Multiplayer Spectating, Enhanced Weather, and More Coming in Project CARS Patch 3.0

Project-CARS_Audi-R18-e-tron-quattro

While development may have kicked off with Project CARS 2, Slightly Mad Studios remains focused in making its first WMD title – Project CARS – the best possible with ongoing support by way of updates and add-on content. With the recent unveiling of what is perhaps the biggest update yet, and less than one month after the last major update at that, Project CARS continues to grow.

Notable items include the previously mentioned enhanced weather system where all vehicles will be updated with new windscreen rain effects including dynamic rivulets, more realistic looking rain drops, and wiper blade trail effects. There’s also an all-new Multiplayer Spectate Mode which will allow players to spectate multiplayer events they are participating in, and the very welcomed addition of an improved HUD and tire telemetry data – compound, pressure, wear – all visible in real-time.

New & Enhanced Feature Summary

  • [New] Friends Leaderboards; players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
  • [New] Multiplayer Spectate Mode; players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
  • [New] Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
  • [New] Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
  • [New] The Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
  • Enhanced multiplayer vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
  • Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
  • Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
  • Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and ‘fair’.
  • Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
  • Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.
  • DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.

OnlineProject-CARS-Gumpert-Apollo-S-tv

  • Implemented support for Leaderboards reset across all platforms.
  • Added support for Multiplayer Quick Random to also join in-progress sessions
  • Fixed an issue with the browser getting stuck at ‘Looking for sessions’ (PS4).
  • Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
  • Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
  • Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
  • Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.

Time Trial

  • Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
  • Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
  • Ghost split and lap times are now displayed on timings/pause screen.
  • Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’

Pitting, Tuning, Setups, Strategy

  • Enhanced Setup and Pit Strategy system:
    • Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
    • In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
    • The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
    • Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
  • Enhanced HUD and Telemetry tyre info system: Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen.
  • Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
  • Restrict pit strategy tyre compound types to only those available for the current vehicle.
  • Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
  • Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
  • Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
  • Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
  • Fixed more cases where a vehicle’s default setup would not be correctly applied.
  • Fixed an issue that at times caused a setup from one car to be applied to a different car.
  • Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
  • Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.

Physics & AI

  • Improved AI rain speed realism when using treaded tyres in the wet.
  • Increase tyre wear for AI if driving wet tyres when track is drying or dry.
  • Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
  • Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
  • Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
  • Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
  • Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
  • Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
  • Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.

Cut Track / Off Track System

  • Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and ‘fair’. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.

Project-CARS-BMW-M1-Procar

Career

  • Added Career Contracts for core career sport DLC cars:
    • GT3: Bentley Continental GT3
    • LMP1: Audi R18 e-tron quattro
  • Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
  • Fixed an issue with pre-DLC save games not unlocking DLC career content.

Audio

  • Fixed tyre skid sound when car is sitting against a kerb at zero speed.
  • Tweaked the dirt surface sounds.
  • Fixed an issue where there would sometimes be missing race audio in a subsequent race if there’s an immediate quit at race start.

GUI, HUD, Telemetry

  • GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
  • Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
  • When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
  • Reworked the Replay/Spectate/Monitor interface to a more consistent design.
  • Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
  • Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
  • Community Events – added a ‘DLC required’ indicator to events that require DLC content, added an event number indicator.
  • Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
  • HUD now reports correct split times to vehicles that are in the pits.
  • Updated the Class logos used by Road cars to better differentiate the various road car classes.
  • Fixed an issue with the Field of View slider not working.
  • Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.

Replays

  • Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
  • Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
  • Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.

Controls & FFB

  • [New] Implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
  • Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
  • Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid “cogging / notching” effects when stationary its best to leave the spring coefficient high and lower the saturation.
  • Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).
  • Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added sequential shifter profiles for Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
  • Logitech wheels – added LED support for the G29.
  • Custom wheels – reduced the default menu spring strength.
  • Handbrake and boost controls assignments are now no longer mandatory.
  • Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
  • Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
  • Fixed an issue where there was a sudden loss of FFB after a severe collision.
  • Fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps (Xbox One).
  • Corrected mapping for keypad ‘.’ / ‘Del’ keys, removed Pause being incorrectly hardcoded to the ‘P’ key (PS4 USB keyboard).

Vehicles

  • 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
  • Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).Project-CARS-Gumpert-Apollo-S
  • Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
  • Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
  • BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
  • BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
  • Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
  • Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
  • Formula A – added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’.
  • Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
  • Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
  • Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
  • McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
  • McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschleife. Changed tyre walls to Pirelli (licensing).
  • McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
  • Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
  • Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
  • Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
  • RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
  • Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
  • Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
  • Various cars – graphical issues addressed, updated to use the correct tread textures for various tyre compounds
  • Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
  • 4WD/hybrid vehicles – enabled visual backfires.

Notable items here are across the board, whether it be the rebalanced tire mechanics or improvements to the AI’s behavior, this particularly set of enhancements should be readily noticeable and will make for a more engaging experience than what’s offered now. We’re also given a look at what could possibly be included in this month’s DLC add-on with the BMW 2002 Turbo.

Tracks

  • Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
  • Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
  • California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
    Dubai layouts – fixed a graphical anomaly on the track surface.
  • Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
  • Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
  • Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
  • Sakitto GP – unblocked pit lane and added pit lane directional signage.
  • Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
  • Silverstone layouts – fixed a false cut track warning at the pit entrance.
  • Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
  • Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
  • Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
  • Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.

Oculus Rift

  • Implemented support for Oculus 0.6.0.1 SDK.
  • Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
  • Auto disabled Crepuscular rays, Vignette and full screen raindrops.
  • Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
  • Shadow support – further work towards getting shadow support fully implemented.
  • Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn’t available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
  • Added a command-line option “-vrnomirror” that disables the desktop mirror. This will gain around 3-4% performance.
  • Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
  • Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
  • Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.

General

  • Players are no longer disqualified for running out of fuel after finishing the race.
  • Fixed an issue that would award players with a race win when skipping session after a false start.
  • Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
  • Added support to enable Opponent Car Reflections by using the “-insane” command-line option (PC).
  • Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
  • Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
  • Fixed an issue with Real-time weather not working (PC).
  • Fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel (PS4).
  • Anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles (PS4).
  • Fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected (PS4).
  • Implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu (Xbox One).

It’s worth noting the patch has not been finalized and is still in the testing stages which of course means the details can change between now and the announcement of its imminent release on the Xbox One, PlayStation 4, and PC platforms. The release of the update is still a few weeks off at best and until a time it’s officially confirmed and subsequently released feel free to stop by our Project CARS forum and discuss the sheer volume of the upcoming update.

See more articles on .

Comments (47)

  1. Speed Fiend

    To: SMS where is the free add-on content we were promised? 3 months since release and still nothing new to try. With such a limited garage I was expecting to see at least a monthly addition of a car or two and maybe a new course now and then. Don’t confuse this with a request for add-on content that I must purchase.(withholding a few essential race cars from the stock line-up and requiring your fans pay $5 to have them, after they just gave you $60, was not cool.) Follow in the steps of the established sim-racer and regularly add-on something free every now and then to thank us fans for supporting your title.(a premature, semi-operational title, at the time of release, I must add)

  2. Jay84

    Cant wait for the “complete edtion” no it wont have any dlc it`ll just be the game that SHOULD have been out day 1 ;)

  3. killerjimbag

    OK,enough of the ranting about this game that game. The topic is “patch 3.0 for PCars”. No need for Forza,GT,or any other musings about whatever. Talk about the patch or move on to something more productive.

  4. doblocruiser

    It’s not about supporting pCARS but it’s about fixing their product. This game was released in a terrible state and look where we are now. Patch 3.0 with a huge amount of fixes that shouldn’t need a fix in the first place.

    They should have released pCARS for €30,- add a discription that it is an unfinished product and that support is needed from the playerbase to resolve all this.

    It’s not SMS who is supporting their product but it’s the players!

  5. V8GTdriver

    I lurk the news and forums every now and then. It’s annoying reading people complaining about Gran Turismo in almost all non GT news articles. I think comments not related to the article should be deleted or poster banned. Just because you have been a fan of GT for years, doesn’t give the constant whining justice.

    1. nocturnalgrey

      You make an excellent point. I have only been here a few months but since you brought this up, the off topic posting is the most annoying thing about this place.

    2. TJC_69

      The irony of both posts by V8GT and Nocturnal.
      Both comments are whining about whining.
      Both comments have nothing to do with the news content…
      Well played chaps :’)

    3. Tenacious D

      Let me chime in and say they’re exactly right. Whining about people whining about the off topic whinging here is sure furthering the discussion there, TJC. Thanks for adding to the clutter. ;-)

      And seriously, how utterly bizarre a world it is when a site devoted to a racing game is full of members who will complain about that game even in news posts about COMPLETELY DIFFERENT games. I think the world officially needs an intelligent race to guide this one.

    4. V8GTdriver

      It was obvious someone would post negative feedback to my “whining”. TJC, I’m not surprised it was you. Looks like you are part of the problem, so you should feel offended. Your absurdly off topic(yes I stole your own words from last weeks post. Listen to your own words.) hate towards GT is useless contributions. I’m just stating maybe a solution could be made about the GT whining in other game news articles.

    5. MeanElf

      Mods usually temper that kind of behaviour on the forums, but not always on here. I gave up trying to rationalise with certain ‘GT-fans’ a long time ago; it truly did spoil the main part of the site for me.

    6. TJC_69

      More whining, ridiculously lame attempt at a personal attack, attempted smugness and weird rambling about a ‘ racial issue ‘. Sorry but I had to laugh at that :D

      What size do you guys think the patch will be?

  6. Speedster911

    Hmm…rite.. well then!

    The question is: when are they improving engine sounds and overall visual fidelity + detail on X1.

    Gotta give em’ points for supporting the game with these patches though.

  7. VBR

    While this is undoubtedly a great update, I was hoping for text chat in online lobbies & the abillity for host to kick player permanently from the room, then I might’ve ventured online. Here’s hoping for next time!

  8. SimTourist

    Yes, please make it so that the game doesn’t freeze my xbox every time I try to play, that would be a good start. You have precisely one month, SMS, after that PCars will be forgotten for good.

    1. Tenacious D

      There are posts like these that make me think that SMS should have just waited until P CARS was in “3.0” state, or better. All these fixes make me shudder at the thought of what people were enduring with 1.0.

    2. nocturnalgrey

      @Tenacious D – That’s one of the reasons I waited till version 2.0 to buy the game with the other being my lack of trust when it comes to SMS.

      So far so good, even though I haven’t put a ton of time in the game yet.

    3. Tenacious D

      I would have bought it myself at launch, preordered in fact for the bonus content, but I’m glad now I didn’t. Don’t have a beefy enough PC, nor a PS4 or XBone. It seems like a good enough title to own, or should be when SMS finally squishes most of the bugs, but I have to upgrade the PC or get that PS4 first. Besides, the longer I wait, the more content there will be.

  9. BrunetPaquet

    AHHH-hahaaaa… Nice… Good to know they’re fixing the Glencairn East Cut-Track glitch… When the AI went off track inside and cut, they’d blame the player for it. (I tested it. I was on a standstill and I’d get warnings from AI track cuts.)

    One of my good acquaintances here on GTPlanet was disqualified when he never went off-track or cut-track’d.

    As for me, I’ve had 14 warnings in a 15 laps race… Good thing I’m just a beginner and that I was playing without flags… T’was my tourist mode game save.

  10. Halcyon925

    You guys say that Polyphony isn’t listening to their fanbase (GTP). Hell, they could very well be putting more than half of our wishes into Gran Turismo 7. They are booked with the process of modeling new cars, completely reworking the sound for most, or every car (which would take a tremendous amount of time considering that they need to get in contact with the owner of said vehicle), busy scanning tracks, and building an entirely new engine that can support GT7’s new physics engine.

    As for GT6, I have a feeling that the team responsible for GT6 currently NEEDS to be in development with something in GT7; so if that is true, then that is one of the reasons to why GT6 hasn’t gotten an update in so long.

    For a small team that is working diligently to bring their fans something new and exciting as fast as humanly possible, you should see that there is a reason to why there is no leaked information and GT6 support. Now, they very well may have the people that run their websites ready to post any information whenever necessary; but they may not want to leak any information. It could even be something new that other games could try, or a surprise.

    1. TJC_69

      Sure, they could indeed be doing that. But going by the last 6 editions of a barely changing title over 15 years, the evidence at hand would probably suggest otherwise.

      The small team way of working is outdated, ( 1990s way of game development ), and unnecessary for what Sony portrays as a AAA title thats sole function is to shift consoles in the 21st century.

      The GPS, plot your own racetrack concept, was also a potential welcome addition for the game. I’m actually surprised nobody, ( Forza? ), has actually taken that information and used it to beat PD to the punch with releasing their own version. How embarrassing would that be?

      If they are listening, they aren’t talking. Which can only be widely perceived as ignoring the fanbase.

      Unless the ultra ambiguous word ‘ Soon ‘ is your preferred acknowledgement from PD that is.

    2. BrunetPaquet

      @Halcyon925 You love GT6, we play other games nowadays. Good for you if like GT6, good for us if we like other games.

      To each their own. Marketing is one helluva tough zone these days… just saying.

      I’m not gonna gonna insult you for liking GT6 nor am I gonna make remarks. #FreedomOfChoice.

      Hm, maybe PD is reserving a surprise, maybe not. Who knows. Time’ll tell.

      I know I’m gonna get a lot of flak and that people will bust out their pitchforks and torches but I don’t think GT6 is that bad… HEY! It’s just my opinion. I like to host cruises.

      Sure, I’ll Play Forza 6 when it comes this September but for now, random games when I feel like playin’ em.

    3. Tenacious D

      Oh, but we already know what’s going to be in Forza 8 and P CARS 3. ;D

      This is the weirdest place… I remember once upon a time when people came to GT Planet to celebrate Gran Turismo. Now it’s to denegrate it. This place has already driven people like amar212 away, a guy who gave us some of the best insider info for imminent Gran Turismo news. Now we have to go to NeoGAF for it.

    4. TJC_69

      Is this article about gran turismo @Tenacious? Did you click on it thinking you would read GT specific news?

      If the answer to both = ‘no’, then you have answered your own question/opinion.

    5. Tenacious D

      Well, TJC, the article is about nothing you discussed in your post either. Do you have a special right to go off topic and no one else can remark about it?

      To me, the article and some of the posts in here indicate to me that P CARS isn’t a magic carpet ride either. Tangentially, I’ve also discovered that when it comes to the other racers in these forums (GRID A, P CARS, Assetto Corsa, Forza etc), if you bring up faults with them, you’d better make sure you still adore those games, and don’t you DARE like Gran Turismo nearly as much. Humans, strange critters they are…

    6. infamousphil

      Yo Tenacious, Bruno!… remember the 100 comments on a single posts? And that was before FMPlanet was dropped ;) We peoples love our GT!

  11. LogicalTech

    If only SMS would stop developing PC2 and Red Bull Air Race, and start supporting Project Cars. lol

    Seriously, SMS is a great studio, and Project Cars is simply an amazing game. Because I like PC so much, I bought Assetto Corsa, Dirt Rally, and Dirt 3. My point is that PC can be a gateway game to the racing genre, and at the same time, a completely immersive simulation, depending on how you want to play it. I think many of the people hating on PC perhaps don’t fully understand the customizability that SMS has given us, or are fearful that PC might steal away players from their racers of choice. To the latter group I say good racing games make people want to play more good racing games. Plenty of room for everybody here. AC, DR, D3 = +1 player each (me).

  12. Coquico

    I have the game, but not the ps4-g29. I cant wait to play this great game. They give all the fans ask. With time it will have a great car list, without a dubout. Great work for SMS. Meanwhile, fans like me, will wait fot the apex 2, course creator, GT in next gen, the rest of VGT cars, etc… PD is ignoring their fan base.

  13. TJC_69

    ^^ This epic customer feedback and game additions are what distinguishes PD from the competition.
    Ask SMS to fix something, add features and they do, whilst giving you public feedback.
    Ask PD to fix something, add new features and they don’t, whilst completely ignoring the entire fanbase and dedicated site.

    Enough said. Who are Polyphony Digital again?

    1. Tenacious D

      The people that sell more racing games than anyone in gaming history.

      I know people love to hate on PD for not emailing them personally every other day, but most devs really aren’t all that cozy with their fans, and cozy devs =/= great games on average. In fact, there are indications that if people give too much criticism of P CARS, even if it’s legit, you can be banned from their Facebook page, and I’ve heard the forums as well.

      Just imagine how peaceful it would be here if people couldn’t complain for the umpteenth time about vacuum cleaner sounds. ;D

      And I know those of us who say this are like so popular here, but I really want most of PD focused on getting GT7 finished while we still have an intact civilization. The tech in PS3 and GT6 are so old… I seriously crave some next gen racing to the point I think I’m gonna pull the trigger on a racing rig just to play Forza 6… yikes, the price tag. I already bought into RaceRoom, and dare I say it, I’m having the drive of my life. P CARS may be this good, might not, but RR is so good I’m not too fussed about P CARS right now. Forza 6 might be that good, but the main draw of it is that mod system and Livery Editor. If the physics and bot AI are up to snuff, that’ll be gravy.

      But the reason we’re here – MOST of us anyhow – is Gran Turismo. If it doesn’t suit you, there are plenty of other racers, and forums, which will.

    2. TJC_69

      Gran Turismo has been making games for 16 years, so that fact would come as no surprise. Whereas the Pcars communication isn’t perfect, i’m sure the majority of the people who have bought the game, myself included, appreciate actually having some feedback as opposed to next to none from PDs way of communicating, or just hearing ‘ Soon ‘ once every couple of years.

      It would be boring to have a forum discussion wherby everybody didn’t have both positive and negative opinions on each title, and in GTs case the engine sounds are fine until you try to put on tuning parts. They are what causes the vacuum type noise as they are poorly sampled effects in my opinion.

      So do I, I take it you don’t own Pcars then? If not, i’m unsure of your interest in the news content you’re commenting on. Or did you just come to defend GT6? Who knows…

      GTP is home to many race games, can I take it from your last paragraph that you’re insinuating I get off of GT planet because i’m not praising GT enough for your tastes? Maybe you should take your own advice and stop reading Pcars news items if we’re going by your own flawed logic then…

    3. nocturnalgrey

      @TJC_69 – You must be looking at a different set of patch notes then I am because Version 3.0 is made up mostly of fixes.

    4. TJC_69

      Must be, if you don’t class new hud features, more replay options and more leaderboards as game additions that have been asked for?

    5. Tenacious D

      “can I take it from your last paragraph that you’re insinuating I get off of GT planet because i’m not praising GT enough for your tastes?”

      No, but I take it you think posting something akin to flamebait is furthering a discussion? ;-)

      This place has never been boring. VERY few people here have had nothing to critique about the games in the GT series. But since GT5, the level of spite and vitriol has reached new depths, even to hatred of and threats against Kazunori, and that kind of rhetoric has nothing to do with furthering any kind of discussion. There are things said to provoke thought, and there are things posted to provoke fights, and there are too much of the latter here.

    6. TJC_69

      @TenaciousDs multiple answers to every comment i’ve made here.
      Inbox me if you are looking for a rational GT6 debate if you feel so strongly about such. I have no problem debating every single one of your points with you.

  14. Lille B

    Gran Turismo is being buried right now :-o

    It’s been like 2months since they promised new cars and course creator in “future” update….

    ….ppl will eventually just buy the PS4/X-Box One games and sell their PS3

    1. thegt500

      I’ve played GT6 twice in 3 months, just can’t seem to go back to the poor sounds and handling when compared to pCARS.
      The game just gets better and better and this new patch looks awesome if it all works as planned ?

    2. FosterG

      I certainly have not looked back, Project Cars is far from perfect, but it is an amazing game what with the level of customization, sounds and physics, the weak link for me is car selection, yeah I’m a collector! :) GT7 had better be a full on snapshot of a game as we have some nice choices now.

    3. MeanElf

      Why are we comparing GT6 (on PS3) with pCars on the current gen consoles? Isn’t that like comparing Asseto Corsa with Racedriver: Grid or even Grid 2?

    4. TJC_69

      I believe the comparison at hand is more to do with customer relations plus game fixes / updates more than console comparisons. When games thesedays get no news/updates/missing things patched, then people will compare their experience with one and the other.

      Last gen GT6 is still a valid comparison as it has a missing feature still at present, with a lack of feedback from its developer.

      Or to put it another way, when GT7 comes, compare how PD handle the same situation in regards to others like T10, SMS etc. The fanbase feedback will never be good from PD.

    5. MLRSparco

      Remember Pcars was supposed to come out for the ps3,xbox360 and wii so it’s not to crazy to compare it to GT6,back then they never claimed it would be any different than the new gen version aside from graphics.As for me I play GT6 from time to time just because I still only have a G27,once I get a new wheel GT6 will more than likely be thrown under the bed never to be played again.

Comments on this post are now closed.

About the Author