The legend himself has graced us with his presence.
Nope still on pCars. Skaanky convinced me to join a league with him.
It's absolutely not 'PR' in the sense you mean it. We have hours of footage from the first test of him telling us how wrong the handling was. This improved for some cars for the second test and finally we nailed the 720s for the final test.
He's not paid a penny by us and the video is totally 'organic' and honest. It depicts the events as they happened.
We did our very best based on the figures from McLaren and it was spot on, everywhere but the tyre. The issue was that our contact patch under load wasn't shaping itself properly. We discovered this live with the Pirelli engineer at the start of the third test. We fixed it live and Chris loved it. We've since extrapolated the knowledge to the other tyres in the game.
@IanBell , would you consider this tire contact discovery to be a major "Ah-Ha" moment in the development process? It seems that working with the pro drivers and tire engineers together really pushed the project to a new level. A level that seems to have carried over to all aspects of the game. This was probably the most exciting announcement that I've come across. New car announcements don't excite me - we'll see all the cars when we fire the game up for the first time. Physics upgrades that improve realism... That makes me want the game ASAP!We did our very best based on the figures from McLaren and it was spot on, everywhere but the tyre. The issue was that our contact patch under load wasn't shaping itself properly. We discovered this live with the Pirelli engineer at the start of the third test. We fixed it live and Chris loved it. We've since extrapolated the knowledge to the other tyres in the game.
It's better than Regain.
I'm surprised nobody else thought of this question already and it's a pretty useful one. In PC1, you had Invitationals and the GT3 cars in GT3 races but not multiclass. I'd have liked to have a Formula Renault etc branch of career.I apologise if this has already been asked/answered, but will the DLC cars be completely integrated into the career this time around?
For example, a GT car being selectable for an applicable series?
Or a car that's from a new category receiving its own championship?
Great to hear, thanks for the reply!We have a motorsport class factor in the online rating. Open-wheel is the most sensitive, RX is the least sensitive. Remember, this is already above our "minor touches are ok" tolerance. Simply touching an opponent will not penalize you.
I'm wondering if it is possible for the track selection screen to include a date range instead of a single date to show when a particular track layout has been in use.
EG In PCars 1 historic Silverstone could show 1975-1986 instead of just a single date.
This would make a little easier to create a fully authentic historic race without prior Googling beforehand.
I like this suggestion, +1It's been a little while so figured I might ask this quetion again...
The first time I saw a green Laguna Seca I couldn't believe it. Would love to drive round it looking like that.@IanBell @The_American
I was wondering whether we'll get a lush, green version of Laguna Seca in pCARS 2 as one of the seasonal variants? It can look quite different in spring after prolonged rain to the normal dry lake dust bowl that most people know and love (and how it's been represented in most racing sims).
Just wanted to say as well that the dynamic lighting in pCARS still blows me away, especially at low sun angles. Having a 6am start at Laguna Seca with 10x time acceleration looks absolutely incredible. Most of the track is in shadow from the hill, then as the sun slowly rises small pockets of sunlight appear. It's incredibly atmospheric. Your lighting guys really did fantastic work in pCARS, and I can't wait to see what they come up with in pCARS 2, especially with the seasonal variations to the environments.
Great post which makes me wonder the following: what exactly is different in seasons? I suppose the most obvious one is the colour of the leafs on the trees. We also know the amount of snow on the peak of Mount Fuji changes with the season. But what else is affected with seasons? Will small vegetation plants appear in spring and summer and disappear in winter for example? Will the altitude and pattern of the sun differ between seasons? I would like to know what all is influenced by the seasons.@IanBell @The_American
I was wondering whether we'll get a lush, green version of Laguna Seca in pCARS 2 as one of the seasonal variants? It can look quite different in spring after prolonged rain to the normal dry lake dust bowl that most people know and love (and how it's been represented in most racing sims).
Just wanted to say as well that the dynamic lighting in pCARS still blows me away, especially at low sun angles. Having a 6am start at Laguna Seca with 10x time acceleration looks absolutely incredible. Most of the track is in shadow from the hill, then as the sun slowly rises small pockets of sunlight appear. It's incredibly atmospheric. Your lighting guys really did fantastic work in pCARS, and I can't wait to see what they come up with in pCARS 2, especially with the seasonal variations to the environments.
Great post which makes me wonder the following: what exactly is different in seasons? I suppose the most obvious one is the colour of the leafs on the trees. We also know the amount of snow on the peak of Mount Fuji changes with the season. But what else is affected with seasons? Will small vegetation plants appear in spring and summer and disappear in winter for example? Will the altitude and pattern of the sun differ between seasons? I would like to know what all is influenced by the seasons.