Q&A with Slightly Mad Studios: Ian Bell [Read OP]

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It seems pCars2 doesn't support flatspotting.

As David said above, the devs already answered that it will. Not too surprising given the fact that PC1 already did support it:



The flatspot won't be visible on the tire itself, but it's very obvious from how the car moves after the long and hard braking. The temp spikes on the telemetry and how the load on the tires keeps constantly changing make it even more clear.

As for the bugs you noticed, as others mentioned they are known and worked on, whether for release or later we'll see. If we really wanted to, we could link to bug compilations from all of the sims on the market, even though some of them have been released for years already. There is no bug free software, only issues you don't know about.
 
As a reminder, Ian Bell did say they will release the game with bugs within reason.

Anyway, this is the way o games today. It's SMS/WMD 2nd part in this franchise. Good value bugs and all. Try spending $140 on new Hot Wheels cars & tracks. See how far you get. If anyone can gather 180 cars + 60 tacks, for that amount, good on you.
 
On the subject of cars having the incorrect power figures, in PCars1 the Toyota TS040-HYBRID was rated as 1000hp while the Audi R18 e-tron quattro is 540hp.

The ERS figure is not accounted for on the Audi which is unfair on it. The 2014 R18 e-tron quattro had ~850hp. Even though I am a Toyota guy I would like to see that changed.
 
Yea I noticed that he said that quite a bit. There isn't a better example for when developers say gamers have the misconception that driving is very difficult.

Agree on this comment. I've driven a number of race cars and the grip level is immense, you can seriously get some amazing speed through corners, which some people strangely cant seem to understand; race cars are not inherently slippy or hard to drive, you can push them extremely hard.

I believe a lot of sims have too little grip compared to RL, so i am hopeful for PC2 putting this right, but it will of course be shot down by certain people on certain "sim" racing websites.
 
We're still hammering away at the tires heating/wear/grip. Also the performance "gap" between Hard/Soft compounds. The guy we hired to work on this is a stickler for double-stinting strategies, so much so he even worked on the Pit Stop fueling/tire change timings to make double-stinting "worth it".

@The_American
Do you mean that he is making sure to prolong time needed for tire change as much as it takes to make sure that this "double stint" strategy becomes viable option?
-Thanks
 
Agree on this comment. I've driven a number of race cars and the grip level is immense, you can seriously get some amazing speed through corners, which some people strangely cant seem to understand; race cars are not inherently slippy or hard to drive, you can push them extremely hard.

I believe a lot of sims have too little grip compared to RL, so i am hopeful for PC2 putting this right, but it will of course be shot down by certain people on certain "sim" racing websites.
You have raced them? what sort of race cars?
 
@The_American
Do you mean that he is making sure to prolong time needed for tire change as much as it takes to make sure that this "double stint" strategy becomes viable option?
-Thanks

Yes. It also includes the performance differences between the harder and softer compounds. I was looking around on YouTube, and it took around 25 seconds to change tires in PCars 2. It was under 17 seconds on PCars 1.
 
How is this racing realism, then? Do racing teams in rl get together and decide to "slow down a bit"... I understand the wish for a bit of fun with ones favourite strategy over other strategies one doesn't like that much, but it should never be just imposed on all of us. It is... not real.

How about putting this as a PRE RACE OPTION, that way everyone can chose. I can hope that it was meant like that, but the post I have quoted apsolutely does not support that. So, it would be great if now they discuss this matter and give us a pre race option 👍
 
@IanBell

Thanks for making yourself available Ian. In respect of a three-screen setup, would this allow for the on board view to be more realistic, with the A pillars situated somewhere near where they actually are when driving, or will they still be in the driver's way?

Cheers, Zo.
 
How is this racing realism, then? Do racing teams in rl get together and decide to "slow down a bit"... I understand the wish for a bit of fun with ones favourite strategy over other strategies one doesn't like that much, but it should never be just imposed on all of us. It is... not real.

How about putting this as a PRE RACE OPTION, that way everyone can chose. I can hope that it was meant like that, but the post I have quoted apsolutely does not support that. So, it would be great if now they discuss this matter and give us a pre race option 👍


It's not realistic for one compound to automatically be better than the others in every condition. This is an effort to make more strategies more competitive by balancing the dry compounds with each other. Many teams will go for double stinting in endurance because it's faster if you can pull it off. In PCars 1, in many many cases, it was possible (hard compound) but not worth it because the soft tire was a lot faster.
 
How is this racing realism, then? Do racing teams in rl get together and decide to "slow down a bit"... I understand the wish for a bit of fun with ones favourite strategy over other strategies one doesn't like that much, but it should never be just imposed on all of us. It is... not real.

How about putting this as a PRE RACE OPTION, that way everyone can chose. I can hope that it was meant like that, but the post I have quoted apsolutely does not support that. So, it would be great if now they discuss this matter and give us a pre race option 👍

Not realistic huh...this looks just right around the 23 to 24 second mark to me
 
Questions for the SMS gang:
Was/Is the BTCC licence too costly to include their cars?
Does someone else have the licence?
Was BTCC even a thought to feature in PC2?
Will BTCC possibly make it in PC2?
Was it easier to just get TCR approval or did the team go through Opel?
 
Questions for the SMS gang:
Was/Is the BTCC licence too costly to include their cars?
Does someone else have the licence?
Was BTCC even a thought to feature in PC2?
Will BTCC possibly make it in PC2?
Was it easier to just get TCR approval or did the team go through Opel?
I'm going to have a stab at this.

Possibly.
No.
I'm pretty sure the list of motorsport series not thought of to be in game is far shorter.
I doubt it.
Opel build the Astra TCR and that's the car in game. It's why you see Opel Motorsport people at TCR races and Opel Motorsport on the rear windscreen. It's not the NGTC car. Technically, that's a Vauxhall.
 
How is this racing realism, then? Do racing teams in rl get together and decide to "slow down a bit"

No, but depending on the series they race in pit stops can be regulated by the ruling body in various ways and for various reasons, which often means they can't be as fast as they could be otherwise. So even ignoring the possibility that the pit stops may have been too fast in PC1 (see the real pit stop linked above), there are good and realistic reasons to slow them down, better balance between the compounds certainly being one of them.

I understand the wish for a bit of fun with ones favourite strategy over other strategies one doesn't like that much, but it should never be just imposed on all of us. It is... not real.

Again, I would argue with the "not real" part, but we do have adjustable tire wear in PC2 as well, and changing that will move the balance towards specific compounds I bet. For example, slower wear will favor softer compounds much more.
 
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Questions for the SMS gang:
Was/Is the BTCC licence too costly to include their cars?
Does someone else have the licence?
Was BTCC even a thought to feature in PC2?
Will BTCC possibly make it in PC2?
Was it easier to just get TCR approval or did the team go through Opel?

BTCC is a nightmare to license. You have to ask for approval from the series, the car manufacturers AND every single team.
 
If that's the case, I wonder how Codemasters, T10 and PDI did it.
Next few months will be interesting.
 
@IanBell

Thanks for making yourself available Ian. In respect of a three-screen setup, would this allow for the on board view to be more realistic, with the A pillars situated somewhere near where they actually are when driving, or will they still be in the driver's way?

Cheers, Zo.

We put them where they are in reality. We do have extensive head positioning and FOV options though.
 
Agree on this comment. I've driven a number of race cars and the grip level is immense, you can seriously get some amazing speed through corners, which some people strangely cant seem to understand; race cars are not inherently slippy or hard to drive, you can push them extremely hard.

I believe a lot of sims have too little grip compared to RL, so i am hopeful for PC2 putting this right, but it will of course be shot down by certain people on certain "sim" racing websites.

What sims do you think are in that category now?

IRacing used to feel that way to me years ago but it currently has a lot of grip. The GT3 cars and GTE cars are good examples with lots of grip and decent ability to catch slides. I feel like the real issue now is how does the car feel when grip is lost. Some titles telegraph that moment better than others and some allow you to control the car at and over the limit better than others. But cars and tires have much variability in real life regarding feel and control. Many real race cars snap very, very quickly once the back end is lost. Race commentators always make a big deal about a driver who regains control of a big slide... largely because slicks have amazing grip but are generally less progressive over the limit than street tires and the forces are so much higher in a race car cornering at 2 to 6 times the force of gravity.
 
@IanBell

Thanks for making yourself available Ian. In respect of a three-screen setup, would this allow for the on board view to be more realistic, with the A pillars situated somewhere near where they actually are when driving, or will they still be in the driver's way?

Cheers, Zo.

I will add! They look great in VR, I checked all of the cars after getting my Oculus Rift last week. I think, that I observed only a few at this WIP state that still need minor tweaking. But, being on PC, there is no problem with adjusting on keyboard!
 
If you really want to then sure you can at any speed with enough violent input, but as you've said he wasn't anywhere near the cars potential. Nothing against him he seems like a really nice guy from the live stream.

Edit: Looking at real life racing. You don't see nearly as much sliding as you do in sims. The racecars behave in an orderly fashion just like your road car when your within its limits, racecars are cars at the end of the day. I understand the argument about gamers not being as talented as paid pros. However there are some very talented gamers out there and still you see quite a bit of sliding and tail wagging. In my eyes this is where racecars get the bad reputation of being very difficult to drive.

I agree, you generally see less sliding in real racing but the question is why?

Is it because they have more grip irl or because real drivers are better at keeping the car in the tire's performance envelope? After all, much sim racing is sprint racing and tire wear etc is less of an issue so people overdrive the sim car more readily.

Actual grip level translates to cornering speed. I do not think that cornering speed in sims is less than irl. It is the behavior of the driver and perhaps the inablity to feel loss of grip through the seat of your pants as we do in real life that makes the difference in how much sliding you see in sims. I do think the more talented sim racers overdrive cars far less and keep cars at the limit more than average ones.
 
I agree, you generally see less sliding in real racing but the question is why?

Is it because they have more grip irl or because real drivers are better at keeping the car in the tire's performance envelope? After all, much sim racing is sprint racing and tire wear etc is less of an issue so people overdrive the sim car more readily.

Actual grip level translates to cornering speed. I do not think that cornering speed in sims is less than irl. It is the behavior of the driver and perhaps the inablity to feel loss of grip through the seat of your pants as we do in real life that makes the difference in how much sliding you see in sims. I do think the more talented sim racers overdrive cars far less and keep cars at the limit more than average ones.

The main problems with Sim racers is overuse of high ffb, thinking hard equals reality, and it the depends on the quality of the simulation. Which is it harder for most sim racers to jump into a RL car vs the other way around. BTW, the last speed noticed this morning on speedometer was 108 mph and still increasing speed RL. Edit: It's a pretty common thing, my occupation on a daily basis.
 
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wrt to less sliding IRL just saying that you're on the absolute peak grip when the tyre is sliding at that point that it is not enough to spin but also not so much that would make you slower by not being sliding.

Just put the slide word in perspective as there are degrees of "sliding" :)
 
wrt to less sliding IRL just saying that you're on the absolute peak grip when the tyre is sliding at that point that it is not enough to spin but also not so much that would make you slower by not being sliding.

Just put the slide word in perspective as there are degrees of "sliding" :)
Are you referring to the elastic, transitional and frictional phases of tires? Is this simulated fully?

To me a big factor in real life versus sims is predictability and consistency. A lot of times when you're on a sim you get different results for the same inputs from one lap to another. Most notably with elevation change, curbs and bumps. Most of the time you just hope you end up where you want to be. Where as in real life you know what you did one lap will be the same the next lap, barring something breaking or absolutely dreadful car design.
 
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If I don't have the dlc will cars like the Opel touring car be completely gone from my game, or will there be a possibility I can race against them?
 
If I don't have the dlc will cars like the Opel touring car be completely gone from my game, or will there be a possibility I can race against them?

Can't say for sure, but I would expect it to be the same as it was with pCARS1 where in Multiplayer at least the cars were available if the host of the room had the DLC. You would also see others racing them if they had them.

In Single player, it might also be possible to see the AI in them, as the cars are always downloaded with teh DLC related patch. They just aren't "unlocked" for you to use.

Again, that's how it was for pCARS1, so I would expect it to be the same for pCARS2, but can't say for sure.
 
@ozwheels
It's rubber and a track is a dynamic thing... Surely in the dry it's way more predictable but that's it.
Rubber is.. weird. It can has affinity to its own "kin" wrt to grip.

My point is a lot simpler. I don't pretend to know anything about rubber chemistry. Manufacturers don't know everything yet probably, let alone me.

But there's a bit of information we know. Every tyre as a limit is. That point is right when the tire start slipping. It's when you "loose" the feel of being connected to the road but before sliding either to understeer or oversteer where you start to loose speed.
In a street tyre you'll hear that screeching noise, a rumble and then the lightness... Where the slide starts. But while the tyre is screaming for grip reaches its peak right before the understeer or oversteer.

The better the driver the more closely to the limit he drives, constantly.

This is what I read and tbh experienced here and there in the street (don't ask) and at a track although in my motorcycles. But rubber is rubber :)

The tolerance for this depends on the compound and how smooth one is with the inputs. This is why we see pro drivers constantly doing little corrections yet from the outside the cars seem composed - not in slow motions.

In pc2 you know where the limit is and you can to the best of your ability, try to drive there.

That being said, the tyres in pc2 are also best in those first 3 laps. After that they're not optimal just like IRL but they keeps constant as long as you don't overheat them until the thread is gone... Then you better call pit crew ;)
 
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