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

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@IanBell @The_American Will you guys be updating anything that has changed on tracks that are returning from PCars1? I speak of Monza specifically, where they plan to get rid of the tarmac runoff at Parabolica and change the first turn chicane.

monza-new-circuit-f1-fanatic-2017.gif
 
PS4. Fair enough, I'll check again next time I play. Always thought it was just the fingers that moved, not the paddles themselves.
I agree with you, Bleeder. Racing the Porsche GT4 clubsport on Assetto Corsa I really like the look of the paddle moving and hearing the awesome change of the gearbox.

If Pcars 1 had this feature it certainly did not stand out as much, unless my memory is fading on me. Did Pcars just model the fingers moving, or the paddle as well? I need to go back and check.
 
Fully enjoy PC1 and part 2 is looking like the most complete racing game yet. I do have a few questions;

1. Will we be able to choose the cars we race against? Who knows, I would like to create a race with like 4 c7.r gte's, maybe a porsche thrown in and a few ford gtlms. I'd like to pick and setup my own field of cars essentially.

2. Will there be a track creator? Always wanted to make my own track and race on it.

3. Is there an exact number set for car and track roster yet? 175 cars and 62 tracks would be a rough guess for me.

4. And lastly will there be drag strips?
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1. Will we be able to choose the cars we race against? Who knows, I would like to create a race with like 4 c7.r gte's, maybe a porsche thrown in and a few ford gtlms. I'd like to pick and setup my own field of cars essentially.

IIRC no specific car selection, only vehicle classes, of which there are 30, with the possibility of a few single-make classes. You can use 4 classes for an event, and the game will track the car positions in each class separately, so you are only racing your class.

3. Is there an exact number set for car and track roster yet? 175 cars and 62 tracks would be a rough guess for me.

170 cars, 60 tracks at day 1 seems to be the official number. The_American did say we can expect over 200 cars with DLCs eventually.
 
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Have to say regardless of the reasons and priority the omission of custom championship offline is a massive disappointment.

I will still get the game and hope the career mode is more immersive this time around but nothing beats the personalisation of creating your own series on a game.

Just very surprised after the noise made about this on the forums for the last 18 months.

Hope classic cars like Group A DTM get their own full series in career.

Check back a few pages - Ian has confirmed that he wants user-created offline championships and it's now on the list of priorities.

@IanBell @The_American Will you guys be updating anything that has changed on tracks that are returning from PCars1? I speak of Monza specifically, where they plan to get rid of the tarmac runoff at Parabolica and change the first turn chicane.

Music to my eyes.

Variante del Rettifilo always reminds me of trying to cram a dozen people into a phone box in its current configuration. Having such a sharp chicane as T1 when there will be maximum congestion right after the start always seemed like a very curious track design.
 
Both paddles and fingers. But I agree that it wasn't that visible. Also I think hand model in pCARS is bit huge ;)
It also looks like (on console) the hands and wheel are animated at 30fps whilst the rest of the image strives for 60, which gives the wheel a noticeable juddery effect when turning. During replays the wheel looks fine, but when driving it's not as smooth.

Hope this gets altered in pCARS2.
 
It also looks like (on console) the hands and wheel are animated at 30fps whilst the rest of the image strives for 60, which gives the wheel a noticeable juddery effect when turning. During replays the wheel looks fine, but when driving it's not as smooth.

Hope this gets altered in pCARS2.
Me too, it really stands out along with the 30fps wiper blade.
 
Check back a few pages - Ian has confirmed that he wants user-created offline championships and it's now on the list of priorities.



Forgive me for being a cynic but I'll believe it when I see it, I'm remember it being raised as a priority on PC1 only for it to never arrive.

Just really thought it would have been in from the start for the sequel but alas I'll be very surprised if we see it at launch if it isn't currently part of the game
 
^^ For the record, that quote above is wrongly formatted and subsequently misleading. I only said the first sentence. The next two are from Ripper83.
 
@IanBell Just curious if the bug from PCARS 1 where everything freezes for ~100ms whenever someone joins an online session has been fixed? I almost always go off track during qualifying each time someone joins/leaves the multiplayer session.



I'm not a dev but I'm pretty sure it's not a bug and I'm 95% certain I know why. I have to go back in time a ways but, in rFactor if you were on track and someone else loaded into the lobby they would appear as an approximately 30 polygon car. This was to minimize the lag of everyone's PC having to do all the simulation and then load a high poly car into view. When you exited to the race menu again it would load the car properly and you would see it as it was meant to be. I don't know how much optimization can be done to minimize this without putting the rF Temp style car on track, but maybe there can be work done to load the car slower so to not give everyone lag and keep the joining player on the loading screen a little longer.

Basically it happens because the system is running the simulation and it's pushing probably near max capacity of the consoles and then it has to load a 40k+ polygon car in an instant and the sim has to give some of that power away for a split second.
 
XXI
I have not seen this question yet, but it is a great one.

We're working extremely hard on it. It covers multiple discipline areas so our CTO is attacking it (has been for some days already).

Eh Team is correct above but we think we've found a cute way of making it work with little or no perceivable stutter ('no' being the aim, less than 'affecting your driving' being the minimum).
 
When can we expect you to release new official info about the game?

Last month there has not been released any official gameplay...
 
When can we expect you to release new official info about the game?

Last month there has not been released any official gameplay...
If it was like last time you might expect little bit every week for the next 6 months
 
@IanBell @The_American Will you guys be updating anything that has changed on tracks that are returning from PCars1? I speak of Monza specifically, where they plan to get rid of the tarmac runoff at Parabolica and change the first turn chicane.

monza-new-circuit-f1-fanatic-2017.gif

they're not removing all of the tarmac run-off around Parabolica, just a small section of it that extends at the end of the straight. The idea is if a driver has a brake failure or something similar at the end of the straight, there will be gravel run-off to slow them down, but the rest of the corner will still have the same tarmac run-off it currently has. With that said, I'd love to see the new version of Monza, but as I believe SMS have drone scanned or laser scanned every track they've got in the game, I reckon they'll have already done that, which would mean we'd have the current version of Monza, as the track changes haven't been made yet. The changes are planned for this year, but I can't find any info on when they will start them, or when the changes are planned to be finished.
 
Last time you had WMD community members posting clips, and even self-made trailers. This time around there is a NDA preventing that (at least for now).
Most of the clips had permission to post (like yorkie's, and others) and there was a NDA also so will have to wait and see
 
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