The latest major version update to Project CARS has been released to PS4 and PC owners, leaving XB1 owners once again looking to their brethren for a taste of what’s to come.
As with the previous update, the primary focus for the patch is fixes for bugs and amendments to errors and oversights rather than new features, as the extensive patch notes reveal.
The PS4-specific portion of the patch contains:
[GUI] Enabled scrolling of the drivers list on the post race Standings screen.
[Controls] Fanatec – CSR Elite 2nd D-pad removed (as per SDK change); handbrake now works when attached to pedals via wheel base; added support for CSP connected via USB.
[Controls] Fanatec – upgraded to SDK 1.6.1, fixes reversing of the CSS shifter gear up/down sequential mode.
[Controls] Fixed an issue with the Fanatec CSS connected via USB to the PS4, the wheel paddles stopped functioning.
[General] Tweaks to gamma settings to closer match the PC and Xbox One platforms.
[General] Fixed a potential crash when returning from in-game to main menu.
[General] Fixed an issue with the rendering of shadow edges, improving overall shadow rendering.
While the PC version includes:
[Graphics] Enhanced Mirror option. When enabled, the rear view mirror resolution is doubled and the draw distance set to match the forward-looking draw distance.
[Leaderboards] Added an option to view the overall leaderboards for each track, showing the best times for all cars in the game.
[Leaderboards] Added an option to back out of changes in the leaderboards screen.
[Online] Fixed an occasional crash while in online mode.
[GUI] Enabled game exit via Gamepad back button, and display an exit confirmation dialogue.
[General] Improved general game stability.
[Servers] Lua scripting; as an alternative to external scripting via the server’s HTTP API, the server now supports add-ons written in Lua.
[Servers] If the server advertises that it controls track selection, vehicle selection or vehicle class restriction, the game now correctly respects this and won’t allow players choosing mismatching track/vehicle.
The rest of the patch notes are consistent between versions and, as is appropriate for a patch weighing in at over 3GB (1.8GB for the PC version), somewhat lengthy.
In Online mode players can now force default setups in the restrictions, while those lovely individuals who insist on driving the wrong way around circuits will become ethereal – their cars will be displayed as a ghost, with collisions disabled. Issues covering stuck AI following host abandonment, the inability to select the Bentley Continental GT3 and the in-game chatbox scrolling have been addressed, along with an issue where a player who had retired from the race could drive out of the garage again.
Minor tweaks have been made also to change the behaviour of terminally damaged cars, along with how cars classes are displayed and to retain lobby search filters.
For the Time Trial mode, the pause screen standings info has been changed to show real-time updated lap and standings info, and it now sorts the order of all active participants based on lap times. An issue where the player’s ghost time for their session best didn’t always exactly match his actual best of session time has also been fixed.
If Career mode is your focus, a whole fleet of changes has been made. The Contract system has been improved to allow for extra entry level contract awards when progressing to a new motorsport, or when only being offered a renewal for the current motorsport. A bug where the invitational events that require winning team championships weren’t always unlocking – a particular bugbear on our forums – has been fixed, along with a fix to prevent DLC Career Accolades from being displayed if the player does not have the appropriate DLC pack, which prevented players from reaching 100% completion.
The mandatory pitstop opening lap will now scale when the player scales the length of the race, along with improved AI logic when it comes to mandatory pitstops, particularly with regards to changing weather. Another advantage over the AI has been removed, with a fix for the issue where the player would be placed first on the grid of race two in a multi-race round, after being disqualified from the first race – disqualified drivers will now be placed at the back of the grid.
A number of pitting and tuning issues have also been addressed. One notable one was with a selected tyre option saved to a setup prior to Patch 3.0, which would cause the game to crash if you attempted to use that saved setup after applying Patch 3.0. Bugs with tyre pressures and brake temperatures in pit stops have been addressed – not resetting in the case of the former and inappropriately resetting for the latter – while adjustments have also been made to fuel calculations when returning to pits during a practice session.
The team has also been looking at circuit cutting issues. Changes have been made to keep the AI on track when attempting bad passes at Sakitto’s downhill Esses, that were causing the AI to hit the exit barriers. Improvements have been made at a number of circuits – including Silverstone, Barcelona, Greenwood, Dubai and the Nürburgring – to change the track cutting detection, and the transition from road to off-road has been adjusted as certain off-road surfaces caused too much jarring on the steering. A collision detection bug at the Mulsanne Corner at Le Mans has also been addressed.
A number of vehicles have had visual, physical, audio and display changes too. The list includes Audi A1 and R18 e-tron, BAC Mono, Bentley Speed 8, BMW 2002 Turbo and 320TC, Caterham SP300R, Ford Capri, Escort, Mustang 2+2 and Mustang GT, Ginetta GT3, Gumpert Apollo, Marek/RWD LMP cars, McLaren P1, Renault Clio and Ruf CTR and covers everything from tyre force feedback to the addition of KERS gauges. There’s also been a minor adjustment to peak slip ratio for some of the soft cheater-slick road tyres for road cars.
SMS is nowhere near done yet! For wheel users, the steering wheel angle will now revert to always centering during menus, with a fix to prevent the wheel suddenly jolting when un-pausing the game. The issue where force feedback was still active when an AI team mate was driving the player’s car has also been addressed. The Brake Assistance system has been modified too, so that people who are unable to use brake controllers at all can still play the game with this assist enabled.
When it comes to track information, there’s been a number of changes. The point at which Forecast weather becomes Current weather in the UI display has been changed so that the info display changeover better matches what the player is seeing in-game. Track temperature is now displayed on all in-game menus, positioned uniformly across all in-game screens, and will be based on the unit system and language selected by the player.
For more general fixes, we see changes to the driving line assist. It can now be used only to show braking areas and an issue where it wouldn’t be displayed if your particle setting in graphics was set to “off” has been addressed. An issue where vehicle windows would at times not render correctly when using centre cockpit cam and helmet cam has been fixed, along with the replay error where vehicle damage would automatically be repaired when watching a replay.
Last but not least, when adjusting real-time settings the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD messaging when a specific setting is not available due to it being disabled in the session or not present on the vehicle – and players will not be able to use hotkeys to enable assists in Community Events where the assists have been disabled.
For a full, bulletpointed list of all the changes in version 4.0 and some lively discussion thereof, please visit our forums!
See more articles on Project CARS Game Updates.
Update just hit US
So when is this update actually going to hit? I have not seen it on my system yet….. I hope I’m not being blind.
I would sure like to see what the update is all about. Still nothing here in the U.S. yet.
What is this Greenwood track you speak of? Is that on PC only? If so, how many more tracks does PC have over PS4?
Thanks
It is one of the karting tracks
Content is the same on pc and PS4. As hank says, Greenwood is one of the kart tracks and there are a couple of others, each with multiple layouts.
I think the update lost it’s connection flight to Toronto!!! Haven’t got here yet!
Its not on Brazil either.
I think that the whole America is not getting the update for some odd reason.
I try the force default setups in the restrictions with change one Tire pressure and the fuel.
But even when i had the restrictions on or off i can change it.
Even in racemode i saw the changed Tire pressure and fuel on screen.
I did this with a streetcar but i think that this doesn’t make a different.
(apoligice for my bad english)
Anybody in the U.S. get the update yet (PSN)?
I was expecting version 14.0
Disappointed. :(
That’ll be a Christmas present.
Suddenly a Beatles song came to my mind. “It’s getting better all the time… getting, getting better. Getting so much better all the time.”
I haven’t seen the update here in Washington State yet.
I’m a casual driver who prefers hot lapping for best time after tuning adjustments. Not into online other than solo seasonals. I own a DFGT but I use a DS3. Would this game be a good fit for me?
DFGT only works on pc. Other than that, if you have the right hardware, yes it’s a great game for hot lapping. Leaderboards for every track and class of car on console, every car and track combination on pc. Every car feels unique and different, the different era tire models are really challenging, lots of subtle nuances in the physics come into play to make it really fun and challenging.
Nice response. Just the sort of info I was liking for. Tire comment peaked my interest. Thanks!
We also do our own monthly TT challenges here on GTP: ;)
https://www.gtplanet.net/forum/threads/tt003-yellowbird-watkins-glen-short-pc-ps4-xb1-crap-pcars-event-open.334340/
I’m looking forward to giving this game another chance when it reaches version 10.0
At the rate the patches are coming it won’t be long.
Still no triple screen support? Disappointing…
On PC there is
No there isn’t. Just because you can select a triple screen resolution and have it display across the three screens does not mean it has triple screen support. Proper triple screen support means that the two side monitors are rendered separately taking in to account screen angle, bezel width etc to ensure that the image displayed is corrected. It also means that the menu is more thoughtfully set out in triple screen mode to ensure that people don’t have to keep turning their heads to see all the options. Assetto Corsa and iRacing for example do it right, they look great on my setup. Because Project Cars just displays a wide image across the screens, the image is warped because of the angle of the screens.
Sup jdiaz092009 man. I don’t get the time to be on GT6 much anymore at all. Full time working I’m sorry I miss the drag racing with ya my man.
Nice write up Andrew E! Thanks
Wow, an awesome update!
TomBrady, the real weather function works. Our league raced at Imola last weekend and had the weather set to real. We had a storm and that matched the current Imola weather at the time.
Real time weather is only on pc though.
Whatever happened to the feature that would let us set the weather of a race to match the current weather of that track in real life? I thought they were supposed to let us do that?
If you are like me and found the issue with the Escort and Mustang climbing other cars (AND ALSO WALLS/BARRIERS/ANYTHING) really annoying, you will be pleased to know that this is included in the list of improvements. Looking forward to driving them later and finding out if they’ve fixed them fully!
(Yes I know you shouldn’t be colliding with other cars/barriers anyway, but some of us aren’t blessed with a lot of driving game talent…)
Hahaha I can agree with you on the driving skills!
Yes, please update us on that. It was a really annoying bug, sideswiping someone and then rolling in the opposite direction to gravity!
The update doesn’t show up for me on PS4/USA.
I asked about this in the official forums and I was told that the patch goes live at different times depending on the region, so we just have to wait.
Same for me in the US
Love it when they keep plugging away at it. Love this game but issues here and there make me furious but I can’t give up on it. There just so much to like in the game, racing is lovely when the Ai isn’t being suicidal and cutting without getting warnings or penalties or me getting penalized when losing control and putting a tire off the road in some places on certain tracks getting a cutting penalty for what was not a cut in anyway. Time to fire the old girl up.
So… Would Project Cars be a game worth buying right now or is it still in need of a few more things, such as a GT6/GTA like free roam/practice?
It has had free practice since day 1 of development.
Definitely worth it. It is not perfect, just like any game, but you are definitely going to have moments on the edge of your seat with this game. It took me a while to find a good controller setting for the DS4, but now that I have one I like it is incredible. I have the AI at 85% with full penalties and damage. I am working my way through the Formula C championship for the third time. It is quite fun. Some races I qualify 1st and go on to win by a few seconds, other races I qualify mid field and have to slice through the pack. And sometimes I make contact or spin and wreck my car and finish dead last. But I wouldn’t change it, such a fun experience.
It’s a sandbox game Cheng, everything is available from Day 1.