of corner cutting only appear in races, in other sessions it doesn't make any sense
Or you could try staying on the track :P j/k, I'm feeling mischievous :lol:
 
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Was just having a look at the current MP options and couldn't see any way to choose Prototype as the Vehicle Class. Is this an oversight? Does no one drive these cars? It looks like every other class is selectable so it's baffling to me.
 
Was just having a look at the current MP options and couldn't see any way to choose Prototype as the Vehicle Class. Is this an oversight? Does no one drive these cars? It looks like every other class is selectable so it's baffling to me.
No it's there. You can select LMP1 LMP2 LMP3 LMP900. I have done it Manny times!
 
OK nice one, will check it out. I got in the Radical then selected to filter by current class and there were no lobbies. After months of not going online I see GT3 still dominates lol
 
OK nice one, will check it out. I got in the Radical then selected to filter by current class and there were no lobbies. After months of not going online I see GT3 still dominates lol
It's the most diverse and easy to drive class. GT4 need to struggle with cold tyres and LMPs and just to light and fast for casual gamers to drive fast in. Plus there a bunch of fun!
 
Ok ...... help me here with this one " timed racing 20 min max ".
For example ...... at Silverstone the laptimes are between 1:55. and 2:00 minute so I know that this will be a race off 10 laps for 20min ,what is the point than to have timed racing ?

People just like to designate a time. Like some want to replicate what the WEC does and have a 6 hour race. Or some touring car racing leagues do not have "laps" they have two 30 min races with reverse grids.

The other benefit is that if you create a room online you can pick any track and know the race will end after the selected time (say 20mins) so you do not have to do the lap calculation for each location.
 
I just hope now that they can give us patch notes tomorrow. So we know host kick option is in and timed races for solo mode and online are in for patch 6.0. Please let it be a chat box included as well and this would be a 10/10 patch for me. Everything else is icing on the cake.
 
I just hope now that they can give us patch notes tomorrow. So we know host kick option is in and timed races for solo mode and online are in for patch 6.0. Please let it be a chat box included as well and this would be a 10/10 patch for me. Everything else is icing on the cake.

chat box not coming for pc1,... most likely for pc2.
found that somewhere in the official forums.
 
chat box not coming for pc1,... most likely for pc2.
found that somewhere in the official forums.

Can you try to find the post so i can see who said that? And if it's true how can it be so hard to add a chat box? First of all it should of been in the game at release. Just about every game has a chat box for online. That's kinda odd if we really do gotta wait to Pcars2 for a chat box........:odd:
 
Can you try to find the post so i can see who said that? And if it's true how can it be so hard to add a chat box? First of all it should of been in the game at release. Just about every game has a chat box for online. That's kinda odd if we really do gotta wait to Pcars2 for a chat box........:odd:
Especially when, you know...most...FREE TO PLAY GAMES have that. :ouch:
 
When playing online - Should make it so that the host can prevent a game from starting, with a button press, when 50% vote to start (or at least delay it). Even more so when that 50% only consists of two players.

I was running a room this morning and I did not even get the chance to change the track before it started. I get people are in a hurry to race but damn give me enough time to quickly select a different car and track at least.
 
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I just hope now that they can give us patch notes tomorrow. So we know host kick option is in and timed races for solo mode and online are in for patch 6.0. Please let it be a chat box included as well and this would be a 10/10 patch for me. Everything else is icing on the cake.
For you maybe. Custom championship and mid race saves all the way! :D
 
PROJECT CARS – PC PATCH 6.0 – RELEASE NOTES

Online
* NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
* NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
* NEW – Option to set race length by time (also available in Quick Race).
* NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
* NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car's lap time. In private races, the timer is 75% of slowest moving car's lap time.
* Fixed an exploit where a player could be awarded a win by jumping the start.
* Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
* Fixed a game crash issue if the client is kicked while typing in the chat box.
* Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.

Career
* Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’
* Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
* The player will no longer be offered a contract renewal for a DLC contract, if they've since uninstalled that DLC.
* DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
* If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
* Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
* Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.

Controls
* Fixed an issue where remapping KERS would stop it working.
* Fixed an issue where changes made to Gamepad Advanced Options were not saved.
* Added Thrustmaster T150 support.

Tracks
* Zolder – fixed a potential ‘landmine’ issue.
* Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
* Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
* Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
* Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
* Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.

Vehicles
* Bentley Continental GT3 – fixed DLC livery windscreen banners.
* Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
* Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.

Physics & AI
* AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
* Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
* Implemented support to remove detached wheels from the track after a certain amount of time.

GUI & HUD
* Vehicle selection – manufacturer page now orders icons alphabetically.
* Improved the French translations for some of the items in the vehicle setup screens.
* Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
* Improved Race Central screen – better balanced background image, removed gradient in top-right corner.
* Track layout map images are now displayed on the quick track selection screens.
* Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’.
* Updated the Xbox One controller image to the new Elite Controller.
* Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option.

General
* Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
* Driver name tags above cars can now be turned on for replays.
* Entering the pits during a Time Trial will now invalidate that lap’s time.
* Improved Helmet view exposure for historic drivers.

Oculus Rift
This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system.
* All movement and rotation is now relative to the HUD’s local axis instead of world axis.
* The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key.
* HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed.
* The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down.
* Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings.

New and improved Oculus HUD movement keys layout

The HUD adjustment now runs in one of two modes - movement and rotation / scale. Num-Pad 0 toggles between these modes.

In movement mode the controls are as follows (numpad)
4 & 6: move left and right
1 & 3: move left and right slowly
8 & 2: move up and down
7 & 9: move up and down slowly
+ & -: move back and forth
/ & *: move back and forth slowly
5: resets position to the default

In rotation / scale mode the controls are as follows (numpad)
4 & 6: rotate left and right
8 & 2: rotate up and down
1 & 3: rotate anti-clockwise / clockwise
+ & -: scale the HUD bigger and smaller
/ & *: scale the HUD bigger and smaller slowly
5: resets rotation and scale to the default

Custom VR settings system
This file is located in your ‘My Documents\Project CARS’ folder, and is called ‘oculussettings.xml’
There are entries to control the position, rotation and scale for each of the following:
* HUD (HUDSettings)
* Main Menus (FrontEndSettings)
* In-game Menus (InGameSettings)
The format for each is identical and the data can be copied between them. While we currently only allow you to edit the HUD in-game using the system documented above, you can freely copy the saved values to the entries for the front-end and in-game menus settings, and these will then also appear at the repositioned placement/rotation/scale settings.
FYI – the rotation part is a quaternion, if anyone wants to try and make sense of it (the names are intuitive, offsetX offsetY, offsetZ, scale, and rotation[WXYZ]).
The other 3 entries are:
* FullScreen – sets the full screen mirror mode. Default is ‘true’. Set to ‘false’ to disable full screen mirror mode.
* HideCrowds – used to hide crowds (performance gain). Default is ‘true’. Set to ‘false’ to enable crowds again.
* LimitCars – not yet used, future addition
 
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