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

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2016 they had a number of them and it lasted a set amount of time right? That limits where you can use it if you don't want the extra power in a lower speed section. Now I saw seconds on the screen so I assume it's like a KERS button basically making it a literal "push to pass" whenever but you only get so much of it?
 
2016 they had a number of them and it lasted a set amount of time right? That limits where you can use it if you don't want the extra power in a lower speed section. Now I saw seconds on the screen so I assume it's like a KERS button basically making it a literal "push to pass" whenever but you only get so much of it?

There are a couple of differences.

2016 - fixed number of uses (10?) for a fixed time each and it was an on switch only. Once driver starts it, it goes for the number of seconds allocated (time varied by track).

2017 - 200 seconds total, max time per push of 20 seconds, but is now on/off switch so driver can turn it off as well.
 
There are a couple of differences.

2016 - fixed number of uses (10?) for a fixed time each and it was an on switch only. Once driver starts it, it goes for the number of seconds allocated (time varied by track).

2017 - 200 seconds total, max time per push of 20 seconds, but is now on/off switch so driver can turn it off as well.
The 2017 one would be a bit odd if you run, say, a short 3 lap race. You could pretty much just keep pressing the button continuously for the whole race, which doesn't make a lot of sense as it's designed for full length races. At least the 2016 mode would run out in a lap or so if you kept hitting it repeatedly.
 
I think the American was just answering the question about "regs" how the "push to pass" was going to be used. I didn't read to much into what cars and liveries, or have guys just moved on to speculation and discussion?
 
I think "we have license for 2016 season" means an actual license for cars and/or tracks and/or liveries.
Implementing the correct vehicle behavior doesn't require a license, I would think.
Ian said it's definitely not circuits. Let's just leave it there until we know.
 
@The_American @IanBell
Now that some new details of the Xbox project Scorpio have been revealed.
Is there any news you guys can share, about pCARS2 and the 'new' (whatever it's name is going to be) Xbox platform? Or are you currently only developing for Xbox One?

If it's the latter - are you just saying it because you can't reveal about developing for the new Xbox console? :lol:
 
Being that Australian cars and manufacturing, will cease to exist this year, will any Australian ROAD cars be immortalised in PC2?
Ahem...
GrayFPV.jpg
 
What happened to the nostalgic manufacturers that also have an important part to racing like Lexus, Mazda, Opel, Dodge, Mini, Shelby, Alfa Romeo, (i see we got an acura not really worried about honda as much), Citroen, Especially Peugeot and Subaru. It seems like no one cares about them anymore.
 
Hi guys! I guess this has been already answered but i haven't found it yet, will we be able to set AI level of aggression in pCars2 with a slider or something, or just their ability like in pCars1?
 
Being that Australian cars and manufacturing, will cease to exist this year, will any Australian ROAD cars be immortalised in PC2?
Ahem...
GrayFPV.jpg
I would love this as well. However it seems like if they happen make it into big titles like forza with insane car lists. I'm very doughtful it will come into project cars. Closest i think we would get is the latest V8 supercars.

But yeah I would especially love the FPV FG F6. 4L turbochaged 6cyl. Yeah!
 
Replay Audio Questions

1. Will each cars individual engine sounds be represented this time? In Pcars 1 the players car was almost completely isolated. Nothing beats hearing all those different notes in the AC replays.

2. Will there be a doppler effect added this time around?

Rallycross looks great! Thanks guys.
 
Will the cars be more difficult to slow down during a spin, etc? In pCARS 1 I felt like it didn't take long enough for them to slow down to zero km/h.
 
Will the cars be more difficult to slow down during a spin, etc? In pCARS 1 I felt like it didn't take long enough for them to slow down to zero km/h.
There was some kind of problem with the tire model that made all forms of high-slip-angle oversteer completely unrealistic. Based on Ian's comments about drifting & oversteer control and the videos we now have of rallycross, they have certainly worked on it. đź‘Ť
 
Hi,
thanks for answering this high amount of questions. I have 5 questions for you
  1. is it possible to fill up empty places with KI in the online racing championships ? (example: 4 real person and the remains are AI ? or solo, only me and the remains are KI (for people who didn't have so many friends :) )
  2. Is it possible to design own paint jobs for cars?
  3. is it possible to download tuning setups from other people? or send tuning setups to friends?
  4. do we have a screen which shows which car part is damaged and how much? I missed this in PC1
  5. is it really possible to drive every track on snow ? Bathurst in Australia in snow ?
Thank you for PC1 ! it is an amazing game and I am very exited to get PC2
 
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