Hi,
I had some good fun playing Project Cars 1 with about 250 hours counted by the game (it could get to 350 counting the time on the menu) and I am pleased at your work, even with the lows and highs. I am looking foward to PC 2 and I am a very likely costumer of yours, so here are some questions
@The_American @IanBell (sorry if there are too many).
1) The controller settings... That affects the wheel users too.. Speed Sensitivity, Brake Sensitivity, Steering Dead Zone... I had lost some serious time to set them up for being able to drive (on a PS4 controller). They do a real difference, but they completely lack instructions. I had to look in the internet for a decent setup, and there was a lot of trial and error because of a lack of information about them. So, this is not a question, but rather a request, could you please make these options more simple and write an instruction manual about these things? In the end, these settings are personal, so finding a good "stock setup" for these settings is not the best approach. Clarifying here helps a lot!
2) Is there any possibility that we can feature an opponent selector feature? What I mean is exactly like the PC mod "Custom Grid Tool" (
http://forum.projectcarsgame.com/sh...om-Grid-Tool-Custom-Grids-for-Solo-Quick-Race), but coming with the game and not as a MOD.
3) Will low and mid HP road cars be "boosted" and harder to drive? What I mean is, in PC 1 we have a 400 and something HP special Lancer version, while the regular Lancer does 300 HP normally. We have hatches with 200 or even 300 HP, while the regular versions are 100-200 HP. Almost every Road C1 and C2 are in this same way. Also, these cars are strangely hard to drive. It is quite strange that some GT3 cars are easier to drive than any Road C1 car, even using real assists. Will this change in PC 2?
4) Have you guys ever thought about this: Using adjustable air restrictors in almost every road cars, so you can have two modes of use at the same car: One with maximum perfomance and no air restriction. And a second mode that uses the air restrictor to match a class, so "Road A, B, C, D..." could be equalized just like a real GT3 car is. Why not?
5) This is just a small detail but it bothers me a bit. I have noticed that in both fog and haze the clouds dissappear from the skys. However, fog is usually a phenomenom where a cloud is passing by very close to the ground. It usually happens when the sky is cloudly, and thats why there is even an option to feature with rain, right? So, the sky should be clouldly while in fog, not clear. I noticed that the weather had some changes, is this detail got fixed?
Thats it, thank you!
EDIT:
6) Also noticed that in PC 1, the AI doesnt know when the race is going to end. They stop when their tires are over, but they dont think on a big scale. So, if your tire is going to endure 10 laps, and your race are going to have 15, most human players stop at laps 7 or 8 for a reason, while the IA only stops at 10. Sometimes, this can get really bad for the AI, since the tires can endure 10 laps and the race lasts 12, making them to stop and pit close to the finish of the race, which is not wise at all. Will this be different in PC 2?