Project CARS Patch 2.0 Now Available Across All Platforms

18146966103_af98442fc1_b– McLaren F1 GTR, June 13th, 2015, courtesy of taz.

Patch 2.0 is now available for Project CARS across all platforms and promises to fix a number of issues brought to light by the passionate community. Weighing in at 1.4GB, the 2.0 patch covers a wide range of areas and the fixes for all platforms are as follows:

Performance Improvements

  • PC – up to 5% frame rate improvement when using Ultra settings
  • XB1 – up to 17% frame rate improvement in extreme conditions

Online & Community Events

  • Multiplayer search filter ‘Skill’ now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth.
  • Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’.
  • Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers.
  • Xbox One – fix attempt for a hard-to-reproduce issue where the game would at times freeze or crash when 8 or more players joined a session all at once.
  • Xbox One – fixed an issue that at times would prevent a player from establishing full connectivity when leaving a lobby and trying to reconnect to it.
  • PS4 – fixed an issue where, after the PS4 resumes from Rest Mode, no network features can be used.

Controls – All platforms

  • Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts.
  • Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds.
  • Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode.
  • Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached.
  • Fixed an issue in Force Feedback calibration that would prevent a player from setting “Soft Clipping (Half Input)” back to 0 after modifying it from the original value.

Controls – PS4

  • Thrustmaster T100 Force Feedback improvements.
  • Fixed the Force Feedback dynamics for wheels with physical steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and similar wheels.
  • Added a Motion Sensor controller profile.
  • Fixed a crash issue when disconnecting and reconnecting Fanatec wheels.
  • Enable support for USB keyboards to be used for in-game controls.

Controls – Xbox One

  • Built in protection to prevent unsupported controller devices from crashing the game.
  • Gear shifters – fixed an issue that prevented the selection of neutral when using an H-gate shifter add-on with a car that has an H-gate shifter in-game.
  • Implemented accelerator vibration on the gamepad right trigger to indicate when and how much the tyres slip under acceleration.
  • Madcatz wheel – fixed an issue where the switch on the wheel to change between 270 to 900 degree mode stopped functioning.

Physics & AI

  • Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced.
  • Adjusted the AI tyre wear rate to better match the player’s tyre wear rate.
  • Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts).
  • Adjusted the heating of slicks and rain tyres to more realistic levels.
  • Adjusted tyre temperature sensitivity on several cars.
  • Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry.
  • Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking
  • Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting.
  • Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying.
  • Fixed an issue where the AI would set impossible lap times during races with pit stops.
  • The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race.
  • Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate.
  • Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car.
  • Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field.
  • Fixed an issue that prevented the AI from pitting within the final 3 laps of a race
  • Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet
  • Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions.

Pitting, tuning, setups

  • Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres.
  • Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop.
  • Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated.
  • Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again.
  • Reworked the brake bias display information so that changing the values is more intuitive.

Tracks

  • Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars.
  • Track cutting tolerances reduced on all tracks where it was too forgiving.
  • Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks.
  • Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects.
  • Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier.
  • Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane.
  • Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits.
  • Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs.
  • Laguna Seca – improved the AI performance as they were running too slow in some sections.
  • Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float.
  • Bathurst – fixed a render issue with shimmering edges in parts of the track.

Career

  • Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career.
  • Fixed the unlock details for the Supercar Ardennes Club Day Invitational.
  • Fixed an issue where skipping the session during a race caused the player to move up in the session results.

Vehicles

  • Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session.
  • Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
  • Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy.
  • Lotus 98T – tweaked turbo to improve AI estimation of top speed.
  • McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used
  • McLaren F1 – Fixed an issue that caused the car to use the wrong default tyre compound.
  • Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer – Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI.
  • All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights.

General

  • Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts.
  • Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen.
  • Fixed an issue that could cause the game to crash while watching a saved replay.
  • Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered.
  • PS4 – fixed an issue that required the game to first restart after installing an in-game DLC before the DLC would be available for use.
  • Audio – rebalanced the volume of skid sounds to make them a bit more audible.
  • PC, Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences.
  • PC, D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected.
  • Updated the achievement “I am the 5%” to ensure that it can be achieved in non-Pro-modes as well.
  • Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails.
  • GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment.

For more discussion, in-depth analysis, tips, tricks and more be sure to stop by our Project CARS forum!

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Comments (36)

  1. Schmiggz

    That’s a LOT of repairs! That’s awesome but definitely rings the bell of embarrassment for SMS! How the heck you release a game with so many programming failures despite all natural market pressures it’s beyond my comprehension!

  2. Blood*Specter

    Having keyboard control is sweet. Neither a wheel or control pad has enough buttons to utilize all the functions. And nice to adjust all seat/cockpit views along with some suspension settings without having to PIT.

    Still I don’t do well in cockpit view w/o my wheel.
    My bad luck to own a G27.

  3. Blood*Specter

    Went to North Carolina for the fourth and just got back last night. Both PS4 & PC we’re updated. A ton of issues addressed. So now I start tuning from scratch again.

    I’m good with that as long as driving feel with
    PS4/XBOX 360 (4 pc) are better. Even after the last update the steering was still nervous on center and on turn-in.

    And no this is not even close to the GT spec 2.0 upgrade. I applaud SMS for not running away from the many issues on each platform. They stepped up.
    Now the users will determine if they covered the bases

  4. z06fun

    So wait, SMS has support for some Madcatz wheel on Xbox1 but no support for G25/G27 on PS4???? Huge untapped market of sim racers they are missing…

    1. TeamCZRRacing

      *sigh* How many times do I have to explain this? Sony changed over to a new control interface with the PS4. It’s Sony’s fault, not Slightly Mad’s or Logitech’s.

    2. VBR

      Fanatec & Thrustmaster both got some of their older wheels working on the PS4, so yes it’s obviously Logitech’s fault for not choosing to do the same.

  5. Speedster911

    As usual SMS spewing out more crap labelling it as “patch released across ALL platforms” whereas its not released on Xbox.

    If you thought the game was a mess, think about the marketing and PR.

    1. SavageEvil

      They have released the patch and were basically stating that in accordance with the time that it usually takes for it to go live on the respective systems. I have PS4 and when they said it was released the patch wasn’t available for me immediately in fact it came down about 30 minutes later as I was up early checking for updates, played a round of GTA Online and lo and behold the patch automatically came down after I decided to check on it. Also you have to remember regions are a thing, release in EE is slightly different time wise than in the stateside. Not to worry it will be available to you soon or very shortly. SMS have zero reason to lie about it since their work on 2.0 was done and handed in to be graded by MS and Sony.

    2. Johnnypenso

      As usual, people spewing without investigating. It’s not SMS saying the patch is out on all platforms, it’s GTP. SMS clearly says in the official forum, that the patch is live on PS4 and pc, but not on XBone.

  6. Johnnypenso

    Nice to see the patch out and a ton of bug fixes. Of course not so nice the bugs were there to begin with…lol.

  7. Yin Yang

    Haven’t tried it yet but hopefully the GT40 is actually controllable now. Touch the throttle before and you’ll be doing donuts in the grass.

    1. TJC_69

      I didn’t have any trouble with it before , you just needed to be ultra smooth . Guess the community found it too hard … meh

  8. TomBrady

    I’m happy that we can map some controls to keyboards. My T300 doesn’t have a ton of buttons so it’s nice being able to use the keyboard that’s already attached to my rig anyways LOL

    1. SavageEvil

      What about this is spec 2.0? This is patch bringing the fixes up to 2.0, when PD dropped a 2.0 it came with a boatload of changes including courses and cars…fail to see the relevance but if you do go right on ahead though.

    2. TomBrady

      Very ignorant comment. You obviously don’t even know what Spec 2.0 is in GT games if you would compare the two

    3. SZRT Ice

      Labeling this a 2.0 because of the drastic amount of changes to the games buggy state at launch doesn’t compare to a Spec 2.0 Gran Turismo update. It’s just a number with PCARS. They could have called it 1.52 or whatever. Doesn’t make this comparable to a GT “Next Spec” update.

    4. Johnnypenso

      Amen to everyone above me…”everyone” being gregorius for finding a way to get emotes to work in the news section.?

    1. Johnnypenso

      For the same reasons this shouldn’t be a 2.0 patch, CM shouldn’t make GT a 2.0 either. It was an expected feature and should be part of a 1.x package.

  9. Ramanujan

    This patch seems to be available on all platforms, but the XB1 is missing from the news title.
    Maybe it is better to include it?

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