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

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This is something no one brought up as well, are we aloud to choose how many cars are in that specific class like if i wanted 8 LMP1/12 LMP2/ 18 GT3/ 20 GTE

This is discussed on pages 19 and 20 of the thread, but we didn't get a concrete answer on this. I assume the game tries to evenly distribute all the classes in the grid, not weighing one over another.
 
A game like this dosent really need customization, leave that for Forza and Gran Turismo. However picking liveries, car color, tires and they say you can turn up and down boost on certain cars now that's good enough.
 
A game like this dosent really need customization, leave that for Forza and Gran Turismo. However picking liveries, car color, tires and they say you can turn up and down boost on certain cars now that's good enough.
When i say customisation i'm talking about choosing who you can race against & being able to pick your grid.
 
This is something no one brought up as well, are we aloud to choose how many cars are in that specific class like if i wanted 8 LMP1/12 LMP2/ 18 GT3/ 20 GTE
Even Split/Allocation. We strive for maximum variance and try not to pick the same car too many times in each class (there are some memory limitations however such that we cannot guarantee zero duplicates). Same for liveries, try to pick as many different as we can.

I know your next question: Why only even split?

Mainly it's easiest to code and is the one we expect most players to use. We also considered a Pyramid Fill model but needs more work.

(lol, trying getting that kinda of answer from Kaz. Love GTPlanet!)
 
I'm damn near out of questions. However, road cars. Will we see some as Production Race cars? Similar to what was done in Shift. The cars could have stripped out interiors and raised white letter tyres, w/o body mods.
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Really hope we can get a few NGTC BTCC cars in, not necessarily with licensed liveries but just something that can be raced together in a championship
 
@The_American
@IanBell
will we see updated C7R?
Currently Project cars 1+2 is using a 2014 model with 2015 Livery
yet the 2016 Ford GT will be in the game???
so that brings the question? the car is already outdated in the current class it will race in.
would GM let you copy the new car?


MJC_7830.jpg

2016

maxresdefault.jpg

2015

2014-corvette-c7r-breaks-cover-in-detroit-promises-more-track-success-live-photos_1.jpg

2014

@The_American
@IanBell

why make a racing game with Outdated Car models racing against newer Car models?????( known as the gran turismo route)
Since GTE Regulations are new for 2016 those will be a lot more faster and more aerodynamic than 2014 cars.
i just wanna be able to drive a new 2016 GTE REGULATION Corvette against other 2016 CARS. Not an outdated Dinosaur VS A 2016 FORD GTE.
 
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@The_American
@IanBell

why make a racing game with Outdated Car models racing against newer Car models?????( known as the gran turismo route)
Since GTE Regulations are new for 2016 those will be a lot more faster and more aerodynamic than 2014 cars.
i just wanna be able to drive a new 2016 GTE REGULATION Corvette against other 2016 CARS. Not an outdated Dinosaur VS A 2016 FORD GTE.

What probably happened was the license was acquired in 2015 right when development started. From what I understand, you can't renegotiate licenses every time a new car comes out. We'll see what happens with this car and AMR GTE though. Maybe they can update the cars.
 
What probably happened was the license was acquired in 2015 right when development started. From what I understand, you can't renegotiate licenses every time a new car comes out. We'll see what happens with this car and AMR GTE though. Maybe they can update the cars.
well. Bmw, Chevy and Aston will al have new GTE cars for next year.
but that is still somewhat displeasing for me personally. IF Kunos can get a 2016 919, surely SMS can get Chevy to OK the C7R.
 
well. Bmw, Chevy and Aston will al have new GTE cars for next year.
but that is still somewhat displeasing for me personally. IF Kunos can get a 2016 919, surely SMS can get Chevy to OK the C7R.

I think the difference is that SMS could have gotten the PCars 2 and PCars 1 license for the Corvette at the same time. To turn around a year or two later and say you want something else could be displeasing. SMS has swapped licenses before, so we'll see. New cars or not, I'd rather see the latest specification possible by release (AMR and Chevy). We might see a dated Porsche too depending on when they acquired the license.
 
Allow me to refresh your memory, will AI cars spin and crash of their own accord, especially if pushed (not physically) by the player?

Yes, too much so at the moment. We're massaging their personalities to make them less 'nervous when being pressed' and giving them less red mist.

This isn't an easy area. You give AI personalities and they start crashing out excessively on very long races. So you then need to vary their personalities per race type, race length and take into account race conditions. The more 'human' we make them in a short term gaming sense, the more erratic they become and the less finishers we get.

OK, if this was easy everyone would be doing it. We're balancing and polishing now. They need a good few months of hard work. They'll never be perfect or please everyone but we won't have dodgem cars or corner helpers if I can help it.
 
At the last Virgin Australia Supercars round in Phillip Island, the Dunlop tyres were delaminating after about 9-10 laps. A record 20 instances across the weekend, mind you. Mainly due to aggressive car set up(some cars ran F -8° camber , R -5° camber and some at -10°!) and a new sidewall construction, as well as running on saw tooth curbing on the final high-speed turn that leads onto the front straight.

Have testers and AI experienced punctures while testing? Have any of you @IanBell @The_American @The Owl experienced punctures randomly due to weather, set up or debris on track?
 
I am still just amazed that we are talking to the head of a video game developer, asking questions about a game that isnt out yet, AND GETTING ANSWERS! And this isnt even the official forum for SMS :lol:
The thing I admire the most is that we're not only getting the comfortable answers (like "this and that feature will be in the game") but also some insights into the development process and even get to know why they didn't do some things that probably would've been cool as well (like "easier to code this way"). Pretty much the best communication I've ever seen from any dev. Just strange that it's happening on a site originally intended for Gran Turismo xD
 
I am still just amazed that we are talking to the head of a video game developer, asking questions about a game that isnt out yet, AND GETTING ANSWERS! And this isnt even the official forum for SMS :lol:
It takes me back to those first days on nogrip, where I went looking for some help on Shift 2. A certain wookie appeared and uttered those immortal words

The Wookie
huurh raaaaaahhgh aarrragghuuhw huuguughghg

It took a while to translate but the nearest human equivalent was

Ian Bell
I have a cunning plan

The rest, as they say, is history :)

Believe me, I know exactly how you guys feel because it's exactly how I - and many others - felt back then. As soon as WMD opened its doors, I was in (like Flint) and began my journey to Photoshop a certain member of their QA team as much as possible :D seeing first hand what it takes to bring a game from an idea to the shelves.
 
^Same reason I was there too, spring 2011. Felt like Neo after he took the red pill (or was it the blue pill?) when Ian made those first posts. Good times.

Oct 2011 the crowd-funding WMD thing happened and I was like Wal-Mart shopper waiting for the doors to open on Black Friday. Life has never been the same.
 
It takes me back to those first days on nogrip, where I went looking for some help on Shift 2. A certain wookie appeared and uttered those immortal words



It took a while to translate but the nearest human equivalent was



The rest, as they say, is history :)

Believe me, I know exactly how you guys feel because it's exactly how I - and many others - felt back then. As soon as WMD opened its doors, I was in (like Flint) and began my journey to Photoshop a certain member of their QA team as much as possible :D seeing first hand what it takes to bring a game from an idea to the shelves.
I remember that day as it was yesterday :) Good times!
 
^^^ Is it cosmetic only or does the gravel actually affect grip where it is spread? Nice effect though, I'll grant you.

I imagine it's cosmetic only, maybe with sound effects if you run over the stones on track. Haven't had a chance to try today's update yet. Agreed, looks nice though.

Edit: they disappear quite quickly, apparently.
 
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