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

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Positional audio in VR would adjust the sound placement via the speakers as you move your head. So a sound coming from the front would need to come from the left if you turn your head 90 degrees to the right.
Ah, ok. Got it. I guess I pay way less attention to the sounds than to the graphics cause somehow I thought it already worked this way :)
 
@IanBell @The_American and anyone else in WMD....

This is probably a no, but can we adjust power and have a spec race with the AI also at the lowered power level?
That's easy... pick a less powerful car.

In all seriousness, why would we downgrade power in vehicles that Project Cars 2 is trying so hard to replicate with authenticity? This is not that "other game." This is a game where you get to experience race cars, or road cars for that matter, as they are realistically built. I don't want to know how a C7R handles with 250 HP., because I'm not into fiction. I applaud SMS for sticking to authentic vehicles. I love that we can tune the things that a real race team can tune (tires, dampers, aero, suspension), and that's it. Project Cars lets me feel like I'm experiencing a real racing team. Let the "Real Driving Simulator :lol:" allow you to strap on turbos, superchargers, or just drop the horsepower to next to nothing. In the meantime, I'll just have fun driving real cars as they were truly built.
 
That's easy... pick a less powerful car.

In all seriousness, why would we downgrade power in vehicles that Project Cars 2 is trying so hard to replicate with authenticity? This is not that "other game." This is a game where you get to experience race cars, or road cars for that matter, as they are realistically built. I don't want to know how a C7R handles with 250 HP., because I'm not into fiction. I applaud SMS for sticking to authentic vehicles. I love that we can tune the things that a real race team can tune (tires, dampers, aero, suspension), and that's it. Project Cars lets me feel like I'm experiencing a real racing team. Let the "Real Driving Simulator :lol:" allow you to strap on turbos, superchargers, or just drop the horsepower to next to nothing. In the meantime, I'll just have fun driving real cars as they were truly built.
Some of the Group C cars were tuned up(such as the Nissan) just for qualifying and boost turned down for racing. I believe I asked would there be boost controllers in game.

Question: Were Restrictor Plates in use for the Fusion and Caper, in PC1?
 
Some of the Group C cars were tuned up(such as the Nissan) just for qualifying and boost turned down for racing. I believe I asked would there be boost controllers in game.

Question: Were Restrictor Plates in use for the Fusion and Caper, in PC1?

Don't forget about changing of fuel mixes, which is now in PCars 2.
 
Restrictor plates, that's what it's called.

The Yellowbird isn't in PCars 2 so that's a bad example but something like that or the Lotus 98T. I will never drive the 98T with it's 1000+ HP but if I can set it up with a more "normal" amount of power that is easier to handle then I would do that and see how it handles that way. You can also use this to make two classes of the same car (if you so choose). It won't work offline but online you can have rules for a league where one class is set to default power and the other at 75%. It would be like a Pro and an Am class. Think of SNAIL's GT1 series.
 
That's easy... pick a less powerful car.

In all seriousness, why would we downgrade power in vehicles that Project Cars 2 is trying so hard to replicate with authenticity? This is not that "other game." This is a game where you get to experience race cars, or road cars for that matter, as they are realistically built. I don't want to know how a C7R handles with 250 HP., because I'm not into fiction. I applaud SMS for sticking to authentic vehicles. I love that we can tune the things that a real race team can tune (tires, dampers, aero, suspension), and that's it. Project Cars lets me feel like I'm experiencing a real racing team. Let the "Real Driving Simulator :lol:" allow you to strap on turbos, superchargers, or just drop the horsepower to next to nothing. In the meantime, I'll just have fun driving real cars as they were truly built.
If that's the point, I would appreciate it if roadcars were set up to their OEM specifications instead of a "track day" setup that is also tweaked in a few unrealistic ways to be somewhat more approachable to novice players, as WMD/SMS has explained. As you say, I'd rather drive the cars the way they were built.

A simulator can simulate a hypothetical car as realistically as one with authentic specifications (and PCARS already includes a handful of made-up cars). If you'd rather drive cars with their original specs, that's fair enough. But it's not unrealistic to limit power, nor is it unrealistic to install a turbo or supercharger, either.

I like the fact that SMS allowed you to turn down boost in PCARS1, and I hope that carries over to PCARS2.
 
It will most likely carry over since it's essentially just another tuning option in the engine section. I don't expect the addition of parts because that's a whole other can of worms but being able to reduce power and incrementally increase it would be a nice way to learn to drive some of the more daunting cars. You need to build up confidence. It would be a nice bonus to be able to race equal cars while doing this, that's all.
 
I am curious as to how the In Car Management options will work on the Xbox with the lack of button assignments for wheels and controllers. Would we have to assign at least 5 buttons to use this function (up, down, left, right to select options and a 5th to select?)

thanks in advance.

edit: Is SMS working with MS on this button assignment issue?
 
Maybe you press a button to bring up the menu and then the directional buttons work as intended, with a button you assign as "select". When the menu is not up the directional buttons work as you have them normally assigned.

Or like I and many have said before, get a USB keyboard. They're not that expensive.
 
Maybe you press a button to bring up the menu and then the directional buttons work as intended, with a button you assign as "select". When the menu is not up the directional buttons work as you have them normally assigned.

Or like I and many have said before, get a USB keyboard. They're not that expensive.
In the menu video mrsteeljockey showed, he had different buttons assigned to open ICM and then different buttons to scroll through the ICM menu. Hopefully (atleast on xbox) theres just one button to open ICM, then being able to use the d-pad to scroll, pressing B to exit ICM, then once out of the ICM menu you can still use the d-pad for separate things like headlights/wipers etc. That would be ideal but i wouldn't be surprised if it wasn't possible.

Will USB Keyboards be compatible with PC2 on Xbox? The last i heard, it wasn't for PC1/XB1.
 
That sucks, XB1 fails again lol. PS4 best of the consoles under PC Master Race mwa ha ha ha
Lol. and with the G920 on XB1, there's only about 8 assignable buttons (d-pad, a/b/x/y), there's the "LSB/RSB" buttons, though they are completely useless/unrecognized. Hopefully MS fixes that too.
 
I can't comment on the console version but, on PC, you can assign the same key/button for the ICM menu navigation as controls already assigned to other functions :)
 
I am curious as to how the In Car Management options will work on the Xbox with the lack of button assignments for wheels and controllers. Would we have to assign at least 5 buttons to use this function (up, down, left, right to select options and a 5th to select?)

thanks in advance.

edit: Is SMS working with MS on this button assignment issue?
on my T300 i use the D-pad.
"Up" for opening it.
Then navigating up and down with the "up" and "down" button.
Access lower option level = "right" button.
Adjusting parameters: "left" and "right" button
going back to ICM main page: navigate to the "back" button in the ICM and press "right" button.
closing ICM: just wait a bit and it closes itself, or go to the "close" button at the ICM main page and press "right" button.

you can assign every other button if you want.
 
Lol. and with the G920 on XB1, there's only about 8 assignable buttons (d-pad, a/b/x/y), there's the "LSB/RSB" buttons, though they are completely useless/unrecognized. Hopefully MS fixes that too.

Really not sure what the hold up is here, seems pretty simple and was available on 360. Seems like its one of those obvious things that fell through the cracks.

Maybe (longshot) if FM7 has more options for button assignments MS will take notice of this issue, or worse Turn10 knows of this issue and simply avoids it by limiting options and button assignments.

Either way MS has to solve this, maybe some pressure from SMS might help.

For those who haven't done so, add your voice to the suggestion section.

https://xbox.uservoice.com/forums/2...ons/7882929-allow-wheels-to-have-more-buttons
 
I have to admit, a button box and third party app (Crew Chief) are what make PCars 1 a superior console game for me. The fact that SMS gave us console players these features showed me they are willing tackle challenges to increase our enjoyment. Simply leaving those features out, while PC players get to enjoy them, is now viewed as lazy to me. I enjoy the driving experience of Assetto Corsa, but I really miss those extra features that PCars offers.

And for XBone to not support a keyboard/button box, come on! It can't be that hard to make that happen. (Says the guy with zero software programming knowledge :lol:).
 
I'm now a card-carrying VR convert (seriously - it's ridiculously awesome) and think it'll be very hard going back to a 2D display, so I have a question about VR:

I shift exclusively with paddles and find it a little immersion-breaking when my virtual hands move off the wheel to change gear in cars with gear sticks. Is there/could there be an option to lock the hands to the wheel during shifts? There's a similar disconnect during the elaborate hand animations when turning the wheel beyond ~100 degrees left or right, when in reality I tend to keep the same grip up to 180 degrees either side. Could there be an option to tweak this animation so the hands remain on the wheel? I'd gladly lock steering rotation to 360 degrees if it meant no more kung fu from the driver.
 
I'm now a card-carrying VR convert (seriously - it's ridiculously awesome) and think it'll be very hard going back to a 2D display, so I have a question about VR:

I shift exclusively with paddles and find it a little immersion-breaking when my virtual hands move off the wheel to change gear in cars with gear sticks. Is there/could there be an option to lock the hands to the wheel during shifts? There's a similar disconnect during the elaborate hand animations when turning the wheel beyond ~100 degrees left or right, when in reality I tend to keep the same grip up to 180 degrees either side. Could there be an option to tweak this animation so the hands remain on the wheel? I'd gladly lock steering rotation to 360 degrees if it meant no more kung fu from the driver.
I know in the main game of PCars1 you can remove the driver and wheel (if it doesn't have a display) so your own hands and wheel fit into the space. better
 
I'm now a card-carrying VR convert (seriously - it's ridiculously awesome) and think it'll be very hard going back to a 2D display, so I have a question about VR:

I shift exclusively with paddles and find it a little immersion-breaking when my virtual hands move off the wheel to change gear in cars with gear sticks. Is there/could there be an option to lock the hands to the wheel during shifts? There's a similar disconnect during the elaborate hand animations when turning the wheel beyond ~100 degrees left or right, when in reality I tend to keep the same grip up to 180 degrees either side. Could there be an option to tweak this animation so the hands remain on the wheel? I'd gladly lock steering rotation to 360 degrees if it meant no more kung fu from the driver.
Good to hear you're enjoying VR. Not sure there are such options to be honest. Have you had the freaky thing happen where after a while of driving in VR you let go of the steering wheel to do something like scratch an itch on your face and it freaks you out when the in game hand doesn't leave the wheel. It's a really surreal experience and makes you realise just how immersed you become in VR.
 
I know in the main game of PCars1 you can remove the driver and wheel (if it doesn't have a display) so your own hands and wheel fit into the space. better
Thanks, but I think having nothing there at all would be even weirder..!

Good to hear you're enjoying VR. Not sure there are such options to be honest. Have you had the freaky thing happen where after a while of driving in VR you let go of the steering wheel to do something like scratch an itch on your face and it freaks you out when the in game hand doesn't leave the wheel. It's a really surreal experience and makes you realise just how immersed you become in VR.

The VR experience in sim racing is unbelievable, and impossible to describe adequately to people who haven't experienced it themselves. The sense of presence is quite remarkable with proper head tracking, 3D stereoscopic vision, and surround sound. You feel you are planted IN that car, ON that track, with REAL opponents around you. The whole thing just comes to life. Quite apart from that, the sense of scale was the next thing that hit me. The track and surrounding environment is part of a bigger planet. Park up at the top of Eau Rouge and get out of the car, then look back down the hill and wait for the rest of the field to lap you. It's just like being a spectator at a real racing circuit, and tracks that I thought were pretty flat in 2D reveal all sorts of elevation changes and undulations in VR that you just don't normally notice.

It's incredible, it really is, and a perfectly natural fit for cockpit-based sim racing. I would urge anyone with a capable PC and an interest in sim racing to jump on the Oculus sale right now. You just HAVE to try this, and there's no going back once you do.
 
Thanks, but I think having nothing there at all would be even weirder..!

The VR experience in sim racing is unbelievable, and impossible to describe adequately to people who haven't experienced it themselves. The sense of presence is quite remarkable with proper head tracking, 3D stereoscopic vision, and surround sound. You feel you are planted IN that car, ON that track, with REAL opponents around you. The whole thing just comes to life. Quite apart from that, the sense of scale was the next thing that hit me. The track and surrounding environment is part of a bigger planet. Park up at the top of Eau Rouge and get out of the car, then look back down the hill and wait for the rest of the field to lap you. It's just like being a spectator at a real racing circuit, and tracks that I thought were pretty flat in 2D reveal all sorts of elevation changes and undulations in VR that you just don't normally notice.

It's incredible, it really is, and a perfectly natural fit for cockpit-based sim racing. I would urge anyone with a capable PC and an interest in sim racing to jump on the Oculus sale right now. You just HAVE to try this, and there's no going back once you do.
I have to find somewhere to try out a good Oculus or Vive setup. I tried a demo at the mall on Saturday of GTSport in VR on a regular PS4 and it was awful. Like PS2 graphics behind a screen door on top of a screen door. I don't know if it wasn't setup properly or if there was some issue but at no time did it feel like anything but having a mask over my face with a screen on it:sly:. Probably a bad choice to start out with:lol:
 
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