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

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2 things: Can you guys make this game just like race 07 but for 2017? please and thanks.

Also, for the future, it would be super cool if the ai drivers had interesting characteristics, such as certain drivers are known for being very aggressive yet not the fastest, some that are always conservative, some that do this or that.

That's my 2 cents. But more emphasis on the race 07 part. I just started playing that and I think it is hands down better than any racing sim ive played in the last 5 years.

Race 07 sold nothing though... We're very happy with the direction we're going with pCARS2.

Interesting aside, the AI driver personalities were coded by us into Race 07 (before it was Race 07)... :) It was built on the GTR2 gameplay code base most of my team coded. They still function (in a much more nuanced manner) in our latest code.
 
Race 07 sold nothing though... We're very happy with the direction we're going with pCARS2.

Interesting aside, the AI driver personalities were coded by us into Race 07 (before it was Race 07)... :) It was built on the GTR2 gameplay code base most of my team coded. They still function (in a much more nuanced manner) in our latest code.
The AI in pCARS is one of the reasons i enjoy playing it so much. They're certainly not lifeless and dull. Although I'm keen to find out if the open wheeler AI have been trained to look after their cars a bit more as they were often quite suicidal.
2 things I want in a racer are good AI and plentiful tracks, and pCARS is the best place to go for that IMO.
 
The AI in pCARS is one of the reasons i enjoy playing it so much. They're certainly not lifeless and dull. Although I'm keen to find out if the open wheeler AI have been trained to look after their cars a bit more as they were often quite suicidal.
2 things I want in a racer are good AI and plentiful tracks, and pCARS is the best place to go for that IMO.

This plus the dynamic time of day and weather makes for almost endless race possibilities.
 
SMS already get feedback from the WMD boys- extending that by including a public beta would just add more to an overworked team. It would also just push back the release date even further out. What would be the point when they can release patches anyway and fix those things once the game hits.

As for specs- I am sure they will release more info soon.

I really hope they let the WMD console players in the early release/test like they talked about in the days of the buy in. PC side has many testers but the console not so much(compared). Yes, I understand it has more than Pcar1 but is that enough?
 
Does anyone know how long till we hear about Indy/ovals? I wanna see some onboards :)

loving the rally footage and redbull ring
 
I have a really specific question. How much time do tire changes take for modern LMP/GT cars (assuming they are on similar rules in game)? In PCars 1, it was a little over 16 seconds, making it impossible for hard tires to compete when it was time to double stint. Typically they were 2 seconds a lap slower compared to softs. Thus, it took 8 laps to render the hard tire strategy null and void.

@IanBell @The_American
 
Q1: In PCARS 1 when you race a long endurance race in singleplayer career mode and let the AI driver take over then they will end up disqualifying you (happened on Le Mans circuit each time). I like to have penalties switch on for myself but it's annoying if the AI driver constantly messes it up. Will this be fixed in PCARS 2?

Q2: In PCARS 1 during qualification if you select "return to pitbox" then you don't loose any qualification time. Shouldn't the remaining time it would take to drive the inlap to the pitbox be substracted from the total remaining time for qualifying? It's rather unrealistic if you just set a good lap time and then when you just cross the finish line you select "return to pitbox" without any time penalty (normally that would be the time for a full lap at that moment). Will this be changed for PCARS2?

Q3: The driving line in PCARS 1 for some reason doesn't always show each time (I have an XBox One and play with braking only for the driving line). For example in Bathurst Mount Panorama that very first corner the driving line seems to be displayed about 80-90% of the time (just one example, there are plenty of corners on about all tracks it sometimes is not shown). Of course if you switch on the driving line you usally also rely on it, so in case it's missing then that usually results in a crash. Is this a known issue and fixed for PCARS2?

Q4: Another Q on an AI driver taking over from me in singleplayer endurance races, is his skill level based on how good I am driving myself or on the dificulty level of the AI drivers?
 
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@IanBell

The more vids I see of CARS2 the more stoked I am for this game!

However, I've noticed that the approach to car sounds hasn't changed much.. they are still loud, sound a bit synthesized (not the rallycross cars, those are beautiful) and lack proper dynamic range. The brakes also seem to squeak a lot. Lack of reverb effects etc.

Will your team be working on producing better car sound accuracy and detail this time around? Speaking of sound design, it would be nice to hear road noise and wind noise separately. I know you guys are already working hard to make the tire wear and screeching sounds more audible.
 
Yea, I get my double posts modded instantly even though they're different topics but he gets to do that?! Where are the fish slaps?
I don't see what the fuss is about tbh, 4 questions in 1 post or spread out over 3, it's still the same amount of tekst.

but anyway i edited it.
 
@IanBell

The more vids I see of CARS2 the more stoked I am for this game!

However, I've noticed that the approach to car sounds hasn't changed much.. they are still loud, sound a bit synthesized (not the rallycross cars, those are beautiful) and lack proper dynamic range. The brakes also seem to squeak a lot. Lack of reverb effects etc.

Will your team be working on producing better car sound accuracy and detail this time around? Speaking of sound design, it would be nice to hear road noise and wind noise separately. I know you guys are already working hard to make the tire wear and screeching sounds more audible.

I believe it's been stated that sounds aren't final yet.
 
@IanBell @The_American

Will there be more options for choosing opponent cars in quick race? Right now it's Same Class, Multi Class (another topic), and Identical. What about adding Same Manufacturer? I'm reading about how track day clubs are now banning cars with crash avoidance systems but this one is working out a way to allow them on track safely. The way they worded this one sentence gave me an idea.

"Drivers of newer cars can still participate in the chapter’s track days, and this gives track day officials an easy way to ensure that those systems are off and won’t interfere with anyone’s day."

I imagine the track day has BMWs from all generations participating on track at the same time. We should be able to replicate this as well. Ferrari is a great example to look to since they have so many track special cars that they only let you drive when they tell you at their special events. Those special events would be fun to replicate as well. Maybe not every car from the manufacturer then. Are we getting the ability to pick specific cars? If so, that should cover it. The cars would be in a database sorted by manufacturer and you can pick just the cars you want from that company. I.E. just the FXX cars from Ferrari or just the road cars from McLaren. Or you could hit a "select all" option and get the entire manufacturer to make something like Nissan's Fuji Festival.

So far you've liked all of my ideas or at least they've been well received. How about a job maybe you think? Zoidberg says yes.
 
Work in progress.

However I find it hard to believe that they will scrap everything to start again. Audio is what you receive is what you get. Some individual cars may be fixed. But that is all.
 
Work in progress.

However I find it hard to believe that they will scrap everything to start again. Audio is what you receive is what you get. Some individual cars may be fixed. But that is all.

We have scrapped everything to begin again. The fmod revs based tech is new for us and the samples must all be reprocessed from scratch. Hence some cars being heavily WIP.
 
We have scrapped everything to begin again. The fmod revs based tech is new for us and the samples must all be reprocessed from scratch. Hence some cars being heavily WIP.

That is a lot of work. The game will now appear in 2018..... no?

What resources and team size do you have now for audio?
 
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We have scrapped everything to begin again. The fmod revs based tech is new for us and the samples must all be reprocessed from scratch. Hence some cars being heavily WIP.

That's good to know Ian. Many among us hardcore "car guys" and racing nuts out there felt the original left a lot to be desired in terms of sound. Do you remember a video released by your company prior to release titled "sound is everything"? Wow did that get me excited. And then the game was ..well, left a lot to be desired.

So its good to know you guys are taking that aspect very seriously right from the get go. Sound is such a crucial element to polishing off the entire package. I think Codies is a great example in that regard, and so is T10, to some extent.
 
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