The Great Project Cars Glitches, Bugs and Errors Thread

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strange ....... I just did a check and there stand PUBLIC .
Try again please should work now ... I hope .
It's OK now, the video I mean.
What happened in the video is not so nice.
I have almost 4000 km at Zolder and - apart from hitting the pit wall or fence - I have not had any problems...
 
It's OK now, the video I mean.
What happened in the video is not so nice.
I have almost 4000 km at Zolder and - apart from hitting the pit wall or fence - I have not had any problems...
Brno and Zolder seems to be may 2 black cats for the moment.
 
Not really bugs or error in strict term, but affect accuracy in brake simulation. IMO, based on my observation, the ABS system in PCars is too perfect or should I say flawed when it comes to replicating real life ABS performances. The physics engine runs in 600Hz, which is nice, but the ABS brake physics model also appears to run in the same frequency and I seem to doubt that the Pcars has slip ratio included in ABS system or the slip ratio limit may be far too perfect. Most ABS systems runs in 10Hz to 20Hz range in real life, which resulted = almost too perfect ABS performance in pcars with 600Hz.

I have been done some edits on a Assetto Corsa mod car - helping a felllow member here, and saw in the car file, AC specify the ABS refresh rate / pulse frequency and slip ratio limit which is about 0.20 for max braking ( AC allows slip ratio curve lookup as well ) in the electronics.ini, independently, this should be implemented in Pcars. When I first play Pcars, I left ABS on for a few laps, and immediately noticed the ABS over the top effectiveness on road cars ( Evo X, 1M and R8 ).

I haven't tested GT3 cars ABS in Pcars, they may be adjustable, but since it runs in 600Hz as the physics engine, then the ABS will still be too perfect, which is closer brake assist in GT6.
 
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Not really bugs or error in strict term, but affect accuracy in brake simulation. IMO, based on my observation, the ABS system in PCars is too perfect or should I say flawed when it comes to replicating real life ABS performances. The physics engine runs in 600Hz, which is nice, but the ABS brake physics model also appears to run in the same frequency and I seem to doubt that the Pcars has slip ratio included in ABS system or the slip ratio limit may be far too perfect. Most ABS systems runs in 10Hz to 20Hz range in real life, which resulted = almost too perfect ABS performance in pcars with 600Hz.

I have been done some edits on a Assetto Corsa mod car - helping a felllow member here, and saw in the car file, AC specify the ABS refresh rate / pulse frequency and slip ratio limit which is about 0.20 for max braking ( AC allows slip ratio curve lookup as well ) in the electronics.ini, independently, this should be implemented in Pcars. When I first play Pcars, I left ABS on for a few laps, and immediately noticed the ABS over the top effectiveness on road cars ( Evo X, 1M and R8 ).

I haven't tested GT3 cars ABS in Pcars, they may be adjustable, but since it runs in 600Hz as the physics engine, then the ABS will still be too perfect, which is closer brake assist in GT6.

You could start a thread on your findings I think . I've driven all cars from day one with all aids disallowed . I tried ABS recently as an experiment to see how the game felt and to me it makes the game feel very arcade like . More so than GT ABS... But i'm off topic here .
 
You could start a thread on your findings I think . I've driven all cars from day one with all aids disallowed . I tried ABS recently as an experiment to see how the game felt and to me it makes the game feel very arcade like . More so than GT ABS... But i'm off topic here .

I think WMD members who are closely involved would have known this, Jussi should know it too :) it's one of the things that can be improved on PCars 2.
 
Not really bugs or error in strict term, but affect accuracy in brake simulation. IMO, based on my observation, the ABS system in PCars is too perfect or should I say flawed when it comes to replicating real life ABS performances. The physics engine runs in 600Hz, which is nice, but the ABS brake physics model also appears to run in the same frequency and I seem to doubt that the Pcars has slip ratio included in ABS system or the slip ratio limit may be far too perfect. Most ABS systems runs in 10Hz to 20Hz range in real life, which resulted = almost too perfect ABS performance in pcars with 600Hz.
The 600Hz tick rate of the physics system has nothing to do with the rates of the simulated systems. The ABS is being pumped at realistic rates.

Just for the hell of it I did a test run in the Evo with ABS, and guess what - the telemetry tells me that the Anti lock system engages at a rate in the range 12-15 Hz in that run.

I haven't tested GT3 cars ABS in Pcars, they may be adjustable, but since it runs in 600Hz as the physics engine, then the ABS will still be too perfect, which is closer brake assist in GT6.
But it doesn't and it isn't...
 
The 600Hz tick rate of the physics system has nothing to do with the rates of the simulated systems. The ABS is being pumped at realistic rates.

Just for the hell of it I did a test run in the Evo with ABS, and guess what - the telemetry tells me that the Anti lock system engages at a rate in the range 12-15 Hz in that run.


But it doesn't and it isn't...

Mmm, I did some search about ABS on Pcars forum, and Jussi said the opposite here, which I missed previously :

http://forum.projectcarsgame.com/sh...-R8-road-car&p=1060499&viewfull=1#post1060499

Part of this is also the in-game ABS implementation, which works at the physics update rate of 600 Hz, whereas real life systems are more in the 10-20 Hz range at best, making the much less efficient compared to the nigh perfect performance of the in-game system.

I tend to believe Jussi than you :) No offense.
 
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^ Sample rate 100Hz, Evo X, bottomed out pedal, breaking for T1 on Donington:
(this is the data I recorded for the previous posting)
Code:
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  1
mAntiLockActive  =  1
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  1
mAntiLockActive  =  1
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  1
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  1
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  1
mAntiLockActive  =  1
mAntiLockActive  =  1
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  1
mAntiLockActive  =  1
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  1
mAntiLockActive  =  1
mAntiLockActive  =  1
mAntiLockActive  =  1
mAntiLockActive  =  1
mAntiLockActive  =  1
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
mAntiLockActive  =  0
 
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So Jussi is wrong ? How about the R8 being discussed in that thread I linked ? Did Jussi also had close involvement in car physics ? Is there something I miss here ? When I played quite a while ago, I definitely sensed the ABS works way too effective ( super ABS ) compared to the real Evo X I have driven in real that I had to lower brake pressure quite a lot. I then disabled all aids ( everything ).

Just curious, what sort of brake force/pressure on the Evo X that you tested with ?

I set my brake bias/balance to 75% when I drove the FQ400 ( real car stock bias ) on both the lowest grip tire ( all weather ) and the summer tire.
 
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Ahhh, the joy of it all...

So I fancied a little pootle about in the Mugen Atom. Not in my garage all of a sudden. Ok, I'll check the store, see if it needs re-installing

It does, so I do. Reboot my X1 to make it stick. Fire up pCARS and it won't progress beyond the log in screen. Sigh, quit, restart

Nope no joy. No doubt it bloody well wants a re-install of the whole game out of me. Not bloody doing it tonight

I pop FM5 in and voila, it fires up and I can play straight away, no messing. Now I know FM5 doesn't have the great racing feel that pCARS does but it works when I put the disc in, everytime

I want to play pCARS, I want to enjoy it. I want it to work. I don't know how much more of this malarkey I'll tolerate till I get rid

/rant, thanks for reading :D
 
^ The algorithm, yes, but the process that the algorithm simulates might be an ABS controller/pump/valve system, just like the physics systems simulates suspension which may oscillate at e.g. 3.21Hz for a moment (a real life ABS control system probably runs at a kHz or two). At least that's my guess - but guesses aside, the data just recorded straight from the API shared memory shows that the ABS kicks in at a handful of Hz. I assume it's the fronts that lock and unlock there. For this test I used keyboard controls(! (and the sim in a little window(!))), so I had no force feedback [1]. The AV feedback that I had doesn't suggest the ABS action so much - perhaps that's an issue?

Edit : [1] There's no canned ABS effect. I don't know if e.g. cranking up FFB Fx (longitudinal spindle force) would make a difference in this case...(?) Oh, and from my RL experience, ABS is mostly a judder through the chassis and the pedal, and yes the wheel may vibrate because it's attached to the chassis, but there are no perceivable rotational forces on the steering wheel IME.
 
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Anyway, what makes me thinking about it was how it performs compared to my RL experience :) I used DS4 when I play back then ( close to a month ago )

I did several test of a turning to stop panic brake with ABS, went to about 160kmh / 100mph, then full brake while in straight then turn the car as hard as I can while still on full braking when the speed drops to around 110kmh / 70 mph till stop. The ABS was too effective IMO, it feels a bit like what GT6 does with ABS, in a way ( GT6 ABS is far worse ), can't describe it, then I thought about the 600 Hz tick rate. Real life ABS system on road cars would often struggle to keep the locking up at bay near the end of braking phase ( near stopping ) when doing full braking from high speed while turning as much as the car can, sometimes the front wheel left patches of black tire marks as the ABS tried to keep up and often the car would deviates from it's intended course due to the being at the limit of lateral load at the same time of full braking.

I think it may be the response time of the system in PCars, who knows, the game physics run as at 600Hz which is very high fidelity today :D Unless Casey explains more about it :P It's not a bug or error anyway, now worries, it will improve if the devs sees the needs of improvement.
 
Saw these on a blog, showed quite a comprehensive list of bugs, issues, glitches for all platforms and their status ( workaround, fixed, etc ) May not be accurate as I posted today, but should give general view, don't mind the source bias or whatever some people called, I have no side to take :) These are probably collected from Pcars Forum :) a good list like this updated every patch release would help to track the progress and if stickied on Pcars forum would at least lessened the frequency of old issues being reported again and again. The list below needs updates for sure, as some of them already been improved or fixed or new issues have been reported after 2.5 and 2.0 patch ( console )

PC

01-pc-glitches.jpg


PS4

01-ps4-gbugs.jpg


Xbone

01-xbox1-glitches.jpg
 
Saw these on a blog, showed quite a comprehensive list of bugs, issues, glitches for all platforms and their status ( workaround, fixed, etc ) May not be accurate as I posted today, but should give general view, don't mind the source bias or whatever some people called, I have no side to take :) These are probably collected from Pcars Forum :) a good list like this updated every patch release would help to track the progress and if stickied on Pcars forum would at least lessened the frequency of old issues being reported again and again. The list below needs updates for sure, as some of them already been improved or fixed or new issues have been reported after 2.5 and 2.0 patch ( console )

PC

01-pc-glitches.jpg


PS4

01-ps4-gbugs.jpg


Xbone

01-xbox1-glitches.jpg

:eek:

WOWZERS

Yeah, no way the game has gone gold while still in beta stage...
 
I spy with my little eye ........ Ai running in the rain with no lights !

Are they looking at sorting this as that would be great ?
 
PS4
Track : Silverstone .
Cars : GT3 class .
Time : 11:00 AM .
weather : clear/light cloudy .

Issue :
Racing against the AI (24cars) after 13 laps heavy stuttering on Silverstone .
 
That guy loves only one thing: Getting attention. He takes a fat dump on every game that he has a chance to do so. Dont generate clicks for this disgusting hate troll site, please.

PS: The issue lists are direct copies for the official pcars forums.

PC: http://forum.projectcarsgame.com/sh...ead-(PC)-Not-for-bug-reporting!-Updated-25-07

PS4: http://forum.projectcarsgame.com/sh...ad-(PS4)-Not-for-bug-reporting!-Updated-25-07

XBone: http://forum.projectcarsgame.com/sh...ad-(XB1)-Not-for-bug-reporting!-Updated-25-07
 
That guy loves only one thing: Getting attention. He takes a fat dump on every game that he has a chance to do so. Dont generate clicks for this disgusting hate troll site, please.

PS: The issue lists are direct copies for the official pcars forums.

PC: http://forum.projectcarsgame.com/showthread.php?22315-Known-Issues-Collective-Thread-(PC)-Not-for-bug-reporting!-Updated-25-07

PS4: http://forum.projectcarsgame.com/showthread.php?22495-Known-Issues-Collective-Thread-(PS4)-Not-for-bug-reporting!-Updated-25-07

XBone: http://forum.projectcarsgame.com/showthread.php?22497-Known-Issues-Collective-Thread-(XB1)-Not-for-bug-reporting!-Updated-25-07

I still read the site from time to time as well as official Pcars forum and here GTP, I don't have any issue at all :) I'm sure not everyone has.
 
I still read the site from time to time as well as official Pcars forum and here GTP, I don't have any issue at all :) I'm sure not everyone has.

Same here. I'd have an issue with this guy if pCARS had been launched without so many issue. As it stands now, he gives you the other side point of view, which is important if you want to be unbiased towards the game.
 
I read a fair bit of that site, he sounds butthurt. A lot of the stuff he's said about Pcars, just in the few "articles" I read wasn't even true, like that Pcars devs ban everyone from their forum that talk about the problems in the game. I don't care, I actually kinda like reading stuff like that, gives me a giggle. I am a little odd in that way though. I like reading all the fanboy flame wars in youtube comments haha.
 
It's different if you have no emotional attachment and read them from neutral point of view, regardless if what's written are true or false, nothing to lose anyway. I don't care if the writer is butthurt or hate on something, the read still interesting for me :lol: It's not only about Pcars, the site covers many other sims as well.
 
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