Really disappointed with this gamePS4 

There were a few bugs on pCARS 1 that lead me to quit.. are these happening on pCARS 2? (other bugs normally I can live with as nothing is perfect) - I never had these types of problems with other titles (Dirt Rally, SLRE, Dirt 4, Asstto Corsa, WRC 7. GTS)
Looking for more tracks and pCARS 2 has them..


Invisible walls launching cars or dead stopping them on the track.

FFB buzzing vibrating just after the start of a race (leading you to restart or leave a lobby because it was annoying)

FFB going completely out just after the start of a race after you spend time qualifying (leading you to restart or leave a lobby because well it just sucks) - I am not talking wheel over heat fade.. I mean just no FFB at all.

Pit wall crashes on auto drive damaging your vehicle

Game crashing and sending my T300 100% full force lock to one side - had to jump up and pull the power or usb.
 
I just find it impossible to go back to pc1 after playing pc2. Just everything is better about it. Track count, car count, physics, ffb, weather, multiclass racing, a.i., animated pit stops, race engineer. Like I said, if this game gets the same continued support as the original you'll enjoy it better than pc1. Remember the pc1 you're playing now is 10 patches of fixes. Pc2 we haven't even gotten our 4th.
The new physics and analog stick steering alone are enough for me to be unable to go back to PCARS1. The first game was a legit simulator compared to GT/Forza, but not that great of one. The steering was only barely passable.
 
It's true, PC1 wasn't too good until all the patches it got. I do hope that PC2 ends up the same way. But in the meantime I just can't play it anymore.

With PC2, I just can't seem to have a good race. Especially endurance races (Which I like the best). The AI is always twitching like someone who doesn't know what their doing playing on a controller, AI crashing into me as well as other AI cars (And I don't mean in a good realistic way), playing for an hour or more setting up a car only to do a race in the same exact conditions and have the car behave completely different, etc...

I know some people will think it's just me, but I don't have these issues on PC1, or Assetto Corsa.

The live track is great, but I can't help feel that that's what killed this game. To much game power and focus on that and not everything else. My ideal game would be PC1 with the new driving physics (same AI though), manual pit stops with pit people, being able to see the headlights in the rear view mirror, time change more accurate, and of course the new cars and new tracks. That would have been a perfect PC2 game. I feel what they tried to do should have been a PC3 game on a new console system. But that's just my opinion. :)

Trust me, I really, really want PC2 to be good, and I hope at some point it will be.
I've probably got less hours into PC2 than most people here but I initially had the same thoughts as you about the feeling of cars changing between practice, qualifying and race but, in my case anyway, I discovered that the source of those changes was mainly in tire heat and pressure conditions. Leaving the pits with cold tires, it takes time to get them up to temperature. You'll be slippery at first and then they heat up and the car becomes grippier and more balanced. But if you overdrive in practice or qualifying you can overheat the tires and then start to lose grip. Or you might have the brake ducts too open for the conditions and not get them up to temp so they never really feel right. Now comes the race and you start off with perfectly warm tires on each corner. If you didn't adjust the brake ducts properly, they'll cool down a bit and you'll lose grip. If you overdrive the car under pressure they might overheat and again, lose grip. They'll also wear, which might cause you to slip and slide more and lose grip.

Thing is, all these things are what happen to real cars and the fact is that you can actually feel the difference in the game, through your wheel, if you have one, and it shows up in overall grip levels, lap times, car behaviour etc. I don't know if that is what is happening to you, you might be experiencing a bug or something, but I'd pay very close attention to your tires each time you think something is affecting your grip levels in the game.
 
There were a few bugs on pCARS 1 that lead me to quit.. are these happening on pCARS 2? (other bugs normally I can live with as nothing is perfect) - I never had these types of problems with other titles (Dirt Rally, SLRE, Dirt 4, Asstto Corsa, WRC 7. GTS)
Looking for more tracks and pCARS 2 has them..


Invisible walls launching cars or dead stopping them on the track.

FFB buzzing vibrating just after the start of a race (leading you to restart or leave a lobby because it was annoying)

FFB going completely out just after the start of a race after you spend time qualifying (leading you to restart or leave a lobby because well it just sucks) - I am not talking wheel over heat fade.. I mean just no FFB at all.

Pit wall crashes on auto drive damaging your vehicle

Game crashing and sending my T300 100% full force lock to one side - had to jump up and pull the power or usb.

I have it on ps4 and it is better than the first one besides the graphics and audio taking a nose dive. I have come across a few invisible wall moments but it wasn't as bad as on the first game where it would literally launch you off the track. Apart from that i have had no other issues really besides the ffb for each individual car being inconsistent, as in you will set up the ffb to feel awesome on one car, and then change to another car and it will hardly have any ffb.

But my advice would be to wait and purchase it on the cheap.
 
I have it on ps4 and it is better than the first one besides the graphics and audio taking a nose dive
Yeah i think this is why i cannot put a vast amount of hours into the game like the first. First impressions out of the box were WTF have they done to the graphics?!?! Then the sound i swear is much worse as you say as well.

Physics wise its a big step up from the first game and getting close to AC but with the graphics been downgraded so much i tend to just play it for an hour a night (20 minutes in ffb menus) while PCARS1 i could easily play 6-8 a night. Shame really as i thought this would blow all other sims out of the water.
 
Yeah i think this is why i cannot put a vast amount of hours into the game like the first. First impressions out of the box were WTF have they done to the graphics?!?! Then the sound i swear is much worse as you say as well.

Physics wise its a big step up from the first game and getting close to AC but with the graphics been downgraded so much i tend to just play it for an hour a night (20 minutes in ffb menus) while PCARS1 i could easily play 6-8 a night. Shame really as i thought this would blow all other sims out of the water.

I recently jumped to pc because of how disappointed i was with PC2, lack of vr, and lack of racing sims on PS4 in general. So i downloaded the PC2 demo and i swear the audio on pc sounds better than PS4. It has more punch to it.

Then i remembered Ian Bell saying something like they had to change the way they traditionally fit the game onto the disc because of all the content in PC2, and it has me thinking that's why the audio and graphics are average compared to PC1 on console.
 
I recently jumped to pc because of how disappointed i was with PC2, lack of vr, and lack of racing sims on PS4 in general. So i downloaded the PC2 demo and i swear the audio on pc sounds better than PS4. It has more punch to it.

Then i remembered Ian Bell saying something like they had to change the way they traditionally fit the game onto the disc because of all the content in PC2, and it has me thinking that's why the audio and graphics are average compared to PC1 on console.
Im not sure that's the case, They could easily put a download out improving audio also the awful graphics were down to a new (much worse) way of doing anti aliasing.

Do you notice a difference in FFB?
 
Can you explain the reasoning behind this? Does it apply to just the race or qualifying also. I'm totally clueless about such matters.
Soft tyres heat up more quickly and from lower temps, so if you run them on a hotter track surface they will get too hot.

Hard tyres heat up less quickly and need higher track temps to 'switch' on, allowing you to run on hotter tracks with a lower rusk of overheating.

It would apply for all situations.
 
@Scaff Thanks for your reply. At what temperature should I ditch the softs?
I have yet to find a temperature where the softs are any good but I've read extremely low temps, like single digit celsius. I have trouble keeping the hards at workable temps on some car/track combinations. GT3 at Dubai last night, all vents fully open, proper tire pressure and I had to baby it to keep hards below 110C. I often wonder if I'm missing something but I see everyone else slip sliding around the track:ill:
 
I have yet to find a temperature where the softs are any good but I've read extremely low temps, like single digit celsius. I have trouble keeping the hards at workable temps on some car/track combinations. GT3 at Dubai last night, all vents fully open, proper tire pressure and I had to baby it to keep hards below 110C. I often wonder if I'm missing something but I see everyone else slip sliding around the track:ill:
Woah! Every day's a school day. Who knows how long I'd have continued sliding around on softs if I hadn't peeked in here. Thanks, guys. You'll both get a shout out in my next victory speech.
 
Woah! Every day's a school day. Who knows how long I'd have continued sliding around on softs if I hadn't peeked in here. Thanks, guys. You'll both get a shout out in my next victory speech.
Tire temps and tire pressures are the number one tuning priority in this game from what I've discovered so far. You can have the most godly tune available, with a car that's perfectly stable but if your tires are down or up 4 PSI from ideal or the temps are up or down 20C+ from ideal, you will not be competitive against pilots of the same skill level who have ideal temps and pressures. An average tune with good tires temps and pressures will will be far more competitive. Tire management is the key in this game, just like...real racing!!

You have to really get a feel for tire temps. If you're practicing for a race, go really hard in practice for 6 or 8 laps and see where the temps and pressures are. 2 or 3 laps may not do it. Then take the same setup and try to be smoother. Brake a bit sooner so your corner setup is easier, less heat buildup through braking and corner entry. Smooth out but always use the whole track. Do that for 8 laps and see where the temps and pressures are and compare lap times as well. You might find you're just as fast being smooth and neat for 6 or 8 laps because you'll keep the temps down and pressures ideal and maintain higher grip levels. Then rinse and repeat with a full fuel load, then again with a Q fuel load of only a few laps. It makes a difference in how you drive and how you set up the car. Qualifying becomes a chess game. Can you get away with closing the brake ducts and engine fan for one hot lap and not blow up the car and overheat the tires? Can you do it in one lap or do you hedge your bets and open up the brake ducts and engine cooling to allow for 2 or 3 laps?

Once you get a feel for it it will become second nature. You'll show up at a track in your favourite car, look at the ambient and track temps and have a good idea what setup to try and, if you're racing online, you'll probably blow past all the noobs who still think this is GT or Forza:lol:
 
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I have yet to find a temperature where the softs are any good but I've read extremely low temps, like single digit celsius. I have trouble keeping the hards at workable temps on some car/track combinations. GT3 at Dubai last night, all vents fully open, proper tire pressure and I had to baby it to keep hards below 110C. I often wonder if I'm missing something but I see everyone else slip sliding around the track:ill:
The notes for the next patch state they will be addressing the operating window for tyres.
 
The notes for the next patch state they will be addressing the operating window for tyres.
Cool...pun intended:sly:. That'll up the fun factor tremendously:tup:👍
 
Cool...pun intended:sly:. That'll up the fun factor tremendously:tup:👍

It does make me laugh a bit, given the comment earlier in this thread that SMS don't address issue with the title and you then get update lists like this:

SMS
PC

Solved link to Facebook page when user selects the Facebook option on the Extras tab whilst Microsoft Edge is set as default browser on PC.
Corrected multiple options in Photo Mode not being reflected when playing in VR.
Solved VR flicker.
Dedicated Server: corrected session duration automatically changing to 140 minutes when the player sets the time to more than 140 minutes.
Dedicated Server: improved client and server code that uses older net API, allowing for more reliable connections.
Changed the default drawing distance when playing in VR to minimize intermittent texture flickering.
Improvements to droplets on camera in both VR and non-VR.
Resolved game launching in Spanish when Windows’ current location is set to Latin American countries.
Corrected an issue in VR where driving lines would disappear if camera view was changed during race.
Solved an issue where Dedicated Server lobby weather conditions would always display as ‘clear’.
Corrected an issue where Dedicated Server lobby vehicle images weren’t updated correctly during multiclass selection.
Corrected an issue in post-race results where the mouse would not switch between the Driver List and footer menu.
Improved an Online Lobby issue where players were able to select a vehicle before info was fully set.
Refined incorrect message 'Multiple inputs were detected. No action was assigned' when player presses Esc key and message 'Please assign a new configuration' is displayed.
Polished the missing background for ‘return to position’ messages in VR.
Stability improvement for when a user would join an in-progress session.
Corrected AI behaving erratically leading to a crash to desktop.
Corrected an issue in VR handling two screen systems to ensure that they are both treated separately, allowing either to be the default.
Resolved a save fail if ‘my documents’ folder is set to a network location.


User Interface

Corrected an inconsistency between info on the Track Select screen and the Loading screen.
Refined the Online Browser filter not closing properly.
Fixed the Password Protected Lobby icon that was missing on the Lobby Details screen.
Improvements to Career Dashboard Standings UI.
Corrected some display unit values not changing when switching between metric and imperial units.
Stability improvement where the game would become unresponsive when attempting to save a setup with no description.
Solved incorrect message when entering an invalid password.
Solved Career nationality not defaulting to console / Steam user's location.
Improved Session and Race settings not updating in Online Championship rounds if the user applies a Motorsport Preset, thereby adding a round to the schedule.
Corrected options under Realism Settings in Online Lobbies not displaying correctly and being inaccessible to Host after accessing the Realism Settings from the Online Lobby.
Added name of tyres on the car within the pre-race menu.
Improved language translations throughout the game.
Added message for when ‘ghosts’ and times are not uploaded due to invalid car-and-track combinations.
Resolved 'Pedal Type' and 'Calibrate Wheel' disappearing if the user clicks on the scroll bar of the Control Scheme from the Pause screen.
Fixed 'Rules & Regulations' and 'Esports' settings being altered if user selected 'Reset to Default' in the 'Realism Settings'.
Solved car classes disappearing in Vehicle Select screen of Online Lobbies when changing vehicles in multiclass lobbies.
Resolved changes of Helmet Camera settings not saving properly via the Pause Menu Options.
Corrected setup descriptions not fully appearing if too long.
Removed green screen appearing for a second when skipping the Career path intro movie.
Removed a copy of the 'Won Group A Pan-America Championship' accolade.
Fix for an issue where the pit strategies full message would not appear when trying to save a pit strategy with no available slots.
Fixed the 'Edit Driver' screen overlapping the Showroom when in Vehicle Select of Online Championships.
Added a notification for the lobby admin/host when a player rejects Director or Broadcaster roles.
Polished a mismatch of results on Sessions Result screen and Retire screen.
Adjusted location of important penalty messages on the HUD, and enabled them even when the HUD is Off.
Corrected long team names not appearing correctly in Online Championships.
Fix for correctly displaying the finishing status of players and AI that do not finish the race or retire early.
Resolved opponent cars flicking if they retire from an Online Championship on the Pre-Race screen.
Corrected an issue where user was unable to see which setup was being selected in Tuning Setups with HDR Enabled.
Refined Online Championships showing previously-assigned team names in new sessions .
Improved progress bars in Pedal Calibration to more accurately represent pedal input.
Corrected overlapping text issue in Pit Strategy.
Corrected image for Fanatec Porsche GT3 RS wheel in Controller Settings.
Resolved lobby details not showing all classes in multiclass Dedicated Server lobbies.
Added help text for Menu Spring Strength.
Removed Damper Saturation option.
Corrected an issue where changing track would not remove invalid weather.
Improved an issue where the game would only allow for 250 laps when the player set more than 250 laps in Race Settings.
Resolved debug text appearing in S1, S2, and S3 columns of the In-Progress screen when the player selects 'Retire and Spectate'.
Refined the pit stop time being estimated incorrectly when setting 'Change Tyres' to 'Recommended' on certain cars.
Fixed Manufacturer Events showing incorrect progress for unlocked manufacturers when creating a new career.
Fixed the number of pit stops not being displayed correctly in Post-Race Results screen.
Resolved the Player not being able to determine their grid position when using the IndyCar Motorsport Preset.
Fixed conversion when displaying rev limit in tuning setups.
Corrected the 'Restart Session' button being highlighted by default instead of 'Continue' on Session Results screens.
Corrected pit stop progress information not showing in the pit stop cinematic cameras when entering the pits in the telemetry HUD.
Changed Rear View Mirror to disable dynamic scaling.
Enabled Enhanced Mirror when 'Enhanced Visuals' option is selected.
Resolved incorrect ordering after altering the Standings in Online Championships.
Added active Motorsport Presets to View Info and Edit screens in Online Championships.
Resolved changes not being reflected when re-editing a Created Event.
Corrected an issue where the game would incorrectly round up player's time on HUD and Results screen.
Fixed an issue where player would sustain damage in the pit lane, but it would not appear on the HUD damage element.
Corrected an issue where no data would be displayed when loading a default setup after previously overwriting it.
Resolved 4th position missing in Standings Panel when on the grid during countdown sequence.
Resolved 'Create New Pit Strategy' option remaining enabled when all pit strategy slots were filled.
Fix for Team tab being disabled on Round Results screen of Online Championship.
Corrected Status/Session info in Replays not correctly updating when switching drivers.
Fixed Director and Broadcaster screens not showing all participants data in Online Championships.
Fixed the Circuit of the Americas National circuit appearing when Daytona International Speedway Tri-Oval was selected in Online Championships.
Added a central cockpit camera to cars and the options screen.
Stability improvement when a player selected the 'Compare Driver Network Profile' option from Team Roster of Online Championships, after adding a Director or Broadcaster.
Corrected an issue where Online Lobbies were not sorted in lobby browser when a player altered the sort order of a certain column more than twice.
Resolved the player not being able to access Driver Network Profile on Livery Select screen of Invitational Events.
Removed the 'Edit' option in Online Championships Lobby for options that cannot be edited.
Improved the bars in the Competitive Racing License history chart to make them visible at lower values.
Refined an issue where Rounds in Online Championships Schedule were selectable after they had been completed.
Adjusted overlapping Online Championship names when text is extremely long.
Improved lighting to some objects in car thumbnails.
Polished the Current Session information being displayed on the Pre-Session screen in Online Championships.
Corrected Tuning setups saving issues.
Resolved an issue in Online Championships where class-wide results would fail to display under certain circumstances.
Improved the menu flow in Online Championships to prevent accidental return to Main Menu when pressing the back button during countdown on lobby screen.
Added lobby filtering for Competitive Racing License.
Adjusted an issue where, in Russian, the capital K and Y letters were showing as lower case in the driver profile.
Corrected an issue where the track UI wasn’t updating for the client if the host selected a new track in the Online Lobby.
Corrected an issue where an incorrect detailed view of a car would be shown in Vehicle Select.
Solved an issue where multiple DLC invitation pop-ups were triggered after creating a new career.
Corrected an issue where the player is unable to change the number of laps within a lobby screen.


Cars

Audi R8 LMS, and R8 LMS 24H: improved LOD popping issue at the rear of the cars.
Mazda Radbull: fixed backfires not being visible from the cockpit.
Honda 2&4: corrected glass HUD blurring with road behind the glass.
Improved steering animations for Honda 2&4 and Radical SR3 when using a gamepad.


Tracks

Bannochbrae: fixed collision issues in the pit lane / pit area with larger sized cars.
Catalunya Club: corrected cinematic cameras remaining active when restarting a concluded session.
Catalunya Rallycross: removed Joker Lap exploit.
Donington Park: adjusted pit crew positions.
Dubai Autodrome Club: corrected incorrect track length.
Hell Rallycross: improved tree walls and outer terrain LOD distance.
Indianapolis: changed the position of pit exit-line objects, and resolved an issue where the car could avoid the pit-out trigger.
Knockhill: reduced garage depth to fix the AI hitting the kerb and marshal-box exiting pit garages.
Lydden Hill: fixed a hole in collision mesh that caused players to lose control when hitting a dip in the road.
Monza Oval: turned off oval flag. This disables the oval setup being applied, as track direction is opposite to the other ovals in the game.
Spa Francorchamps: polished the pits to stop rain and snow falling in garages.
Texas Motor Speedway: resolved player receiving insufficient progress notification while leaving the pits.
Resolved issue where, after race is restarted, advertisement boards failed to disappear and remained on-track after being knocked about.
Updated pit crew animations for tracks with left-hand-sided pit stop fueling.


Handling

Added a new Opposite Lock Assist for gamepads and keyboards. This is designed to help the player control oversteer and slides, and can be toggled On or Off in the Gameplay screen in Options.
Fixed incorrect altitude of many tracks for better balance of performance between turbo and naturally-aspirated cars.
BMW 1M: Improved FFB scale.
Dallara IR-15 Oval: increased FFB multiplier and fixed the FFB feeling very light, default gamepad setup changed to a differential which removes the left pull due to tyre stagger, revised tyre rubber for ovals when cold, and lowered rolling resistance of oval tyres.
Ferrari 333SP: small balance of performance changes to fit with other LMP900 cars. Fixed final drive ratios and improved AI gear usage.
Ford Escorts: raised and moved back chase camera position to help with high FOV settings.
Ford Falcon V8SC: shifted aero drag balance rearward, fixed rear wing yaw effect, re-balanced adhesive and ‘rip grip’ for slick tyre compounds.
Ford Fusion Stockcar: new Road Course tyre that now has a stiffer carcass and wider adhesive peak. Adjusted the AI tyres to match.
Ford Mustang RTR Formula Drift: improvement to cars’ handling based on Vaughn Gitten Jr.'s feedback.
Ford Sierra Group A: moved the launch RPM higher to help the AI on race starts.
Formula A: reduced fuel tank capacity to a more reasonable level.
Formula C and Formula R: revised tyres, engine braking, and damper setup for better stability and easier driveability. Revised Stable setups. Adjusted FFB for changes to tyres. Fixed rain tyre being faster than the slick.
Formula Cars: decreased sensitivity to aero and suspension damage.
Ginetta G40: Tuned for better control after large impacts and jump landings. Rebalanced side aero forces and tyre carcass bump-rebound damping.
Lamborghini Huracan GT3: slight drag decrease to hit known top speeds with low rear wing.
Lamborghini Sesto Elemento: increased FFB strength (previously too low).
Ligier Judd LMP2 and RWD P20: better engine cooling adjustments after HP changes.
LMP2 cars: gave approx’ 50hp power increase to get them closer to real-world lap times, and adjusted radiator sizes to suit.
Lotus 38 and Lotus 56: increased speed on ovals.
Mercedes AMG GT3 and SLS GT3: default wings changed for AI cars to obtain better speed balance at low downforce tracks.
Nissan GTR GT3: small increase in power to 525hp.
OMSE RX Lites: increased FFB multiplier and shifted aero drag toward the centre.
Porsche 911 GT3 R: revised suspension geometry and setup from new reference material. Re-calculated chassis moments of inertia.
Toyota GT-One 1999: small balance of performance changes to fit correctly with LMP900 cars.
IndyCar & Ford Fusion: increased AI tyre wear to better match player on ovals, making pitting and strategy similar.
Improved AI tyres for Ford MKIV, Lotus 40, Ferrari 365 GTB Competizione, and Mercedes-Benz 300 SL AMG
Group C and IMSA GTP: increased engine rotational inertia, new tyre carcass, and re-balance of adhesive vs ‘rip grip’. Bump Stop lengths also reviewed, as was lift:drag ratio on all cars. Fuel consumptions also addressed.
Group C cars: adjusted FFB for latest changes to tyres. Fixed rain tyre being faster than the slick.
GT3 Soft Slicks: tweaks to temperature operating window to broaden their range, mainly fixing their poor performance in cold conditions.
Small HP balance adjustments to Bentley, Cadillac ATS, and Ferrari GT3 cars.
Added 5 litres to fuel capacity to Aston Martin V12 Vantage GT3, Porsche 911 GT3, and BMW Z4 GT3. This ensures they can do a 90-minute race/fuel-run with the rest of the GT3 cars.
GTE Class: improved the rolling resistance of AI tyres to better match player speeds.
Fine-tuned fuel estimates for LMP1, GT3, GT4, and turbo cars.
Rallycross: improved adhesive vs ‘rip grip’ to help stability of slides on RX tyres.
Altered side- and push-drafting.
Reduced drag penalty associated with aero damage, and also adjusted thresholds for AI to pit.
Corrected differing amounts of fuel between players in Fixed Setup races.
Shifted the aero drag centre towards the rear on a number of cars, fixing rear wing yaw effect.
Adjustments made to reduce in-air negative tilt of some vehicles.
Reduced the speed of slick tyres in the rain.
Increased rain tyre heating for player cars.
Reduced heating on touring car rain tyres.
Reduced base wear on slick-based rain tyres.
Fixed issue that de-calibrated wear on some tyres.


Gameplay

Driver helmet now correctly shown in Helmet View camera.
Improved results of simulated career sessions. Randomness reduced by enhanced focus on performance and driver skill. Qualifying-to-race grid positioning will now more closely match results when not being simulated.
Improved an issue where changing track in Multiplayer to one with a smaller grid size limited entry to the lobby, causing some players to spawn under the track.
Career - Group A: changed the date of Round 1 for the PA Final race at Bathurst so that the weekend no longer takes place during snow season.
Adjusted ambiguous spotter logic calculating probabilities remaining to take Joker Lap in RX.
Fix to ignore other classes for cut-track penalties in multiclass races.
Corrected the player having control of the car before the 'manual control' handover at the start of Formation Laps.
Resolved Competitive Racing License not disabling if Flag / Penalties are disabled.
Fix for Player not automatically getting correct tyres when pitting on default pit strategy.
Fix for players receiving speed limit penalties in the pits when the auto-speed limiter is engaged.
Turned headlights off when the car is in a ghosted state.
Issues relating to Join In Progress and Spectators for Rolling Starts resolved.
Improved formation laps: leader now slows down earlier in order to allow the rest of the field to catch up during the the switch from Formation Lap to Rolling Start.
Improvement to prevent players being able to drive in Community Events with DLC cars, when they don't own the DLC.
All vehicles are now permitted to use Kart tracks for Private Testing.
Fixed remaining race time calculation for the end of session simulation.
Resolved an exploit for Tuning Setups being applied to fixed setup Community Events.
Radical and Light Sports slick tyres: adjusted the range of ideal temperature to reduce difficulty of controlling car while the tyres are warming up.
Fixed the Lotus 38 and Lotus 56 being slow at Indy Oval.
Added sound for penalty HUD messages.
Tuning of cut track ‘tweakers’ following Update 3 feedback. This now reduces the amount of calculated slow down time required following track limit breaches.
Resolved an exploit where players could enable driving aids that are not allowed in Time Trial and Community Events.
Improved an issue where the AI, taking over control of the car when setting the 'Swap Driver' option to ON in the ICM, would not pit.
Resolved the issue where the Tuning Setup would reset to default after player attained a personal best time and then restarted the session.
Corrected the Pit Stop Estimate time not being calculated for RX cars.
Improved poor sounds of high/fast revving engines.
Added Sampala track to Private Testing mode.
Stability improvement when the admin of an Online Championship assigned any car to a player through a DLC-car class.
Fix for player not joining a lobby when accepting an invite whilst on Esports screen.
Removed 'Randomize All Cars' button in Online Championship when using Kart tracks.
Removed penalties accrued by player due to others retiring and spectating during the formation lap.
Resolved the skipping of a Career Round if player joined and completed an Online Championship race whilst their Career Championship was active.
Corrected car stalling whilst being held in pit box due to other cars passing, despite clutch pedal being pressed.
Fixed an exploit where the player could become immune to penalties when ghosted in multiplayer.
Fix for 'Invite Only' trophy unlocking after DLC installed and a new Career started.
Improvements for when players ‘Join In Progress’ into a session.
Added pit speed limiter to cars from which it was previously missing.
Resolved rare instances where incorrect starting grid positions were assigned to players.
Corrected issue where left-sided pitstops were causing parts of the vehicle chassis to flip.
Improved an issue where ‘return to position penalties’ were allocated based on overall position, and not class position.
Corrected an issue where Livetrack and weather was not correctly syncing across online races.
Refined an issue where fuel level appeared white despite not being enough to complete a session on-track without refueling.
Improvements to the cut-track penalty system now takes into account crashed, pitted, and other class opponents in timed races.
Corrected behaviour to prevent Online Reputation Safety Rank increasing when there are no opponents on-track.
Fixed an issue where pit crew would freeze during a fuel-only pitstop.
Added ‘automatic by weather' choice to the pitstop strategy menu. Crew will now change tyres if they are deemed unsuitable for the weather.
Polished an audio issue where pit-crew animations and sounds were not in sync on shorter pit-stops.
Resolved an issue where, during an RX Lites career, in Q2, the HUD would display incorrect info.
Corrected an issue where points were not being awarded to each class in a multiclass race for fastest qualifying lap.
Fixed an issue where a player would incorrectly receive a time penalty when hit by another player during the formation lap.
Stability improvement when crossing the finish line in multiplayer races.
Resolved a Rare ‘hang’ caused by crashing into AI during the warm-up lap.


AI

Brands Hatch GP: slowed AI lap times by about 2 seconds based on player feedback.
Brno: new AI alternate start line to improve first lap racing.
Catalunya GP and Catalunya National: improved AI alternate start lines to improve their race starts.
Daytona: updated AI. Added missing pit-path corridors to improve pit entry speeds. New alternate start-path to clean up contact at the start.
Daytona Road Circuit: reduced AI speeds coming off the oval into Turn 1 and other general changes to improve lap performance. New AI alternate start line to improve first lap performance.
Daytona Tri Oval: Implemeneted AI pit lane path to prevent the AI from hitting the pit wall , and improved pit entry and exit merges. Tweaked AI line at the Kink to prevent them from lifting slightly in stock cars. Adjusted inner corridors on the banked corner to prevent AI banking when racing side-by-side.
Dirtfish Mill Run: updated AI corridors.
Dubai Autodrome: new AI alternate start line to improve first lap racing.
Dubai International: new AI dry racing line for better consistency.
Fuji: new alternate AI start line to fix inappropriate merging from Formation Lap to Rolling Start phase.
Hockenheim: new alternate AI start lines and AI improvements.
Imola: new alternate start line to improve AI at race starts, and adjustments to AI cornering speeds.
Indianapolis: added an alternate starting path for AI to improve rolling starts.
Laguna Seca: new AI alternate start line to clean-up race starts. Slowed the AI speed on the pit lane exit at the inside of Turn 1 to better match player’s speed.
Le Mans: slowed the AI alternate start line in Ford Chicane as previously, cars were getting loose when the race went green on rolling starts.
Long Beach: adjusted AI cornering speeds to improve their lap times.
Monza GP: new AI start line to clean-up race starts. New AI pit lane path to fix cars going off into the gravel after the chicane. General improvement to AI speeds through the lap to make them faster based on player feedback. Also improved AI setups for GT1 cars to fix them getting loose through the Parabolica.
Nordschleife Stage 3: turned down the AI speed in Pflanzgarten 'jump' (both layouts) to prevent AI going off.
Nurburgring GP: new AI alternate start line to improve race starts. Reduced AI speed in the Schumacher Esses, and increased entrance speed in the previous 180-degree corner.
Rouen GP: improved AI pit entry speed to stop them going in too fast.
Sakitto GP: new AI dry racing line for better consistency, and new alternate start line to improve race starts.
Silverstone GP: new pit path to resolve issue with AI driving off the track after Turn 2.
Snetterton: new alternate start line to improve race starts.
Sugo: new alternate start line to clean-up race starts, and adjusted AI speed through Turn 6 and final turn.
Texas Oval: resolved an issue where AI could hit the pit wall.
Texas Motor Speedway Road Course: new AI alternate start line to improve race starts.
Watkins Glen: new AI line and alternate start line to improve AI competitiveness and general cornering behaviour.
Willow Springs: fixed AI speeds into final turn.
Zhuhai: new AI racing line to improve pace and consistency.
Fixed an issue where the AI was not affected by aero damage.
Improved AI aggression.
Improved AI behavior on ovals. Improved how aggressively AI change lanes in order to reduce contact and improve racing.
Improved when AI use KERS/boosts as previously they weren’t using it on some straights when they should/could have.
Improved the timing of AI pulling out of slipstream when overtaking.
Improved AI whilst passing slow cars, or when trying to give back positions.
Various improvements to AI logic for avoiding danger, as well as overtaking.
Slow or lapped AI cars now allow more room for overtaking cars, improving multi-class racing and AI lapping / passing slow cars.
Improved AI tyre wear to better match player experience.
Corrected AI behaviour when pulling over due to damage.
Improved AI pit exit speeds to fix AI ramming the player on pit lane exit.
Improved AI behaviour and speed on cool-down lap.
Improved rare cases of AI swerving during pre-race laps causing occasional instability.
Improved AI mandatory pit stop logic to avoid too many stops in fluctuating weather conditions.
Improved AI tyre choice in light rain conditions, and their tyre selection in changing conditions.
Improved AI rain speed, reduced their rolling drag with saturation, improved AI throttle application on corner exit and braking on corner entry in the rain to obtain better balance.
Improved AI in snow conditions.
Improved AI path finding off-road.
Improved AI behaviour when being forced into situations where reversing is necessary.
Improved AI drivability at tighter tracks in the Ford Bronco ‘Brocky’.
Dallara IL-12 Oval: adjusted AI top speeds, rolling resistance, load sensitivity, and total grip to balance with other changes, and reduce corner entry speed at Indy to better match players’ speeds.
Ford Fusion: given the AI the tallest final drive ratio at Daytona to fix them bouncing off the rev limiter while in the draft.
LMP3 cars: new tyres for the AI in order to better tune their rolling resistance.


Hardware

Corrected Controller/Wheel setups getting reset if control type is altered and game is restarted.


Madness Engine

Improved Livetrack 3.0 performance.
Various stability improvement .
Refined a stuttering problem caused when vehicles take damage.
 
Should all that still need fixing 4 months after release? It's a hell of a patch that's for sure but 4 months after release we should be at a complete game by now, Also id put money on patch 5 having to fix just the same amount of things.
 
Should all that still need fixing 4 months after release? It's a hell of a patch that's for sure but 4 months after release we should be at a complete game by now, Also id put money on patch 5 having to fix just the same amount of things.
Define "should". GTSport is one of the two best funded, Triple A racing games on the planet with a budget that is many multiples of this game and every other save for Forza. In the last month or two bugs have been revealed that allow you to increase grip magically to the tune of 3 seconds a lap or so and another that allowed you to change tires while on track just be going into the pause menu and hitting a couple of buttons. Dozens of players have been caught using the latter bug through the scrutiny of replays, including top tier aliens. GT is in no way a more complicated piece of software than PC2. This is not to slag GT or any other game, but to reinforce the concept that, with millions of lines of code in a piece of software you can buy for relative peanuts, things are going to slip by. It's inevitable and the correction process isn't easy or without complications of it's own. That isn't to say we should accept a game full of bugs but expecting everything to be perfect after 4 months isn't realistic.
 
Should all that still need fixing 4 months after release? It's a hell of a patch that's for sure but 4 months after release we should be at a complete game by now, Also id put money on patch 5 having to fix just the same amount of things.
I would actually describe it as a correctly detailed list of patch notes, one that fits in with the patch notes you tend to get for any PC title.

This for example is the latest Elite Dangerous patch list (a title that came out four years ago):

Art


  • Fixed nebulae being extremely bright
  • Fixed the joystick move animation for the female pilot model, as it was reversed



Audio


  • Fixed flight controllers saying a third character if a player switches to a call sign with less than 3 characters
  • Fixed the ‘Bounty Incurred’ audio line playing whenever a fine is received
  • Fixed some missing audio from holographic billboards
  • Fixed audio issues with the vessel voice after returning to your ship from an SRV when landing at some sites
  • Fixed cockpit freezing and cracking SFX persisting after returning to the game from the menu



Controls


  • Fixed throttle automatically setting to zero when exiting a hyperspace jump
  • Fixed an issue that limited the amount of input devices on PC to four



Crime


  • Removed bounty/fine cost multiplier at Interstellar Factors based on notoriety
  • No longer able to pay off fines/bounties at Interstellar Factors if you have a notoriety above 0
  • Consolidated lawless security state in to anarchy security state
  • Anarchy states now show anarchy security level
  • Interstellar factors are now available at all markets controlled by factions with Anarchy governments, regardless of star system security level


  • ATR response is now governed by system security level and crimes committed
  • Once ATR has been summoned, subsequent crimes result in a faster response
  • Notoriety now updates periodically during gameplay (reducing by 1 unit per hour of gameplay)
  • Switched on contacts at all Engineer bases to allow fines to be paid, but still only Broo Tarquin, The Sarge, Ram Tah, Colonel Bris Dekker, Lori Jameson, Juri Ishmaak, Tod 'The Blaster' McQuinn advance their progression from redeeming vouchers at their bases



Engineers


  • Additional Engineer Blueprint Changes






  • Restored wayward Farseer Engineer base icon to its original position on the Surface Map
  • Fixed some incidents of the Engineer UI becoming unresponsive when using Controllers and Joysticks
  • Prevent the player attempting to purchase Experimental Effects that they cannot afford
  • Fixed some instances of Experimental Effect modifiers being inverted
  • Fixed an issue where negative stats and completed positive stats would blink when applying a Blueprint
  • Fixed an issue where players were not able to convert certain legacy modules despite all of the required conditions being met
  • Fixed an issue in the Engineer Workshop that made Blueprints selectable while browsing them after pinning a Blueprint
  • Fixed sorting for pinned Blueprints in the Engineer workshop and cockpit Engineer menu
  • Fixed an issue with the reputation progress bar skipping ranks
  • Fixed Engineer service appearing in the services list for Starports and Planet Ports in the Galaxy/System Map when an Engineer isn't present
  • Some Railgun Experimental Effects under the new system now all have a 40% heat reduction applied (applies to Feedback Cascade, Super Penetrator, Plasma slug)
  • Fixed issue where Engineer module progression wouldn't always reach 100%



Fighters/Crew


  • Fixed an issue where Ship Launched Fighters were not sharing a ‘Wanted’ status with the Mothership



Galaxy Map/System Map


  • Fixed the map configuration view ‘by services’ not persisting on subsequent reopening of the Galaxy Map



Galnet


  • Added new language option to allow commanders to change the language Galnet audio speaks in
  • Fixed new issues with Galnet Audio playback resuming unintentionally
  • Improved mix for Galnet Audio to increase audibility



Installations/POIs/USSs


  • Made some tweaks to Megaships, including:
    • Added materials as possible rewards from hacked cargo bays
    • Increased data material payout at data terminals and Comms arrays
    • Increased turret downtime when generators are disabled
    • When using limpets to interact with Megaships, crimes will no longer trigger if you are in silent running, but will result in an authority response
    • Added heat generation to the hatch breaker and recon limpets to make them more risky to use with silent running

  • Fixed ships not showing as Wanted or having pre-existing bounties in Resource Extraction Sites
  • Fixed an issue whereby ships could be recalled while at unsafe locations



Missions


  • Fixed planetary welcome missions sometimes directing players to difficult, high security outposts
  • Fixed an issue where multiple players could take the same Wing Assassination mission
  • Fixed an issue where players could not claim cargo rewards despite having enough space
  • Fix to prevent notoriety increases from crimes committed against a mission target
  • Added new Massacre Mission Scenarios



Multi-Crew


  • Fixed heat vents not appearing correctly when using the Camera Suite in Multi-Crew
  • Fixed an issue where the Role Switch panel would not update correctly when a crew member switched from the Idle to the Gunner role



NPCs


  • Fixed an issue where System Authority ships could appear in anarchy systems
  • Small balance pass on Thargoid Scouts



Outfitting


  • Fixed incorrect/disappearing turret icon in outfitting



Planets


  • Fixed the missing fog on planet surfaces
  • Fixed the darkside of planets not being illuminated by the galactic background (read more here)



Player Journal




Ships

Alliance Chieftain


  • Fixed an issue that could see SRVs becoming stuck under the Chieftain’s wings
  • Straightened up the Ship Nameplate position
  • Fixed an issue where the ship would often not land despite alignment being correct
  • Tweaked flight model to improve lateral and vertical thrust
  • Fixed the armour having too high a mass for the ship’s size



Anaconda


  • Fixed the positioning of the String Lights
  • Corrected some of the side window textures



F63 Condor


  • Fixed some LODs



Lakon Type 7


  • Buffed the type 7 to improve its jump range



Lakon Type 10
  • Fixed an issue where the ship would often not land despite alignment being correct
  • Fixed a Camera Suite position when used in Multi-Crew



Viper MkIV
  • Fixed a Camera Suite camera angle



SRV
  • Fixed an issue where the SRV could get stuck in the ground when moved due to logging out in a dangerous location



Stability Fixes

  • Fixed a crash that could occur when shooting an SRV with a Railgun
  • Fixed a crash that could occur when shared Wing Missions are added or removed from a player
  • Fixed a crash that could occur when attempting to clean a hot module from the currently installed module when choosing a stored module to transfer
  • Fixed a crash that could occur if you waited for more than 5 minutes in the Docking and Travel training mission before doing a Hyperspace or Supercruise jump
  • Fixed a crash that could occur when exiting game while in Outfitting
  • Fixed a crash that could occur when loading in to a CQC Arena Deathmatch
  • Fixed a crash that could occur when fighting a Thargoid



Starport Services
  • Fixed the position of the ‘Anonymous Access’ text when loading Starport Services


Technology Broker


  • Fixed the Technology Broker displaying repeated icons on the unlock screen

UI

  • Fixed some text overlap that could occur in the Commodities Market for most languages
  • Fixed ‘Anonymous Access’ appearing on the back and/or cancel docking buttons
  • Fixed some missing schematics for Megaships in the Contacts Panel
  • Removed some trailing zeros from the Modifications UI in the Engineer Workshop for clarity
  • Fixed the stats UI showing incorrect numbers on weapons with the Double Shot modification applied
  • Fixed the rank progression being difficult to make out in the Status Panel
  • Widened the friends list in the main menu, to allow more room for long commander names
  • Fixed the ‘Encounters’ field being blank in the Statistics panel
  • Fixed the Anonymous Access icon not displaying correctly in the Navigation Panel
  • Fixed a focus loss issue when using a controller to access the Status Panel
  • Fixed the Trade and Combat rank icons being switched around
  • Ensured that mission inbox messages are not grouped into the Audio Logs category
  • Fixed some overlapping text in the Message Inbox
  • Fixed an issue where the targeting brackets (<>) would render on stations
  • Material grade icons in the Target Panel now show the correct grade
  • Fixed an issue where the Systems Panel would not update to display a new Engineered FSD range, neutron boost range and FSD synthesis range

Weapons & Modules

  • Adjusted the Shock Cannon description to remove references to energy, as it is a Kinetic weapon
  • Fixed E grade Shield Boosters having the wrong stats
  • Rebalanced some module prices
  • Rebalanced some synthesis recipes
Wings
  • Implemented some performance improvements when fighting Thargoids in a Wing
Certainly I prefer this level of detail over the vague one-line rubbish that so often appears for console titles.
 
Define "should". GTSport is one of the two best funded, Triple A racing games on the planet with a budget that is many multiples of this game and every other save for Forza. In the last month or two bugs have been revealed that allow you to increase grip magically to the tune of 3 seconds a lap or so and another that allowed you to change tires while on track just be going into the pause menu and hitting a couple of buttons. Dozens of players have been caught using the latter bug through the scrutiny of replays, including top tier aliens. GT is in no way a more complicated piece of software than PC2. This is not to slag GT or any other game, but to reinforce the concept that, with millions of lines of code in a piece of software you can buy for relative peanuts, things are going to slip by. It's inevitable and the correction process isn't easy or without complications of it's own. That isn't to say we should accept a game full of bugs but expecting everything to be perfect after 4 months isn't realistic.
I understand that games this day and age are not going to be bug free and i did hear of a few dodgy bugs in GTS. I have barely touched GTS but what i did play it seemed to be a more "finished" title with far fewer issues than PCARS 2. Honestly i dont think that's down to the budget PD have i think that's more to do with SMS rushing titles and are happy to "finish" the game 12 months down the line (PCARS)
 
I understand that games this day and age are not going to be bug free and i did hear of a few dodgy bugs in GTS. I have barely touched GTS but what i did play it seemed to be a more "finished" title with far fewer issues than PCARS 2. Honestly i dont think that's down to the budget PD have i think that's more to do with SMS rushing titles and are happy to "finish" the game 12 months down the line (PCARS)
Budget and rushing are two sides of the same coin. The more money you have in the kitty, the more resources you can throw at your game to hasten the release date and/or the longer you can wait to polish things properly. Money makes the world go around...and that includes video game development. If budget didn't make any difference PD wouldn't have 200 staff and a budget that's likely in the high 8 figures just like GT5.
 
Im not sure that's the case, They could easily put a download out improving audio also the awful graphics were down to a new (much worse) way of doing anti aliasing.

Do you notice a difference in FFB?

Nope i tested the same car on the same track and the ffb is the same.
 
I understand that games this day and age are not going to be bug free and i did hear of a few dodgy bugs in GTS. I have barely touched GTS but what i did play it seemed to be a more "finished" title with far fewer issues than PCARS 2. Honestly i dont think that's down to the budget PD have i think that's more to do with SMS rushing titles and are happy to "finish" the game 12 months down the line (PCARS)
Well GT is more of a simplistic game with nowhere near the physics that PC2 has.
Are they not still patching IRacing/AC and every other Sim? And they have been out for years while PC2 has been in development for around 3 years.

Of course there is still going to be bugs after release.
 
If anybody thinks "well, this stuff should have come up in testing" then they need to understand how testing works. If you have, say, 50 people testing a patch, they are going to find FAR less stuff than 500,000 people find when they play the game. They also all have their own way of looking for stuff, routines and habits, beyond the prescribed methods. It's like asking 5 people to drive a 500-mile journey from A to B, without satnav, and expecting them all to take the same route ;) . Sure, if you had one person coding the entire game, you could argue that it should never have gone wrong, but when you have a bunch of people who, naturally, work on the areas they have the most expertise in, pooling their work into one product, well, they're human, mistakes happen.

As a practical example of how easily some bugs can slip through, imagine the situation whereby one particular paint livery for a car results in a certain moving part of that car to become invisible BUT, crucially, only when cornering at speed and only when viewed from a particular camera view. That happened with one game I was testing and would not have been picked up unless somebody stumbled on that specific scenario, like I did. You can just imagine the reaction from the first person in public that found it .... "look at this poorly tested piece of ****, why can't they test this stuff?" . Do you really expect every car to be tested, in every paint/livery, from every camera angle in every scenario? Sure, if you had 10,000 people and months of time available, you probably could, but then patches would arrive much later and the updated content would cost 3x as much.

I'm not writing this to say "well, that's just how it is, so it's fine to put up with it", I'm as frustrated by bugs as anybody else. But know this, SMS are equally, if not more, frustrated by the problems that slip through. It's their baby, something they are immensely (and justifiably) proud of and nobody wants to see us, the players, annoyed by glitches. You only have to look at how much work that went into this latest patch to realise how hard they worked (and are continuing to work) on improving it.

As a final note, quite obviously we all have our own tolerance level for what is and isn't acceptable, so there's nothing wrong with expressing disappointment in something if it genuinely disappoints. I've put down many a game in the past and never thought twice about not playing them again, due to frustrations with bugs or the game's approach to "fun" and there's nothing wrong with that. OK, it's frustrating that it's my money that I've spent on something that I'm not enjoying but it's not the end of the world, I find something else to enjoy instead. Life's too short to play games that don't make us smile.


* no, I don't work for SMS and never have done. I was very active in WMD1 and WMD2, mostly as the class clown! I have received some merchandise (poster, t-shirts, that sort of thing) from SMS by way of thank you, over the last 6 and a bit years and been privileged enough to meet a lot of their team. I do not write for them, I do not speak for them, I do not apologise on their behalf, I write what I write as somebody that enjoys playing their games. You can call me a shill if you like, but you'd be mistaken and I wouldn't care a jot anyway!
 
Well GT is more of a simplistic game with nowhere near the physics that PC2 has.
Are they not still patching IRacing/AC and every other Sim? And they have been out for years while PC2 has been in development for around 3 years.

Of course there is still going to be bugs after release.
PCARS fans love to keep bringing iracing into this...iracing is a service it's like buying NFS Shift 15 years ago from SMS and they dont release another game instead they keep updating the game with updates whenever they work to progress the game. SMS model is different instead of that they release SHIFT, SHIFT 2, PCARS, PCARS 2 and then have the mountains of fixes for each game.

AC do bring patches out but they dont need to continually have to patch as much and not with such a vast amount of fixes. Nor was AC as buggy as PCARS or 2 on release.

Look we know other games get patched but SMS have been in the business for a long long time they should be at a point here quality control is pretty god dam high on their list rather than **** it get it out we will fix 6-12 months down the line then release the "full complete edition"

For me SMS bite off more they can chew - Far too much content for them to have the quality control that we crave.

As a final note, quite obviously we all have our own tolerance level for what is and isn't acceptable, so there's nothing wrong with expressing disappointment in something if it genuinely disappoints. I've put down many a game in the past and never thought twice about not playing them again, due to frustrations with bugs or the game's approach to "fun" and there's nothing wrong with that. OK, it's frustrating that it's my money that I've spent on something that I'm not enjoying but it's not the end of the world, I find something else to enjoy instead. Life's too short to play games that don't make us smile.

The older i get the more i seem to love a good moan! Old Man Syndrome

angry-old-man.jpg
 
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PCARS fans love to keep bringing iracing into this...iracing is a service it's like buying NFS Shift 15 years ago from SMS and they dont release another game instead they keep updating the game with updates whenever they work to progress the game. SMS model is different instead of that they release SHIFT, SHIFT 2, PCARS, PCARS 2 and then have the mountains of fixes for each game.

AC do bring patches out but they dont need to continually have to patch as much and not with such a vast amount of fixes. Nor was AC as buggy as PCARS or 2 on release.

Look we know other games get patched but SMS have been in the business for a long long time they should be at a point here quality control is pretty god dam high on their list rather than **** it get it out we will fix 6-12 months down the line then release the "full complete edition"
Assetto Corsa v1.2 patch notes
Fixed bodywork sound when stand still for some cars
Fixed typos for career descriptions
Fixed Ferrari 458 sound pan
Fixed flags position for triple screens uers
Fixed replay doesn’t show smoke
Fixed sun visible through barriers
Fixed flying crew at Mugello
Fixed delay before gear shift recognized
Fixed keyboard controller and mouse steering
Fixed rare pit stop repair bug when clutch is pressed
Fixed wrong player is selected in the drivers list
Fixed showroom crashes with Motion Blur enabled
Fixed tyre blankets weird behaviour
Fixed front wheels size on Lotus Evora
Fixed Pagani Huayra broken mirror
Fixed missing BMW M3 GT2 rear tow
Fixed cars already damaged starting a gameplay session at Ring
Fixed BMW M3 e92 red patch on headlights
Fixed P4/5 Competizione static calipers
Fixed 599xx Evo weird LOD effect
Fixed blurred rims missing from LOD C on same cars
Fixed fuel calculator on Setup UI
BMW 1M has stock liveries; the previous ones are assigned to the S3 version
Added FOV system message when using =/- to change the value ingame
Added visual idiciation for suggested eyes position and actual eye position for Driver Eyes Positioning app
Added “Auto Pos” button in Driver Eyes Positioning app to automatically move the eyes position to the suggested value
Added Exposure system message when PGUP/PGDOWN are used to change the value ingame
Improved AI; AI cars can and will overtake slower cars, lose their stability easier, can oversteer occassionally.
Tyres now have a short name that is visualized on the classification, so that players can know which tyres the AI is using. TYRES SHORT NAMES SV= Street Vintage ST= Street SM= Semislicks SS= Slicks Supersoft S= Slicks Soft M= Slicks Medium H= Slicks Hard SH= Slicks Superhard HR= Hypercar Road I= Intermediate V= Vintage
Fixed tyre – kerb hard collisions
Adjusted realigning forces from tyres.
Active differentials
New Alfa Romeo Mito Quadrifoglio Verce
New Audi Sport Quattro
New Lamborgini Miura SV
New Nissan GT-R Nismo
New Toyota GT-86
New Zandvoort circuit (not laserscanned)
New soundset for 500 Abarth (shared with Alfa MiTo)
Added dynamic controllers to drivetrain (Nissan GT-R Nismo)
Added FF low speed reduction factor to avoid oscillations when the car is stationary.
Added checksum checks for tracks using the new config system
Removed “Track List” feature from AC Server
Added “IS_OPEN” key to “[RACE]” to lock new players from joining a race. 0=CLOSED, only players coming from the previous sessions…
Fixed collision not triggering correct samples
Added weather and temperature settings to the server side
Fixed tyres glued to the road in multiplayer for cars without animated suspensions
Added possibility to limit tyre choice in multiplayer
Added server plugin Auth system to AC Server for customized user authentication. AUTH_PLUGIN_ADDRESS in server_cfg.ini
Added Server UDP Plugin for realtime data input/output from AC Server
Added realtime “Relative” time app (Similar to iRacing’s)
Added glowing brakes graphics effects. [DISCS_GRAPHICS] in brakes.ini
DRS can now be turned off with the DRS button not only by braking
AI grip on corner exit is now more realistic
AI improvements in avoiding slow cars and attacking
Improved loading time ~1s faster per car
Game timing is now using high resolution timer unless a drift is detected and the timer is switched to 1ms resolution…
It is now possible to finish your current lap in Qualify and Practice in Multiplayer after the time runs out (120% of the fastest lap added to the duration)
Assetto Corsa v1.14 Patch Notes
- New autosaved replay options and UI added to launcher main theme
- New Audi TT Cup
- New Audi TT RS (VLN)
- New Audi R8 GT3 2016
- New Audi R18 LMP1 2014
- New Lotus 3-Eleven (race)
- New McLaren 570S
- New McLaren P1 GTR
- New Maserati MC12 GT1
- New Toyota Celica ST185 Group A
- New Toyota TS040 Hybrid 2014
- Mandatory pitstop window is now related to pit entry timing (replacing old system)
- Pitstop animation enabled with oculus or STAY_IN_CAR enabled (system/cfg/pitstop.ini)
- Added Position set digital script
- Added ballast and restrictor option offline for championships and multiplayer. Work in Progress for offline quick race and race weekend UI
- Added wind algorithm
- If controller is keyboard then Pitstop app is replaced by mouse pitstop
- Mouse pitstop with Mouse Steering enabled is now working correctly
- Tweaked backfire flash flames in many cars
- Realtime app: qualify/practice colors are based on leaderboard position, race color on current position
- Added DIGITAL_PANEL script to display current position and P2P on car's external panels (Audi TT Cup)
- Added FUEL_PERC script to show fuel quantity as percentage (McLaren 570S)
- Fixed broken UI interaction due to session switching when pitstop was not finished
- Fixed rare automatic pitstop activation at car spawning in the pit
- Fixed deadzone for gamepads
- Fixed Tyre App thermal value for exploded tyres
- Minimum for automatic reset tyre on track is now 2
- Fixed flag rendering in VR with PP off (again, hopefully for real this time)
- Fixed Achievements from unlocking when car is blackflagged
- Pitstop app: new tyre pressure can only differ from the current one by 4psi (because of minimal height rule)
- Added Push To Pass system (Audi TT Cup), P2P amount depends on grid position, enabled in Practice and Race sessions only
- Added physics option for different fuel weight/density (optional section in car.ini [FUEL_EXT] KG_PER_LITER=value)
- Adjusted Lotus 98T tyre wear
- Fixed old pitstop UI from allowing more fuel when setup is fixed
- Added Black Flag description
- Added Online time of day multiplier (x1 to x10)
- Added track animated starting lights
- Added blink feature to RPM SERIES script (updated all relevant cars)
- Added acServerManager 1.14.0
- Added Time multiplier
- Added Wind
- Added Restrictor (BoP)
- Fixed BoP server message to client
- Fixed bug on client fixed setup 2nd reloading
- Added resolution string on splash screen
- Added "safe mode" initialization when first DX11 init fails, it will try again with desktop resolution and AA/Fullscreen off
- Added AI Aggression selection
- More AI differences within a single lap to generate more battles
- Added AI wing setup variations
- Added new Random camera mode algorithm
- Fixed driver model visibility bug in Random camera mode
- Removed AI slowdown hack for cars with spool differentials
- Improved Downshift Protection algorithm
- Fixed AI giving away green light by flooring gas 500ms in advance
- New AI algorithms for understeer detection and downshifting
- Fixed Car Engineering app sometimes reporting wrong total and sprung weights
- Added Fuel x Time on Setup Fuel tab and pitapp
- Added best splits at the end of the race on leaderboard timetable
- Tweaked leaderboard to show player name/position even if that player has disconnected
- Updated Steam statistic reader to synchronize steam achievement
- Added "virtual desktops" functionality to in-game GUI (cyclable through ctrl+u key combination)
- Fixed session synchronization issue when session switches while a new player is joining
- AI is now using kers
- Fixed Nissan Skyline R34 having downshift protection when it should not
- Added "variation" slider for AI. It will randomize the AI level in the range selected.
- Fixed Nissan GT3 texture map on lod B
- Added player's nation flag support (not valid flag will be rendered as AC logo)
- Added new Driver Label GUI (customizable in \system\cfg\name_displayer.ini)
- Added nation flags on leaderboard GUI
- Tweaked opponents list to include nationality
- Update special events to include nationality
- Added Mandatory Pit warning message at the start of the race
- Added minisectors to overlay leaderboard and performance delta app, this can be disabled through [Documents]/Assetto Corsa/cfg/gameplay.ini
- Some template updates to existing content
- Porsche 911 RSR 2017 template added
- Templates added for Lotus 3-Eleven, Audi TT Cup, Audi TT VLN, McLaren 570S, Mclaren P1 GTR, Toyota Celica ST185, Maserati MC12 GT1,
- Minor graphical updates on the Porsche 911 GT3 Cup and Lotus Exige V6 Cup
- Digital display script tweaks across the board
- Fixed a bug on Nissan GTR GT3 LOD B
- Minor livery fix on Glickenhoue SGC003
- Python new functions:
getWindSpeed
getWindDirection
getDriverNationCode(CAR_ID)
getCarSkin(CAR_ID)
- Added deactivation on lateral G on McLaren P1 and P1 Gtr (optional [DEACTIVATION] LIMIT_G=[x] in drs.ini)
- Porsche 911 RSR 2017 official WEC liveries added
And those are only two examples. There are many more, running well into the hundreds of lines in total.
 
Assetto Corsa v1.2 patch notes

Assetto Corsa v1.14 Patch Notes

And those are only two examples. There are many more, running well into the hundreds of lines in total.
All tyour doing is backing me up, Each of those patch notes dont get anywhere near...

Project CARS 2 - PC Update 1.4.0.0

PC

Solved link to Facebook page when user selects the Facebook option on the Extras tab whilst Microsoft Edge is set as default browser on PC.
Corrected multiple options in Photo Mode not being reflected when playing in VR.
Solved VR flicker.
Dedicated Server: corrected session duration automatically changing to 140 minutes when the player sets the time to more than 140 minutes.
Dedicated Server: improved client and server code that uses older net API, allowing for more reliable connections.
Changed the default drawing distance when playing in VR to minimize intermittent texture flickering.
Improvements to droplets on camera in both VR and non-VR.
Resolved game launching in Spanish when Windows’ current location is set to Latin American countries.
Corrected an issue in VR where driving lines would disappear if camera view was changed during race.
Solved an issue where Dedicated Server lobby weather conditions would always display as ‘clear’.
Corrected an issue where Dedicated Server lobby vehicle images weren’t updated correctly during multiclass selection.
Corrected an issue in post-race results where the mouse would not switch between the Driver List and footer menu.
Improved an Online Lobby issue where players were able to select a vehicle before info was fully set.
Refined incorrect message 'Multiple inputs were detected. No action was assigned' when player presses Esc key and message 'Please assign a new configuration' is displayed.
Polished the missing background for ‘return to position’ messages in VR.
Stability improvement for when a user would join an in-progress session.
Corrected AI behaving erratically leading to a crash to desktop.
Corrected an issue in VR handling two screen systems to ensure that they are both treated separately, allowing either to be the default.
Resolved a save fail if ‘my documents’ folder is set to a network location.


User Interface

Corrected an inconsistency between info on the Track Select screen and the Loading screen.
Refined the Online Browser filter not closing properly.
Fixed the Password Protected Lobby icon that was missing on the Lobby Details screen.
Improvements to Career Dashboard Standings UI.
Corrected some display unit values not changing when switching between metric and imperial units.
Stability improvement where the game would become unresponsive when attempting to save a setup with no description.
Solved incorrect message when entering an invalid password.
Solved Career nationality not defaulting to console / Steam user's location.
Improved Session and Race settings not updating in Online Championship rounds if the user applies a Motorsport Preset, thereby adding a round to the schedule.
Corrected options under Realism Settings in Online Lobbies not displaying correctly and being inaccessible to Host after accessing the Realism Settings from the Online Lobby.
Added name of tyres on the car within the pre-race menu.
Improved language translations throughout the game.
Added message for when ‘ghosts’ and times are not uploaded due to invalid car-and-track combinations.
Resolved 'Pedal Type' and 'Calibrate Wheel' disappearing if the user clicks on the scroll bar of the Control Scheme from the Pause screen.
Fixed 'Rules & Regulations' and 'Esports' settings being altered if user selected 'Reset to Default' in the 'Realism Settings'.
Solved car classes disappearing in Vehicle Select screen of Online Lobbies when changing vehicles in multiclass lobbies.
Resolved changes of Helmet Camera settings not saving properly via the Pause Menu Options.
Corrected setup descriptions not fully appearing if too long.
Removed green screen appearing for a second when skipping the Career path intro movie.
Removed a copy of the 'Won Group A Pan-America Championship' accolade.
Fix for an issue where the pit strategies full message would not appear when trying to save a pit strategy with no available slots.
Fixed the 'Edit Driver' screen overlapping the Showroom when in Vehicle Select of Online Championships.
Added a notification for the lobby admin/host when a player rejects Director or Broadcaster roles.
Polished a mismatch of results on Sessions Result screen and Retire screen.
Adjusted location of important penalty messages on the HUD, and enabled them even when the HUD is Off.
Corrected long team names not appearing correctly in Online Championships.
Fix for correctly displaying the finishing status of players and AI that do not finish the race or retire early.
Resolved opponent cars flicking if they retire from an Online Championship on the Pre-Race screen.
Corrected an issue where user was unable to see which setup was being selected in Tuning Setups with HDR Enabled.
Refined Online Championships showing previously-assigned team names in new sessions .
Improved progress bars in Pedal Calibration to more accurately represent pedal input.
Corrected overlapping text issue in Pit Strategy.
Corrected image for Fanatec Porsche GT3 RS wheel in Controller Settings.
Resolved lobby details not showing all classes in multiclass Dedicated Server lobbies.
Added help text for Menu Spring Strength.
Removed Damper Saturation option.
Corrected an issue where changing track would not remove invalid weather.
Improved an issue where the game would only allow for 250 laps when the player set more than 250 laps in Race Settings.
Resolved debug text appearing in S1, S2, and S3 columns of the In-Progress screen when the player selects 'Retire and Spectate'.
Refined the pit stop time being estimated incorrectly when setting 'Change Tyres' to 'Recommended' on certain cars.
Fixed Manufacturer Events showing incorrect progress for unlocked manufacturers when creating a new career.
Fixed the number of pit stops not being displayed correctly in Post-Race Results screen.
Resolved the Player not being able to determine their grid position when using the IndyCar Motorsport Preset.
Fixed conversion when displaying rev limit in tuning setups.
Corrected the 'Restart Session' button being highlighted by default instead of 'Continue' on Session Results screens.
Corrected pit stop progress information not showing in the pit stop cinematic cameras when entering the pits in the telemetry HUD.
Changed Rear View Mirror to disable dynamic scaling.
Enabled Enhanced Mirror when 'Enhanced Visuals' option is selected.
Resolved incorrect ordering after altering the Standings in Online Championships.
Added active Motorsport Presets to View Info and Edit screens in Online Championships.
Resolved changes not being reflected when re-editing a Created Event.
Corrected an issue where the game would incorrectly round up player's time on HUD and Results screen.
Fixed an issue where player would sustain damage in the pit lane, but it would not appear on the HUD damage element.
Corrected an issue where no data would be displayed when loading a default setup after previously overwriting it.
Resolved 4th position missing in Standings Panel when on the grid during countdown sequence.
Resolved 'Create New Pit Strategy' option remaining enabled when all pit strategy slots were filled.
Fix for Team tab being disabled on Round Results screen of Online Championship.
Corrected Status/Session info in Replays not correctly updating when switching drivers.
Fixed Director and Broadcaster screens not showing all participants data in Online Championships.
Fixed the Circuit of the Americas National circuit appearing when Daytona International Speedway Tri-Oval was selected in Online Championships.
Added a central cockpit camera to cars and the options screen.
Stability improvement when a player selected the 'Compare Driver Network Profile' option from Team Roster of Online Championships, after adding a Director or Broadcaster.
Corrected an issue where Online Lobbies were not sorted in lobby browser when a player altered the sort order of a certain column more than twice.
Resolved the player not being able to access Driver Network Profile on Livery Select screen of Invitational Events.
Removed the 'Edit' option in Online Championships Lobby for options that cannot be edited.
Improved the bars in the Competitive Racing License history chart to make them visible at lower values.
Refined an issue where Rounds in Online Championships Schedule were selectable after they had been completed.
Adjusted overlapping Online Championship names when text is extremely long.
Improved lighting to some objects in car thumbnails.
Polished the Current Session information being displayed on the Pre-Session screen in Online Championships.
Corrected Tuning setups saving issues.
Resolved an issue in Online Championships where class-wide results would fail to display under certain circumstances.
Improved the menu flow in Online Championships to prevent accidental return to Main Menu when pressing the back button during countdown on lobby screen.
Added lobby filtering for Competitive Racing License.
Adjusted an issue where, in Russian, the capital K and Y letters were showing as lower case in the driver profile.
Corrected an issue where the track UI wasn’t updating for the client if the host selected a new track in the Online Lobby.
Corrected an issue where an incorrect detailed view of a car would be shown in Vehicle Select.
Solved an issue where multiple DLC invitation pop-ups were triggered after creating a new career.
Corrected an issue where the player is unable to change the number of laps within a lobby screen.


Cars

Audi R8 LMS, and R8 LMS 24H: improved LOD popping issue at the rear of the cars.
Mazda Radbull: fixed backfires not being visible from the cockpit.
Honda 2&4: corrected glass HUD blurring with road behind the glass.
Improved steering animations for Honda 2&4 and Radical SR3 when using a gamepad.


Tracks

Bannochbrae: fixed collision issues in the pit lane / pit area with larger sized cars.
Catalunya Club: corrected cinematic cameras remaining active when restarting a concluded session.
Catalunya Rallycross: removed Joker Lap exploit.
Donington Park: adjusted pit crew positions.
Dubai Autodrome Club: corrected incorrect track length.
Hell Rallycross: improved tree walls and outer terrain LOD distance.
Indianapolis: changed the position of pit exit-line objects, and resolved an issue where the car could avoid the pit-out trigger.
Knockhill: reduced garage depth to fix the AI hitting the kerb and marshal-box exiting pit garages.
Lydden Hill: fixed a hole in collision mesh that caused players to lose control when hitting a dip in the road.
Monza Oval: turned off oval flag. This disables the oval setup being applied, as track direction is opposite to the other ovals in the game.
Spa Francorchamps: polished the pits to stop rain and snow falling in garages.
Texas Motor Speedway: resolved player receiving insufficient progress notification while leaving the pits.
Resolved issue where, after race is restarted, advertisement boards failed to disappear and remained on-track after being knocked about.
Updated pit crew animations for tracks with left-hand-sided pit stop fueling.


Handling

Added a new Opposite Lock Assist for gamepads and keyboards. This is designed to help the player control oversteer and slides, and can be toggled On or Off in the Gameplay screen in Options.
Fixed incorrect altitude of many tracks for better balance of performance between turbo and naturally-aspirated cars.
BMW 1M: Improved FFB scale.
Dallara IR-15 Oval: increased FFB multiplier and fixed the FFB feeling very light, default gamepad setup changed to a differential which removes the left pull due to tyre stagger, revised tyre rubber for ovals when cold, and lowered rolling resistance of oval tyres.
Ferrari 333SP: small balance of performance changes to fit with other LMP900 cars. Fixed final drive ratios and improved AI gear usage.
Ford Escorts: raised and moved back chase camera position to help with high FOV settings.
Ford Falcon V8SC: shifted aero drag balance rearward, fixed rear wing yaw effect, re-balanced adhesive and ‘rip grip’ for slick tyre compounds.
Ford Fusion Stockcar: new Road Course tyre that now has a stiffer carcass and wider adhesive peak. Adjusted the AI tyres to match.
Ford Mustang RTR Formula Drift: improvement to cars’ handling based on Vaughn Gitten Jr.'s feedback.
Ford Sierra Group A: moved the launch RPM higher to help the AI on race starts.
Formula A: reduced fuel tank capacity to a more reasonable level.
Formula C and Formula R: revised tyres, engine braking, and damper setup for better stability and easier driveability. Revised Stable setups. Adjusted FFB for changes to tyres. Fixed rain tyre being faster than the slick.
Formula Cars: decreased sensitivity to aero and suspension damage.
Ginetta G40: Tuned for better control after large impacts and jump landings. Rebalanced side aero forces and tyre carcass bump-rebound damping.
Lamborghini Huracan GT3: slight drag decrease to hit known top speeds with low rear wing.
Lamborghini Sesto Elemento: increased FFB strength (previously too low).
Ligier Judd LMP2 and RWD P20: better engine cooling adjustments after HP changes.
LMP2 cars: gave approx’ 50hp power increase to get them closer to real-world lap times, and adjusted radiator sizes to suit.
Lotus 38 and Lotus 56: increased speed on ovals.
Mercedes AMG GT3 and SLS GT3: default wings changed for AI cars to obtain better speed balance at low downforce tracks.
Nissan GTR GT3: small increase in power to 525hp.
OMSE RX Lites: increased FFB multiplier and shifted aero drag toward the centre.
Porsche 911 GT3 R: revised suspension geometry and setup from new reference material. Re-calculated chassis moments of inertia.
Toyota GT-One 1999: small balance of performance changes to fit correctly with LMP900 cars.
IndyCar & Ford Fusion: increased AI tyre wear to better match player on ovals, making pitting and strategy similar.
Improved AI tyres for Ford MKIV, Lotus 40, Ferrari 365 GTB Competizione, and Mercedes-Benz 300 SL AMG
Group C and IMSA GTP: increased engine rotational inertia, new tyre carcass, and re-balance of adhesive vs ‘rip grip’. Bump Stop lengths also reviewed, as was lift:drag ratio on all cars. Fuel consumptions also addressed.
Group C cars: adjusted FFB for latest changes to tyres. Fixed rain tyre being faster than the slick.
GT3 Soft Slicks: tweaks to temperature operating window to broaden their range, mainly fixing their poor performance in cold conditions.
Small HP balance adjustments to Bentley, Cadillac ATS, and Ferrari GT3 cars.
Added 5 litres to fuel capacity to Aston Martin V12 Vantage GT3, Porsche 911 GT3, and BMW Z4 GT3. This ensures they can do a 90-minute race/fuel-run with the rest of the GT3 cars.
GTE Class: improved the rolling resistance of AI tyres to better match player speeds.
Fine-tuned fuel estimates for LMP1, GT3, GT4, and turbo cars.
Rallycross: improved adhesive vs ‘rip grip’ to help stability of slides on RX tyres.
Altered side- and push-drafting.
Reduced drag penalty associated with aero damage, and also adjusted thresholds for AI to pit.
Corrected differing amounts of fuel between players in Fixed Setup races.
Shifted the aero drag centre towards the rear on a number of cars, fixing rear wing yaw effect.
Adjustments made to reduce in-air negative tilt of some vehicles.
Reduced the speed of slick tyres in the rain.
Increased rain tyre heating for player cars.
Reduced heating on touring car rain tyres.
Reduced base wear on slick-based rain tyres.
Fixed issue that de-calibrated wear on some tyres.


Gameplay

Driver helmet now correctly shown in Helmet View camera.
Improved results of simulated career sessions. Randomness reduced by enhanced focus on performance and driver skill. Qualifying-to-race grid positioning will now more closely match results when not being simulated.
Improved an issue where changing track in Multiplayer to one with a smaller grid size limited entry to the lobby, causing some players to spawn under the track.
Career - Group A: changed the date of Round 1 for the PA Final race at Bathurst so that the weekend no longer takes place during snow season.
Adjusted ambiguous spotter logic calculating probabilities remaining to take Joker Lap in RX.
Fix to ignore other classes for cut-track penalties in multiclass races.
Corrected the player having control of the car before the 'manual control' handover at the start of Formation Laps.
Resolved Competitive Racing License not disabling if Flag / Penalties are disabled.
Fix for Player not automatically getting correct tyres when pitting on default pit strategy.
Fix for players receiving speed limit penalties in the pits when the auto-speed limiter is engaged.
Turned headlights off when the car is in a ghosted state.
Issues relating to Join In Progress and Spectators for Rolling Starts resolved.
Improved formation laps: leader now slows down earlier in order to allow the rest of the field to catch up during the the switch from Formation Lap to Rolling Start.
Improvement to prevent players being able to drive in Community Events with DLC cars, when they don't own the DLC.
All vehicles are now permitted to use Kart tracks for Private Testing.
Fixed remaining race time calculation for the end of session simulation.
Resolved an exploit for Tuning Setups being applied to fixed setup Community Events.
Radical and Light Sports slick tyres: adjusted the range of ideal temperature to reduce difficulty of controlling car while the tyres are warming up.
Fixed the Lotus 38 and Lotus 56 being slow at Indy Oval.
Added sound for penalty HUD messages.
Tuning of cut track ‘tweakers’ following Update 3 feedback. This now reduces the amount of calculated slow down time required following track limit breaches.
Resolved an exploit where players could enable driving aids that are not allowed in Time Trial and Community Events.
Improved an issue where the AI, taking over control of the car when setting the 'Swap Driver' option to ON in the ICM, would not pit.
Resolved the issue where the Tuning Setup would reset to default after player attained a personal best time and then restarted the session.
Corrected the Pit Stop Estimate time not being calculated for RX cars.
Improved poor sounds of high/fast revving engines.
Added Sampala track to Private Testing mode.
Stability improvement when the admin of an Online Championship assigned any car to a player through a DLC-car class.
Fix for player not joining a lobby when accepting an invite whilst on Esports screen.
Removed 'Randomize All Cars' button in Online Championship when using Kart tracks.
Removed penalties accrued by player due to others retiring and spectating during the formation lap.
Resolved the skipping of a Career Round if player joined and completed an Online Championship race whilst their Career Championship was active.
Corrected car stalling whilst being held in pit box due to other cars passing, despite clutch pedal being pressed.
Fixed an exploit where the player could become immune to penalties when ghosted in multiplayer.
Fix for 'Invite Only' trophy unlocking after DLC installed and a new Career started.
Improvements for when players ‘Join In Progress’ into a session.
Added pit speed limiter to cars from which it was previously missing.
Resolved rare instances where incorrect starting grid positions were assigned to players.
Corrected issue where left-sided pitstops were causing parts of the vehicle chassis to flip.
Improved an issue where ‘return to position penalties’ were allocated based on overall position, and not class position.
Corrected an issue where Livetrack and weather was not correctly syncing across online races.
Refined an issue where fuel level appeared white despite not being enough to complete a session on-track without refueling.
Improvements to the cut-track penalty system now takes into account crashed, pitted, and other class opponents in timed races.
Corrected behaviour to prevent Online Reputation Safety Rank increasing when there are no opponents on-track.
Fixed an issue where pit crew would freeze during a fuel-only pitstop.
Added ‘automatic by weather' choice to the pitstop strategy menu. Crew will now change tyres if they are deemed unsuitable for the weather.
Polished an audio issue where pit-crew animations and sounds were not in sync on shorter pit-stops.
Resolved an issue where, during an RX Lites career, in Q2, the HUD would display incorrect info.
Corrected an issue where points were not being awarded to each class in a multiclass race for fastest qualifying lap.
Fixed an issue where a player would incorrectly receive a time penalty when hit by another player during the formation lap.
Stability improvement when crossing the finish line in multiplayer races.
Resolved a Rare ‘hang’ caused by crashing into AI during the warm-up lap.


AI

Brands Hatch GP: slowed AI lap times by about 2 seconds based on player feedback.
Brno: new AI alternate start line to improve first lap racing.
Catalunya GP and Catalunya National: improved AI alternate start lines to improve their race starts.
Daytona: updated AI. Added missing pit-path corridors to improve pit entry speeds. New alternate start-path to clean up contact at the start.
Daytona Road Circuit: reduced AI speeds coming off the oval into Turn 1 and other general changes to improve lap performance. New AI alternate start line to improve first lap performance.
Daytona Tri Oval: Implemeneted AI pit lane path to prevent the AI from hitting the pit wall , and improved pit entry and exit merges. Tweaked AI line at the Kink to prevent them from lifting slightly in stock cars. Adjusted inner corridors on the banked corner to prevent AI banking when racing side-by-side.
Dirtfish Mill Run: updated AI corridors.
Dubai Autodrome: new AI alternate start line to improve first lap racing.
Dubai International: new AI dry racing line for better consistency.
Fuji: new alternate AI start line to fix inappropriate merging from Formation Lap to Rolling Start phase.
Hockenheim: new alternate AI start lines and AI improvements.
Imola: new alternate start line to improve AI at race starts, and adjustments to AI cornering speeds.
Indianapolis: added an alternate starting path for AI to improve rolling starts.
Laguna Seca: new AI alternate start line to clean-up race starts. Slowed the AI speed on the pit lane exit at the inside of Turn 1 to better match player’s speed.
Le Mans: slowed the AI alternate start line in Ford Chicane as previously, cars were getting loose when the race went green on rolling starts.
Long Beach: adjusted AI cornering speeds to improve their lap times.
Monza GP: new AI start line to clean-up race starts. New AI pit lane path to fix cars going off into the gravel after the chicane. General improvement to AI speeds through the lap to make them faster based on player feedback. Also improved AI setups for GT1 cars to fix them getting loose through the Parabolica.
Nordschleife Stage 3: turned down the AI speed in Pflanzgarten 'jump' (both layouts) to prevent AI going off.
Nurburgring GP: new AI alternate start line to improve race starts. Reduced AI speed in the Schumacher Esses, and increased entrance speed in the previous 180-degree corner.
Rouen GP: improved AI pit entry speed to stop them going in too fast.
Sakitto GP: new AI dry racing line for better consistency, and new alternate start line to improve race starts.
Silverstone GP: new pit path to resolve issue with AI driving off the track after Turn 2.
Snetterton: new alternate start line to improve race starts.
Sugo: new alternate start line to clean-up race starts, and adjusted AI speed through Turn 6 and final turn.
Texas Oval: resolved an issue where AI could hit the pit wall.
Texas Motor Speedway Road Course: new AI alternate start line to improve race starts.
Watkins Glen: new AI line and alternate start line to improve AI competitiveness and general cornering behaviour.
Willow Springs: fixed AI speeds into final turn.
Zhuhai: new AI racing line to improve pace and consistency.
Fixed an issue where the AI was not affected by aero damage.
Improved AI aggression.
Improved AI behavior on ovals. Improved how aggressively AI change lanes in order to reduce contact and improve racing.
Improved when AI use KERS/boosts as previously they weren’t using it on some straights when they should/could have.
Improved the timing of AI pulling out of slipstream when overtaking.
Improved AI whilst passing slow cars, or when trying to give back positions.
Various improvements to AI logic for avoiding danger, as well as overtaking.
Slow or lapped AI cars now allow more room for overtaking cars, improving multi-class racing and AI lapping / passing slow cars.
Improved AI tyre wear to better match player experience.
Corrected AI behaviour when pulling over due to damage.
Improved AI pit exit speeds to fix AI ramming the player on pit lane exit.
Improved AI behaviour and speed on cool-down lap.
Improved rare cases of AI swerving during pre-race laps causing occasional instability.
Improved AI mandatory pit stop logic to avoid too many stops in fluctuating weather conditions.
Improved AI tyre choice in light rain conditions, and their tyre selection in changing conditions.
Improved AI rain speed, reduced their rolling drag with saturation, improved AI throttle application on corner exit and braking on corner entry in the rain to obtain better balance.
Improved AI in snow conditions.
Improved AI path finding off-road.
Improved AI behaviour when being forced into situations where reversing is necessary.
Improved AI drivability at tighter tracks in the Ford Bronco ‘Brocky’.
Dallara IL-12 Oval: adjusted AI top speeds, rolling resistance, load sensitivity, and total grip to balance with other changes, and reduce corner entry speed at Indy to better match players’ speeds.
Ford Fusion: given the AI the tallest final drive ratio at Daytona to fix them bouncing off the rev limiter while in the draft.
LMP3 cars: new tyres for the AI in order to better tune their rolling resistance.


Hardware

Corrected Controller/Wheel setups getting reset if control type is altered and game is restarted.


Madness Engine

Improved Livetrack 3.0 performance.
Various stability improvement .
Refined a stuttering problem caused when vehicles take damage.




This is a game that the soft tires last patch work perfectly and as they should, This patch? Totally changed them and now they are working as the majority of us thought they would ...what one is right? It's like there's no consistency
 
All tyour doing is backing me up, Each of those patch notes dont get anywhere near...

Project CARS 2 - PC Update 1.4.0.0

PC

Solved link to Facebook page when user selects the Facebook option on the Extras tab whilst Microsoft Edge is set as default browser on PC.
Corrected multiple options in Photo Mode not being reflected when playing in VR.
Solved VR flicker.
Dedicated Server: corrected session duration automatically changing to 140 minutes when the player sets the time to more than 140 minutes.
Dedicated Server: improved client and server code that uses older net API, allowing for more reliable connections.
Changed the default drawing distance when playing in VR to minimize intermittent texture flickering.
Improvements to droplets on camera in both VR and non-VR.
Resolved game launching in Spanish when Windows’ current location is set to Latin American countries.
Corrected an issue in VR where driving lines would disappear if camera view was changed during race.
Solved an issue where Dedicated Server lobby weather conditions would always display as ‘clear’.
Corrected an issue where Dedicated Server lobby vehicle images weren’t updated correctly during multiclass selection.
Corrected an issue in post-race results where the mouse would not switch between the Driver List and footer menu.
Improved an Online Lobby issue where players were able to select a vehicle before info was fully set.
Refined incorrect message 'Multiple inputs were detected. No action was assigned' when player presses Esc key and message 'Please assign a new configuration' is displayed.
Polished the missing background for ‘return to position’ messages in VR.
Stability improvement for when a user would join an in-progress session.
Corrected AI behaving erratically leading to a crash to desktop.
Corrected an issue in VR handling two screen systems to ensure that they are both treated separately, allowing either to be the default.
Resolved a save fail if ‘my documents’ folder is set to a network location.


User Interface

Corrected an inconsistency between info on the Track Select screen and the Loading screen.
Refined the Online Browser filter not closing properly.
Fixed the Password Protected Lobby icon that was missing on the Lobby Details screen.
Improvements to Career Dashboard Standings UI.
Corrected some display unit values not changing when switching between metric and imperial units.
Stability improvement where the game would become unresponsive when attempting to save a setup with no description.
Solved incorrect message when entering an invalid password.
Solved Career nationality not defaulting to console / Steam user's location.
Improved Session and Race settings not updating in Online Championship rounds if the user applies a Motorsport Preset, thereby adding a round to the schedule.
Corrected options under Realism Settings in Online Lobbies not displaying correctly and being inaccessible to Host after accessing the Realism Settings from the Online Lobby.
Added name of tyres on the car within the pre-race menu.
Improved language translations throughout the game.
Added message for when ‘ghosts’ and times are not uploaded due to invalid car-and-track combinations.
Resolved 'Pedal Type' and 'Calibrate Wheel' disappearing if the user clicks on the scroll bar of the Control Scheme from the Pause screen.
Fixed 'Rules & Regulations' and 'Esports' settings being altered if user selected 'Reset to Default' in the 'Realism Settings'.
Solved car classes disappearing in Vehicle Select screen of Online Lobbies when changing vehicles in multiclass lobbies.
Resolved changes of Helmet Camera settings not saving properly via the Pause Menu Options.
Corrected setup descriptions not fully appearing if too long.
Removed green screen appearing for a second when skipping the Career path intro movie.
Removed a copy of the 'Won Group A Pan-America Championship' accolade.
Fix for an issue where the pit strategies full message would not appear when trying to save a pit strategy with no available slots.
Fixed the 'Edit Driver' screen overlapping the Showroom when in Vehicle Select of Online Championships.
Added a notification for the lobby admin/host when a player rejects Director or Broadcaster roles.
Polished a mismatch of results on Sessions Result screen and Retire screen.
Adjusted location of important penalty messages on the HUD, and enabled them even when the HUD is Off.
Corrected long team names not appearing correctly in Online Championships.
Fix for correctly displaying the finishing status of players and AI that do not finish the race or retire early.
Resolved opponent cars flicking if they retire from an Online Championship on the Pre-Race screen.
Corrected an issue where user was unable to see which setup was being selected in Tuning Setups with HDR Enabled.
Refined Online Championships showing previously-assigned team names in new sessions .
Improved progress bars in Pedal Calibration to more accurately represent pedal input.
Corrected overlapping text issue in Pit Strategy.
Corrected image for Fanatec Porsche GT3 RS wheel in Controller Settings.
Resolved lobby details not showing all classes in multiclass Dedicated Server lobbies.
Added help text for Menu Spring Strength.
Removed Damper Saturation option.
Corrected an issue where changing track would not remove invalid weather.
Improved an issue where the game would only allow for 250 laps when the player set more than 250 laps in Race Settings.
Resolved debug text appearing in S1, S2, and S3 columns of the In-Progress screen when the player selects 'Retire and Spectate'.
Refined the pit stop time being estimated incorrectly when setting 'Change Tyres' to 'Recommended' on certain cars.
Fixed Manufacturer Events showing incorrect progress for unlocked manufacturers when creating a new career.
Fixed the number of pit stops not being displayed correctly in Post-Race Results screen.
Resolved the Player not being able to determine their grid position when using the IndyCar Motorsport Preset.
Fixed conversion when displaying rev limit in tuning setups.
Corrected the 'Restart Session' button being highlighted by default instead of 'Continue' on Session Results screens.
Corrected pit stop progress information not showing in the pit stop cinematic cameras when entering the pits in the telemetry HUD.
Changed Rear View Mirror to disable dynamic scaling.
Enabled Enhanced Mirror when 'Enhanced Visuals' option is selected.
Resolved incorrect ordering after altering the Standings in Online Championships.
Added active Motorsport Presets to View Info and Edit screens in Online Championships.
Resolved changes not being reflected when re-editing a Created Event.
Corrected an issue where the game would incorrectly round up player's time on HUD and Results screen.
Fixed an issue where player would sustain damage in the pit lane, but it would not appear on the HUD damage element.
Corrected an issue where no data would be displayed when loading a default setup after previously overwriting it.
Resolved 4th position missing in Standings Panel when on the grid during countdown sequence.
Resolved 'Create New Pit Strategy' option remaining enabled when all pit strategy slots were filled.
Fix for Team tab being disabled on Round Results screen of Online Championship.
Corrected Status/Session info in Replays not correctly updating when switching drivers.
Fixed Director and Broadcaster screens not showing all participants data in Online Championships.
Fixed the Circuit of the Americas National circuit appearing when Daytona International Speedway Tri-Oval was selected in Online Championships.
Added a central cockpit camera to cars and the options screen.
Stability improvement when a player selected the 'Compare Driver Network Profile' option from Team Roster of Online Championships, after adding a Director or Broadcaster.
Corrected an issue where Online Lobbies were not sorted in lobby browser when a player altered the sort order of a certain column more than twice.
Resolved the player not being able to access Driver Network Profile on Livery Select screen of Invitational Events.
Removed the 'Edit' option in Online Championships Lobby for options that cannot be edited.
Improved the bars in the Competitive Racing License history chart to make them visible at lower values.
Refined an issue where Rounds in Online Championships Schedule were selectable after they had been completed.
Adjusted overlapping Online Championship names when text is extremely long.
Improved lighting to some objects in car thumbnails.
Polished the Current Session information being displayed on the Pre-Session screen in Online Championships.
Corrected Tuning setups saving issues.
Resolved an issue in Online Championships where class-wide results would fail to display under certain circumstances.
Improved the menu flow in Online Championships to prevent accidental return to Main Menu when pressing the back button during countdown on lobby screen.
Added lobby filtering for Competitive Racing License.
Adjusted an issue where, in Russian, the capital K and Y letters were showing as lower case in the driver profile.
Corrected an issue where the track UI wasn’t updating for the client if the host selected a new track in the Online Lobby.
Corrected an issue where an incorrect detailed view of a car would be shown in Vehicle Select.
Solved an issue where multiple DLC invitation pop-ups were triggered after creating a new career.
Corrected an issue where the player is unable to change the number of laps within a lobby screen.


Cars

Audi R8 LMS, and R8 LMS 24H: improved LOD popping issue at the rear of the cars.
Mazda Radbull: fixed backfires not being visible from the cockpit.
Honda 2&4: corrected glass HUD blurring with road behind the glass.
Improved steering animations for Honda 2&4 and Radical SR3 when using a gamepad.


Tracks

Bannochbrae: fixed collision issues in the pit lane / pit area with larger sized cars.
Catalunya Club: corrected cinematic cameras remaining active when restarting a concluded session.
Catalunya Rallycross: removed Joker Lap exploit.
Donington Park: adjusted pit crew positions.
Dubai Autodrome Club: corrected incorrect track length.
Hell Rallycross: improved tree walls and outer terrain LOD distance.
Indianapolis: changed the position of pit exit-line objects, and resolved an issue where the car could avoid the pit-out trigger.
Knockhill: reduced garage depth to fix the AI hitting the kerb and marshal-box exiting pit garages.
Lydden Hill: fixed a hole in collision mesh that caused players to lose control when hitting a dip in the road.
Monza Oval: turned off oval flag. This disables the oval setup being applied, as track direction is opposite to the other ovals in the game.
Spa Francorchamps: polished the pits to stop rain and snow falling in garages.
Texas Motor Speedway: resolved player receiving insufficient progress notification while leaving the pits.
Resolved issue where, after race is restarted, advertisement boards failed to disappear and remained on-track after being knocked about.
Updated pit crew animations for tracks with left-hand-sided pit stop fueling.


Handling

Added a new Opposite Lock Assist for gamepads and keyboards. This is designed to help the player control oversteer and slides, and can be toggled On or Off in the Gameplay screen in Options.
Fixed incorrect altitude of many tracks for better balance of performance between turbo and naturally-aspirated cars.
BMW 1M: Improved FFB scale.
Dallara IR-15 Oval: increased FFB multiplier and fixed the FFB feeling very light, default gamepad setup changed to a differential which removes the left pull due to tyre stagger, revised tyre rubber for ovals when cold, and lowered rolling resistance of oval tyres.
Ferrari 333SP: small balance of performance changes to fit with other LMP900 cars. Fixed final drive ratios and improved AI gear usage.
Ford Escorts: raised and moved back chase camera position to help with high FOV settings.
Ford Falcon V8SC: shifted aero drag balance rearward, fixed rear wing yaw effect, re-balanced adhesive and ‘rip grip’ for slick tyre compounds.
Ford Fusion Stockcar: new Road Course tyre that now has a stiffer carcass and wider adhesive peak. Adjusted the AI tyres to match.
Ford Mustang RTR Formula Drift: improvement to cars’ handling based on Vaughn Gitten Jr.'s feedback.
Ford Sierra Group A: moved the launch RPM higher to help the AI on race starts.
Formula A: reduced fuel tank capacity to a more reasonable level.
Formula C and Formula R: revised tyres, engine braking, and damper setup for better stability and easier driveability. Revised Stable setups. Adjusted FFB for changes to tyres. Fixed rain tyre being faster than the slick.
Formula Cars: decreased sensitivity to aero and suspension damage.
Ginetta G40: Tuned for better control after large impacts and jump landings. Rebalanced side aero forces and tyre carcass bump-rebound damping.
Lamborghini Huracan GT3: slight drag decrease to hit known top speeds with low rear wing.
Lamborghini Sesto Elemento: increased FFB strength (previously too low).
Ligier Judd LMP2 and RWD P20: better engine cooling adjustments after HP changes.
LMP2 cars: gave approx’ 50hp power increase to get them closer to real-world lap times, and adjusted radiator sizes to suit.
Lotus 38 and Lotus 56: increased speed on ovals.
Mercedes AMG GT3 and SLS GT3: default wings changed for AI cars to obtain better speed balance at low downforce tracks.
Nissan GTR GT3: small increase in power to 525hp.
OMSE RX Lites: increased FFB multiplier and shifted aero drag toward the centre.
Porsche 911 GT3 R: revised suspension geometry and setup from new reference material. Re-calculated chassis moments of inertia.
Toyota GT-One 1999: small balance of performance changes to fit correctly with LMP900 cars.
IndyCar & Ford Fusion: increased AI tyre wear to better match player on ovals, making pitting and strategy similar.
Improved AI tyres for Ford MKIV, Lotus 40, Ferrari 365 GTB Competizione, and Mercedes-Benz 300 SL AMG
Group C and IMSA GTP: increased engine rotational inertia, new tyre carcass, and re-balance of adhesive vs ‘rip grip’. Bump Stop lengths also reviewed, as was lift:drag ratio on all cars. Fuel consumptions also addressed.
Group C cars: adjusted FFB for latest changes to tyres. Fixed rain tyre being faster than the slick.
GT3 Soft Slicks: tweaks to temperature operating window to broaden their range, mainly fixing their poor performance in cold conditions.
Small HP balance adjustments to Bentley, Cadillac ATS, and Ferrari GT3 cars.
Added 5 litres to fuel capacity to Aston Martin V12 Vantage GT3, Porsche 911 GT3, and BMW Z4 GT3. This ensures they can do a 90-minute race/fuel-run with the rest of the GT3 cars.
GTE Class: improved the rolling resistance of AI tyres to better match player speeds.
Fine-tuned fuel estimates for LMP1, GT3, GT4, and turbo cars.
Rallycross: improved adhesive vs ‘rip grip’ to help stability of slides on RX tyres.
Altered side- and push-drafting.
Reduced drag penalty associated with aero damage, and also adjusted thresholds for AI to pit.
Corrected differing amounts of fuel between players in Fixed Setup races.
Shifted the aero drag centre towards the rear on a number of cars, fixing rear wing yaw effect.
Adjustments made to reduce in-air negative tilt of some vehicles.
Reduced the speed of slick tyres in the rain.
Increased rain tyre heating for player cars.
Reduced heating on touring car rain tyres.
Reduced base wear on slick-based rain tyres.
Fixed issue that de-calibrated wear on some tyres.


Gameplay

Driver helmet now correctly shown in Helmet View camera.
Improved results of simulated career sessions. Randomness reduced by enhanced focus on performance and driver skill. Qualifying-to-race grid positioning will now more closely match results when not being simulated.
Improved an issue where changing track in Multiplayer to one with a smaller grid size limited entry to the lobby, causing some players to spawn under the track.
Career - Group A: changed the date of Round 1 for the PA Final race at Bathurst so that the weekend no longer takes place during snow season.
Adjusted ambiguous spotter logic calculating probabilities remaining to take Joker Lap in RX.
Fix to ignore other classes for cut-track penalties in multiclass races.
Corrected the player having control of the car before the 'manual control' handover at the start of Formation Laps.
Resolved Competitive Racing License not disabling if Flag / Penalties are disabled.
Fix for Player not automatically getting correct tyres when pitting on default pit strategy.
Fix for players receiving speed limit penalties in the pits when the auto-speed limiter is engaged.
Turned headlights off when the car is in a ghosted state.
Issues relating to Join In Progress and Spectators for Rolling Starts resolved.
Improved formation laps: leader now slows down earlier in order to allow the rest of the field to catch up during the the switch from Formation Lap to Rolling Start.
Improvement to prevent players being able to drive in Community Events with DLC cars, when they don't own the DLC.
All vehicles are now permitted to use Kart tracks for Private Testing.
Fixed remaining race time calculation for the end of session simulation.
Resolved an exploit for Tuning Setups being applied to fixed setup Community Events.
Radical and Light Sports slick tyres: adjusted the range of ideal temperature to reduce difficulty of controlling car while the tyres are warming up.
Fixed the Lotus 38 and Lotus 56 being slow at Indy Oval.
Added sound for penalty HUD messages.
Tuning of cut track ‘tweakers’ following Update 3 feedback. This now reduces the amount of calculated slow down time required following track limit breaches.
Resolved an exploit where players could enable driving aids that are not allowed in Time Trial and Community Events.
Improved an issue where the AI, taking over control of the car when setting the 'Swap Driver' option to ON in the ICM, would not pit.
Resolved the issue where the Tuning Setup would reset to default after player attained a personal best time and then restarted the session.
Corrected the Pit Stop Estimate time not being calculated for RX cars.
Improved poor sounds of high/fast revving engines.
Added Sampala track to Private Testing mode.
Stability improvement when the admin of an Online Championship assigned any car to a player through a DLC-car class.
Fix for player not joining a lobby when accepting an invite whilst on Esports screen.
Removed 'Randomize All Cars' button in Online Championship when using Kart tracks.
Removed penalties accrued by player due to others retiring and spectating during the formation lap.
Resolved the skipping of a Career Round if player joined and completed an Online Championship race whilst their Career Championship was active.
Corrected car stalling whilst being held in pit box due to other cars passing, despite clutch pedal being pressed.
Fixed an exploit where the player could become immune to penalties when ghosted in multiplayer.
Fix for 'Invite Only' trophy unlocking after DLC installed and a new Career started.
Improvements for when players ‘Join In Progress’ into a session.
Added pit speed limiter to cars from which it was previously missing.
Resolved rare instances where incorrect starting grid positions were assigned to players.
Corrected issue where left-sided pitstops were causing parts of the vehicle chassis to flip.
Improved an issue where ‘return to position penalties’ were allocated based on overall position, and not class position.
Corrected an issue where Livetrack and weather was not correctly syncing across online races.
Refined an issue where fuel level appeared white despite not being enough to complete a session on-track without refueling.
Improvements to the cut-track penalty system now takes into account crashed, pitted, and other class opponents in timed races.
Corrected behaviour to prevent Online Reputation Safety Rank increasing when there are no opponents on-track.
Fixed an issue where pit crew would freeze during a fuel-only pitstop.
Added ‘automatic by weather' choice to the pitstop strategy menu. Crew will now change tyres if they are deemed unsuitable for the weather.
Polished an audio issue where pit-crew animations and sounds were not in sync on shorter pit-stops.
Resolved an issue where, during an RX Lites career, in Q2, the HUD would display incorrect info.
Corrected an issue where points were not being awarded to each class in a multiclass race for fastest qualifying lap.
Fixed an issue where a player would incorrectly receive a time penalty when hit by another player during the formation lap.
Stability improvement when crossing the finish line in multiplayer races.
Resolved a Rare ‘hang’ caused by crashing into AI during the warm-up lap.


AI

Brands Hatch GP: slowed AI lap times by about 2 seconds based on player feedback.
Brno: new AI alternate start line to improve first lap racing.
Catalunya GP and Catalunya National: improved AI alternate start lines to improve their race starts.
Daytona: updated AI. Added missing pit-path corridors to improve pit entry speeds. New alternate start-path to clean up contact at the start.
Daytona Road Circuit: reduced AI speeds coming off the oval into Turn 1 and other general changes to improve lap performance. New AI alternate start line to improve first lap performance.
Daytona Tri Oval: Implemeneted AI pit lane path to prevent the AI from hitting the pit wall , and improved pit entry and exit merges. Tweaked AI line at the Kink to prevent them from lifting slightly in stock cars. Adjusted inner corridors on the banked corner to prevent AI banking when racing side-by-side.
Dirtfish Mill Run: updated AI corridors.
Dubai Autodrome: new AI alternate start line to improve first lap racing.
Dubai International: new AI dry racing line for better consistency.
Fuji: new alternate AI start line to fix inappropriate merging from Formation Lap to Rolling Start phase.
Hockenheim: new alternate AI start lines and AI improvements.
Imola: new alternate start line to improve AI at race starts, and adjustments to AI cornering speeds.
Indianapolis: added an alternate starting path for AI to improve rolling starts.
Laguna Seca: new AI alternate start line to clean-up race starts. Slowed the AI speed on the pit lane exit at the inside of Turn 1 to better match player’s speed.
Le Mans: slowed the AI alternate start line in Ford Chicane as previously, cars were getting loose when the race went green on rolling starts.
Long Beach: adjusted AI cornering speeds to improve their lap times.
Monza GP: new AI start line to clean-up race starts. New AI pit lane path to fix cars going off into the gravel after the chicane. General improvement to AI speeds through the lap to make them faster based on player feedback. Also improved AI setups for GT1 cars to fix them getting loose through the Parabolica.
Nordschleife Stage 3: turned down the AI speed in Pflanzgarten 'jump' (both layouts) to prevent AI going off.
Nurburgring GP: new AI alternate start line to improve race starts. Reduced AI speed in the Schumacher Esses, and increased entrance speed in the previous 180-degree corner.
Rouen GP: improved AI pit entry speed to stop them going in too fast.
Sakitto GP: new AI dry racing line for better consistency, and new alternate start line to improve race starts.
Silverstone GP: new pit path to resolve issue with AI driving off the track after Turn 2.
Snetterton: new alternate start line to improve race starts.
Sugo: new alternate start line to clean-up race starts, and adjusted AI speed through Turn 6 and final turn.
Texas Oval: resolved an issue where AI could hit the pit wall.
Texas Motor Speedway Road Course: new AI alternate start line to improve race starts.
Watkins Glen: new AI line and alternate start line to improve AI competitiveness and general cornering behaviour.
Willow Springs: fixed AI speeds into final turn.
Zhuhai: new AI racing line to improve pace and consistency.
Fixed an issue where the AI was not affected by aero damage.
Improved AI aggression.
Improved AI behavior on ovals. Improved how aggressively AI change lanes in order to reduce contact and improve racing.
Improved when AI use KERS/boosts as previously they weren’t using it on some straights when they should/could have.
Improved the timing of AI pulling out of slipstream when overtaking.
Improved AI whilst passing slow cars, or when trying to give back positions.
Various improvements to AI logic for avoiding danger, as well as overtaking.
Slow or lapped AI cars now allow more room for overtaking cars, improving multi-class racing and AI lapping / passing slow cars.
Improved AI tyre wear to better match player experience.
Corrected AI behaviour when pulling over due to damage.
Improved AI pit exit speeds to fix AI ramming the player on pit lane exit.
Improved AI behaviour and speed on cool-down lap.
Improved rare cases of AI swerving during pre-race laps causing occasional instability.
Improved AI mandatory pit stop logic to avoid too many stops in fluctuating weather conditions.
Improved AI tyre choice in light rain conditions, and their tyre selection in changing conditions.
Improved AI rain speed, reduced their rolling drag with saturation, improved AI throttle application on corner exit and braking on corner entry in the rain to obtain better balance.
Improved AI in snow conditions.
Improved AI path finding off-road.
Improved AI behaviour when being forced into situations where reversing is necessary.
Improved AI drivability at tighter tracks in the Ford Bronco ‘Brocky’.
Dallara IL-12 Oval: adjusted AI top speeds, rolling resistance, load sensitivity, and total grip to balance with other changes, and reduce corner entry speed at Indy to better match players’ speeds.
Ford Fusion: given the AI the tallest final drive ratio at Daytona to fix them bouncing off the rev limiter while in the draft.
LMP3 cars: new tyres for the AI in order to better tune their rolling resistance.


Hardware

Corrected Controller/Wheel setups getting reset if control type is altered and game is restarted.


Madness Engine

Improved Livetrack 3.0 performance.
Various stability improvement .
Refined a stuttering problem caused when vehicles take damage.




This is a game that the soft tires last patch work perfectly and as they should, This patch? Totally changed them and now they are working as the majority of us thought they would ...what one is right? It's like there's no consistency
Incorrect. Those are only two examples. There are many, many more. Patch notes for AC stretch well into the hundreds of lines in the first year. If you're that bugged about it maybe you can pull out all the patch notes and add up the lines to see who wins. But characterizing AC as somehow having less bugs and fixes is probably incorrect, given the size and scope of the game especially, which was much smaller. AC was also a 12 person team at the time, PCars was and is much bigger and more ambitious. Perhaps you'd prefer a much smaller game with far less content, no weather, no dynamic time, no LiveTrack and a whole host of other features missing. Simpler game, easier to code. If so, I hear AC is pretty cheap right now.
 
Incorrect. Those are only two examples. There are many, many more. Patch notes for AC stretch well into the hundreds of lines in the first year. AC was also a 12 person game at the time, PCars was and is much bigger and more ambitious. Perhaps you'd prefer a much smaller game with far less content, no weather, no dynamic time, no LiveTrack and a whole host of other features missing. Simpler game, easier to code. If so, I hear AC is pretty cheap right now.
AC is amazing mate! Great physics probably class leading (not played iRacing) and class leading FFB. You should check it out. Make sure you have a wheel for it though.
 
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