Project CARS General Discussion Thread

  • Thread starter Terronium-12
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Still it goes to the QA/TCT (Technical Certification Testing) as the culprits who let the game down.
QA is only part of the equation. QA doesn't write good/bad code, developers do. Same for bad designs, that starts with UX and/or product management. QA only stops the crap from going to the customer, it doesn't prevent crap being made in the first place. ;)
 
Another classic case is that someone dared suggest that Ruppuna DLC track had Frame rate issues and was badly optimised, so people jumped in saying "mines fine" "whats your graphics card" "it must be your system"....
Patch 8 drops...with....patch notes saying full optimisation for Ruppuna to sort out Frame rate drops etc........lol..
Couldnt make it up..
 
It sounds like patch 8.0 has got the tyre model back to a better place (didn't have a chance to test myself yet). Right on time for the V8 Supercar release. :)

Aside: Personally I think it's a waste of a perfectly good GTP thread to spend so much time recently moaning about the quality of the official forums. If I wanted to get the official forums experience I'd be reading there.....
 
So I've been retraining myself to drift, and I was wondering what kind of tuning adjustments are key for drifting? Like camber, sway bars, toe in or out, whatever. For reference, I've been using the scion frs and the mustang gt. On pcars it is a bit harder than gt6 to drift put of the box on most cars, and I have no idea what to alter per car.
 
QA is only part of the equation. QA doesn't write good/bad code, developers do. Same for bad designs, that starts with UX and/or product management. QA only stops the crap from going to the customer, it doesn't prevent crap being made in the first place. ;)

QA can only assure the predefined level of quality, normally through testing. And testing can only find errors, not prove the lack of errors. Testers do not decide if software shall be released or not.
 
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There's one thing that pCars did fantastically well and that's marketing. They managed to convince a great number of people that their latest title was the Holy Grail of Sim-Racing and delivered promises so enchanting that supporters of the game have fallen a victim of a placebo effect in terms of the game's realism and authenticity.

I've said this often enough on these forums to the point where it seems like bragging, but I feel like it would add some weight to my argument - I've been competing in motorsport for a while and most recently on a professional level in North America. Even with a wheel setup, pCars is "ok" at best. It took 2 laps around my favorite track (Laguna Seca) to completely contradict the whole "Realism Redefined" marketing that pCars was so eager to influence the consumers with. The cars float around the track as if I'm operating a hovercraft and it felt like all cars had rear-wheel steering.

Since its release, there have been a lot of updates to the game's handling. These have added many positive changes to the game, but it makes me wonder what on Earth the whole point of an open Beta testing was if the patches to fix the game were released months after the game went public.

Hopefully, with pCars 2, they focus less on trying to convince their consumers that their product is the best tits on the market and instead focus on actually living up to their promise.
 
There's one thing that pCars did fantastically well and that's marketing. They managed to convince a great number of people that their latest title was the Holy Grail of Sim-Racing and delivered promises so enchanting that supporters of the game have fallen a victim of a placebo effect in terms of the game's realism and authenticity.

I've said this often enough on these forums to the point where it seems like bragging, but I feel like it would add some weight to my argument - I've been competing in motorsport for a while and most recently on a professional level in North America. Even with a wheel setup, pCars is "ok" at best. It took 2 laps around my favorite track (Laguna Seca) to completely contradict the whole "Realism Redefined" marketing that pCars was so eager to influence the consumers with. The cars float around the track as if I'm operating a hovercraft and it felt like all cars had rear-wheel steering.

Since its release, there have been a lot of updates to the game's handling. These have added many positive changes to the game, but it makes me wonder what on Earth the whole point of an open Beta testing was if the patches to fix the game were released months after the game went public.

Hopefully, with pCars 2, they focus less on trying to convince their consumers that their product is the best tits on the market and instead focus on actually living up to their promise.

Since you are a pro driver what is the holy grail in sim-racing and why
 
Since you are a pro driver what is the holy grail in sim-racing and why

Short answer - there is none.

It always baffles me when pro-drivers with more merit than me (such as Ben Collins) speak of the authenticity and utter realism of a game when all I notice are the flaws that stick out like a sore thumb. But then I remember - it's all marketing. These games are products and the creators need the sale.

I'm going to sound like a salty dog for saying this, but nothing comes close to the real thing.
My problem (note that I'm blaming myself) with racing games is that I cannot un-learn what I've learned. When I compete IRL, I rely on certain feedback from the car that a game with a steering wheel setup just doesn't deliver. The phrase "driving with your butt" is the best way I know how to describe it. So let it be known - I suck at Sim-Racers compared to most fans who play them.

At the same time, it's incredible how much data and detail some of these 'games' are able to work with. My favorite part of Sim-Racers (and racing games in general) is the love and passion the developers have for the art. Hearing the turbo of an Audi Sport S1 Quattro Group B Rally Car in "Dirt Rally" and equipping a Ford Focus with an insane amount of ponies under the hood in "Forza Motorsport" just to experience the torque steer of that monster is hilarious and really does "it" for me in racing games.

As far as bringing the true, definite racing simulator to most people's homes and consoles - I think we are far off.
I mainly only use sims for fun or (back when I competed more actively) to learn certain tracks and toying around with different car setups.
 
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Sup :P
 
It sounds like patch 8.0 has got the tyre model back to a better place (didn't have a chance to test myself yet). Right on time for the V8 Supercar release. :)

Just a note on that after driving a few different cars with the latest patch.

Some cars I've noticed the difficulty getting heat into tyres is still there, the Lotus 25 is a good example. Tyres barely get into their optimum temp, and never exceed it. I literally parked the front end against a guardrail and did a burnout until the engine blew, and the rear tyres were green lol.

Some cars get quickly into optimum temps, but once there the temps don't seem to climb much when pushed hard.

Some cars are capable of overheating their tyres though, these ones feel good.

Another thing I noticed in the Lotus 25, the softer tyre is still far slower than the hard.

Also, camber still doesn't affect cornering speeds, or tyre temp, and the tyre inside/middle/outside temps are still completely unresponsive to any setup changes.

For such an advanced tyre model, it sure seems to have a lot of unrealistic characteristics now.
 
There's one thing that pCars did fantastically well and that's marketing. They managed to convince a great number of people that their latest title was the Holy Grail of Sim-Racing and delivered promises so enchanting that supporters of the game have fallen a victim of a placebo effect in terms of the game's realism and authenticity.

I've said this often enough on these forums to the point where it seems like bragging, but I feel like it would add some weight to my argument - I've been competing in motorsport for a while and most recently on a professional level in North America. Even with a wheel setup, pCars is "ok" at best. It took 2 laps around my favorite track (Laguna Seca) to completely contradict the whole "Realism Redefined" marketing that pCars was so eager to influence the consumers with. The cars float around the track as if I'm operating a hovercraft and it felt like all cars had rear-wheel steering.

Since its release, there have been a lot of updates to the game's handling. These have added many positive changes to the game, but it makes me wonder what on Earth the whole point of an open Beta testing was if the patches to fix the game were released months after the game went public.

Hopefully, with pCars 2, they focus less on trying to convince their consumers that their product is the best tits on the market and instead focus on actually living up to their promise.
This is what i like to read. Its when a REAL person with REAL experience compares the physics in a racing game compared to real life. Ill take a real drivers word over someone who doesnt race for real. I guess in the end all that really matters is that the guy writing the physics, its his passion for racing meets his knowledge @ physics and hopefully the 2 shall create an awesome experience for us sim fans. Who knows were we will be in 10 years.
 
This is what i like to read. Its when a REAL person with REAL experience compares the physics in a racing game compared to real life. Ill take a real drivers word over someone who doesnt race for real. I guess in the end all that really matters is that the guy writing the physics, its his passion for racing meets his knowledge @ physics and hopefully the 2 shall create an awesome experience for us sim fans. Who knows were we will be in 10 years.

Until we know what he's raced in it means pretty much jack all.
 
Until we know what he's raced in it means pretty much jack all.

I did like much of what "TheCrazySwede" had to say. And I think he pretty much confirmed what many of us thought about how driving/racing is experienced through the hands, and body. In particular your bum. So we can deduce from his remarks that the true feeling of handling dynamics can be further enhanced by either sound vibration or mechanical induced movement directed at your rear. And that makes perfect sense. :cool:

Those of us with butt kickers and the like should be in business once the method of directing those sounds or movements to the devices that will properly translate them into the sensation of driving a car. Sort of like what a crossover network does with music sent to a speaker. Divide the frequencies, and send them to the proper transducer.👍

Some of what he wrote paid homage to games other than PCars. But his words should not remove your enjoyment of this or any other driving sim. Granted PCars developers and programmers have had some things get away from them.
But it is still a genre of games played by involving the human hand. And that part of human anatomy is far more clever than many of us realize. Between our hands and (advanced pedals kits) feet and imagination we can create our own immersive environment. I would not be gutted by any of what the Swede had to say. We all know that the bottom line is this is a game. And it should be enjoyed as such. But be sure that advances are coming. And those advances may indeed already be here only a "butt kicker" away. Or perhaps a body suit with transducers set at specific areas.
Keep racing people. And never forget how to play.:gtpflag:
 
Indeed, anyone pretty much with basic car control can book an ARDS test (uk) go along to a local track and if you pass that test you can be a 'racing driver'.... helps if you have some cash BTW.
I got my ARDS test and used to be national level Karter, but time, money, kids business commitments meant unless i got sponsored i'd not race, i never wanted to pay to race.
I think anyone who has raced a car their input is good, but really don't take it all to much, there are a lot more rubbish racing drivers out there than true genius's.
There's probably a hell of a lot of genius's who didn't get the break or have that rich Dad also...
Don't be fooled into thinking just being a 'racing driver' means your some sort of driving God...thats why i take these 'experts' opinions with a pinch of salt.
 
I did like much of what "TheCrazySwede" had to say. And I think he pretty much confirmed what many of us thought about how driving/racing is experienced through the hands, and body. In particular your bum. So we can deduce from his remarks that the true feeling of handling dynamics can be further enhanced by either sound vibration or mechanical induced movement directed at your rear. And that makes perfect sense. :cool:

I recently watched a video of Martin Brundle driving a Ferrari F1 car, and he was doing a commentary during his drive. He said that most of his sense in what the car is doing is through feeling in his body. He said that if you only react to what you are seeing, it would usually be too late.
 
Ok sooo...how do you turn off the gosh darn Racing line?
 
Indeed, anyone pretty much with basic car control can book an ARDS test (uk) go along to a local track and if you pass that test you can be a 'racing driver'.... helps if you have some cash BTW.

I've always been told that F1 Racing was a rich mans sport. But anything involving investment in cars and repair parts has got to cost. And covering track day and entrance fee's and petrel would have to be costly.

Don't be fooled into thinking just being a 'racing driver' means your some sort of driving God...thats why i take these 'experts' opinions with a pinch of salt.

That I will mate.👍
 
I recently watched a video of Martin Brundle driving a Ferrari F1 car, and he was doing a commentary during his drive. He said that most of his sense in what the car is doing is through feeling in his body. He said that if you only react to what you are seeing, it would usually be too late.

This comes back to why I believe (i'm not the only one) it CAN be harder to drive on a simulator particularly if your just going off wheel force and sight and sound, and then add to that some sims seem to make the car have much less grip than real life.
You can learn your way around a 'sim' like you can learn to play Tetris really well.
 
Ok, got that turned off (Yay) so now I'm starting Career Mode. Out of curiosity, is the Nickname your username from the forums?
 
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