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#51 wrighty

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Posted 11 April 2014 - 21:06

Given that you'd posted how big an improvement the recent version was that's quite....unfortunate. As someone who's spent far too much free time worrying about 'feedback' they have my sympathies but there's nothing to beat winning over the skeptics, and i think your exclusion now is a bit.....well its unsavoury.

 

Best wishes m8, ever fancied online golf? ;)



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#52 1Devil1

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Posted 11 April 2014 - 23:36

Well I guess someone from WMD has been reading this as I got banned again today

 

I had been playing the version I had quite happily after trying it earlier,

 

So somehow they have found out form someone on here or elsewhere what my name is and removed me from the game.

 

I wonder who it might be that might have suggested my name then...

 

I would seriously have thought people had beter things to do with their time, I really would.

Loving it  :clap: This was real thriller, this thread, but in the end the bad guy dies..



#53 chunder27

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Posted 12 April 2014 - 10:16

To be honest I just found it rather sad.

 

I posted my thoughts on a couple of sites, mainly due to the quote from their site mentioning the title was developed with next gen consoles in mind.  And got roundly turned on for that, despite it being a direct quote from their website.  OK they also mentioend it will be portable to decent PC's. but the emphasis was clearly on consoles, my main crit from day one with this title.

 

I was still a member from many years ago, and someone somewere has just found out who I am, found out in a previous username I was banned and done it again!  I mean that takes a bit of work surely!

 

And that is my point, the game had improved a lot, I had eaten humble pie and hey presto, sorry mate but after your previous conviction from the WMD forum police you are banned again!

 

Obviously it is largely to do with money, they won't want me getting my 10 quid off, but for goodness sake, what a pathetic bunch.

 

Still , says it all about their approach to comment, criticism and the like when even now, they are still doing rubbish like this.



#54 MaGiK

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Posted 16 April 2014 - 18:20

My new vid :)



#55 Pugamall

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Posted 16 April 2014 - 18:24

Fantastic showcase MaGiK, all from in game ?, No "Bullshots" ?



#56 MaGiK

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Posted 16 April 2014 - 19:45

All in-game.

Mixed gfx settings (from medium to very high).

Without sweetfx or any aditional filters.



#57 ermo

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Posted 27 April 2014 - 15:26

Hi all,
 
1./ I'm surprised there's no thread about Project Cars, it's shaping very nicely at the moment. 2./ I've played it in Beta but its due for release in 2014 on PC and next gen consoles.

 
1./ There is already thread on Project CARS.  It's called C.A.R.S.
 
2./ You haven't played the Beta of the game, you've played a Work-in-Progress Pre-Alpha/Pre-Production version.  Big difference. In fact, Project CARS only recently reached the Alpha Milestone.
 

Definitions change but Alpha according to anyone we've worked for means all content in and testable. Some might be WIP and most require some polish. (...) we are pre-alpha, no matter how polished 'some' of the content is. (...) Beta is when all features are in and complete and only bug fixing remains. Occasionally some polish can be carried out but very superficial if anything. No features are added at beta. That would be pre-alpha.


Edited by ermo, 27 April 2014 - 15:27.


#58 Red17

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Posted 28 April 2014 - 14:15

Sorry for the late reply

 

You're in luck!  The ten licensed Lotuses include the winged 49C and the Indy 38 and 56.  They're not available yet, so I'm not sure whether they're planned for the initial release or will come out post-release.

 

Probably as a DLC I suspect, the prototype UI already has a DLC alert section, my only hope is that the pricing will be fair with some discounted packages.

But if the curent line-up is the out of the box line-up it will be very good.



#59 pRy

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Posted 29 April 2014 - 13:01

My new vid :)

 

The 2nd to last shot looks so close to real life. Great video. 



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#60 Tourgott

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Posted 17 October 2014 - 07:56

PCars was delayed until March 2015.



#61 pRy

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Posted 19 October 2014 - 20:14

PCars was delayed until March 2015.

 

Strange decision. They're saying it was to avoid the holiday season.. I thought that was the best time to release a game. Wonder if they weren't happy with the quality and didn't want a repeat of Drive Club. Seems very late to change their plans.



#62 sennafan24

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Posted 19 October 2014 - 21:07

I set £40 quid aside for this in June. Gutted

 

pRy is Drive Club not very good? I really want a racing game for my PS4  :(



#63 pRy

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Posted 19 October 2014 - 22:03

I set £40 quid aside for this in June. Gutted

 

pRy is Drive Club not very good? I really want a racing game for my PS4  :(

 

Best check the reviews but they weren't great. And same here.. this was meant to be my PS4 purchase game at Christmas.


Edited by pRy, 19 October 2014 - 22:03.


#64 Myrvold

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Posted 19 October 2014 - 22:34

Strange decision. They're saying it was to avoid the holiday season.. I thought that was the best time to release a game. Wonder if they weren't happy with the quality and didn't want a repeat of Drive Club. Seems very late to change their plans.

 

Did they mention the holiday? Didn't they claim it was to avoid the cluster of releases that is in November... Problem is, that there is a lot of AAA games that's postponed to Q1, Feb/Mar 2015... Anyway, I won't get this.



#65 RoutariEnjinu

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Posted 20 October 2014 - 08:01

The fan made smokin' trailer looked pretty good, although in the slow motion, it looked like a low update rate for the physics, but I assume it was just footage slowed down in a video editor?

 

The open wheeler footage looked really boring to me. I have no sound here, but it looked like it was being driven at half throttle or something. Either that or the wheel animation is severely smoothed and averaged out from the actual wheel input. Or it was played with a pad with all the helping hands turned on.



#66 RogerGraham

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Posted 20 October 2014 - 08:27

The fan made smokin' trailer looked pretty good, although in the slow motion, it looked like a low update rate for the physics, but I assume it was just footage slowed down in a video editor?

 

The physics tick rate is 600Hz.



#67 Nonesuch

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Posted 21 October 2014 - 10:06

Either that or the wheel animation is severely smoothed and averaged out from the actual wheel input.

 

I've heard it said that this is due to the way Project CARS handles replays. It may or may not change in the future.

 

Project CARS is undoubtedly a stunning title in terms of its visuals, but that doesn't come without its cost. It'll be interesting to see how well they can balance visuals and performance on the consoles' mediocre hardware, especially after the various high-profile shenanigans of titles like Ubisoft's Watch Dogs or Turn 10's Forza 5.


Edited by Nonesuch, 21 October 2014 - 10:18.


#68 RogerGraham

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Posted 21 October 2014 - 12:38

Project CARS is undoubtedly a stunning title in terms of its visuals, but that doesn't come without its cost. It'll be interesting to see how well they can balance visuals and performance on the consoles' mediocre hardware, especially after the various high-profile shenanigans of titles like Ubisoft's Watch Dogs or Turn 10's Forza 5.

 

Except that their hardware isn't mediocre.

 

PS4 is already at 1080p/60fps/MSAA, XB1 is apparently not *quite* at 1080p yet, but very close, and that's obviously the aim once the ongoing optimisations are completed.  I can't find the relevant interviews just now, but PS4/XB1 will have the same physics (tick rate, tyre model etc) as the PC version.  

(Keeping the physics the same across all systems is largely why the PS3/XBox360 were dropped.)



#69 Nonesuch

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Posted 21 October 2014 - 15:00

No doubt Project CARS will still look good on consoles, but I'll be surprised if Slightly Mad Studios can match the visuals of their current PC builds at the resolutions and framerates you mention.

 

There is reason to be optimistic about their efforts to balance performance and visuals though, as the performance of Project CARS' PC builds on Steam has definitely improved over the summer.

 

The few extra months that Slightly Mad Studios now have should allow them to further optimize the performance of all versions of their game.

 

Anyway, we'll see how things turn out. :up:



#70 RogerGraham

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Posted 26 October 2014 - 07:40

Here's the most recent trailer, highlighting the Nurburging, night racing and wet weather.



#71 pRy

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Posted 24 January 2015 - 20:36

New trailer:

 

 

Looks so good. 

 

Slightly odd is this site says they have the track & car list and the car list in particular seems rather lacking to me:

 

http://www.expertrev...lease-date-news

 

Are they going to go down the DLC route of making more tracks and cars available?


Edited by pRy, 24 January 2015 - 20:39.


#72 mahelgel

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Posted 24 January 2015 - 22:09

Looks very nice atleast.... i'll probably end up buy it :)



#73 Myrvold

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Posted 25 January 2015 - 01:52

Heh, I would really like to try it at home. Not so much for the driving physics and so on, I have tried it elsewhere, but it would be a good indication on how my new PC works :)



#74 Tourgott

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Posted 25 January 2015 - 07:23

F1 finally got a perfect V8 sound. Very impressive:



#75 pRy

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Posted 25 January 2015 - 11:02

Video here of the rain:

 

https://www.youtube....h?v=m3ayMbJKpJU

 

He pauses the game at one point and spins 360 around the car and you can see rain droplets. Crazy level of detail. 


Edited by pRy, 25 January 2015 - 11:02.


#76 pRy

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Posted 29 January 2015 - 15:00

Team VVV have played the PS4 version:
 
 
Monaco looks incredible:


#77 sennafan24

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Posted 29 January 2015 - 15:15

A lot of previews came out yesterday. There was a mixed response to the game. The main criticism was that the A.I needs a lot of work.

 

One previewer loved it though - http://www.ibtimes.c...reality-1485567



#78 The Kanisteri

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Posted 05 February 2015 - 09:51

Hmm.

 

Makes me want to preorder it for PS4. I wonder does t support Fanatec wheels? - PS4 and game?

It would be waste of money to buy such good game for gamepads.

 

(PC version is out of question, since mid-term laptop I have, is not very good on heavy games like this)



#79 Tourgott

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Posted 06 February 2015 - 06:45

PCars supports wheels on PS4. Not sure about Fanatec though.



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#80 chunder27

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Posted 12 March 2015 - 00:11

Release date delayed yet again

 

Seems they are trying tog et console version done first, understandable as that will be more stable.

 

Having said that,k the fact it has been developed by people paying for the privilege, makes a mockery of the supposed idea you could get the game early.

 

Bit of a shambles when you see what AC is doing. Can't be a bigger team? Yet theya re managing quite nicely and even offering decent deals on Steam



#81 pRy

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Posted 12 March 2015 - 21:32

Have the people helping not had access to all the early PC builds for the last few years? Or did I miss something?

 

I'd rather they get it right personally than release a product they're not satisfied with. 



#82 RogerGraham

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Posted 13 March 2015 - 02:13

Correct, all community members still have access to daily builds.



#83 The Kanisteri

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Posted 24 March 2015 - 13:42

I just read from GTPlanet forum a comment Fanatec has yesterday confrimed most of their wheels will work with PS4 which is brilliant news for Fanatec wheel owners.  :clap:

 

I cannot confirm news yet since workplace firewall blocks game pages. :p



#84 Pugamall

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Posted 24 March 2015 - 14:42

Yes it is correct, news broke yesterday from pCARS page and confirmation on other sites

 

http://www.projectca...mes-to-consoles

 

https://www.fanatec....categories/blog


PC & PLAYSTATION®4

Porsche 911 Turbo S
Porsche 911 GT2
Porsche 911 GT3 RS V2
CSR
CSR Elite


PC, PLAYSTATION®4 & XBOX ONE*

ClubSport Wheel Base 
ClubSport Wheel Base v2



* Requires Xbox One compatible steering wheel rim.


Edited by Pugamall, 24 March 2015 - 14:51.


#85 baddog

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Posted 26 March 2015 - 07:42

Someone at sony had better get the logitech support sorted. dickest move ever.

#86 The Kanisteri

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Posted 26 March 2015 - 10:23

baddog,

 

Sony has said it's up to device/controller makers to provide driver codes for game developers. There's no security chips and such, but they need working drivers. Fanatec made them for Project Cars and I suppose they will offer drivers  for Gran Turismo 7 and other titles as well - if game developer accepts them.

 

For Logitech it's more bitter since they have stopped developing steering wheels and it's up to them if they make drivers.



#87 pRy

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Posted 27 March 2015 - 14:29

Real Live vs Project Cars

 

 

Seriously impressive. 


Edited by pRy, 27 March 2015 - 14:34.


#88 Pugamall

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Posted 27 March 2015 - 14:35

And a vid from the team VVV channel

 

https://www.youtube....ture=youtu.be



#89 travbrad

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Posted 28 March 2015 - 02:45

I'm no programmer, but my gut feeling is that programming AI isn't easy. Even so, the rFactor AI are clueless and I can't think of any other sim where they are significantly better. The cars will reverse back onto the track after an off without regard to any traffic - that sort of behaviour at least should be easy to prevent. Shouldn't it ? :confused:

 

A lot of the "hardcore" sims in recent years have focused heavily on multiplayer racing, so I think a lot of them throw in the AI as more of an afterthought than an integral part of the game.  I played Live For Speed for awhile and the AI in that was probably even worse than rFactor, as hard as that may be to imagine.   :p  I think it's a tough thing to get right though.  There is a fine line between the AI being too aggressive and being too passive.  The last few F1 games the AI was very passive and would give up a position if you had any overlap at all going into a corner.  There are always certain corners/tracks in racing games where the AI is just inexplicably much slower/faster too.

 

About the cars reversing back on the track, yeah that one should be pretty easy to fix.  All they would have to do is tell the AI to not rejoin the track if a car was within a certain distance or time behind them on the track.

 

The last build of Project Cars I have played still had these issues though, but that build was about 6 months ago so maybe they have improved it since then.  In particular trying to pass on the outside was basically a guaranteed crash.  The AI completely ignored you were there and would cut over to take the normal racing line even if it was only their front wing overlapping your rear tyres.  One thing I do like about the Project Cars AI though is that there is a difficulty slider from 0-100, so you can really fine tune it to exactly your ability, instead of just choosing from "easy, medium, hard" none of which are usually perfect.


Edited by travbrad, 28 March 2015 - 02:52.


#90 Tourgott

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Posted 28 March 2015 - 16:38

The last build of Project Cars I have played still had these issues though, but that build was about 6 months ago so maybe they have improved it since then.  In particular trying to pass on the outside was basically a guaranteed crash.  The AI completely ignored you were there and would cut over to take the normal racing line even if it was only their front wing overlapping your rear tyres.  One thing I do like about the Project Cars AI though is that there is a difficulty slider from 0-100, so you can really fine tune it to exactly your ability, instead of just choosing from "easy, medium, hard" none of which are usually perfect.

 

AI in PCars heavily improved during the last months. Still not perfect though.



#91 Myrvold

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Posted 28 March 2015 - 22:57

I just wish they would push out a demo to be fair. I am not buying it without testing it first.



#92 ermo

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Posted 29 March 2015 - 09:18

The AI in Project CARS is designed around a concept known as "raycasting". It also takes into account the concept of "lanes" as I understand it.  What this means in practice is that the AI drivers are much more aware of their surroundings and how they behave near "hazards" (other cars) and that they have a sense of self-preservation when around other cars/drivers.

 

A LOT of work has gone into tweaking the AI and the underlying concepts seem rather sound.  The AI will only improve as the development and refinement of Project CARS will continue well past the initial release.



#93 ermo

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Posted 29 March 2015 - 09:25

I just wish they would push out a demo to be fair. I am not buying it without testing it first.

 

I've repeatedly suggested this to the developers in the WMD backer's forum.  Right now a demo appears to be low on the list of current priorities -- seeing how busy the developers are with getting the title ready for release, I can't really say that I'm surprised.



#94 Tourgott

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Posted 30 March 2015 - 06:56

I've repeatedly suggested this to the developers in the WMD backer's forum.

 

Could you please do me a favor and request another thing to the developers?

 

The T-CAM in Formula A is a little bit too close.

 

Could you please ask them if they might considering to add another T-Cam which shows a little bit of the drivers helmet (so that we can see his head movements). Codemasters F1 got that right:

 

(e.g.: 4:35)

 

Thank you very much in advance.



#95 Myrvold

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Posted 30 March 2015 - 13:51

I've repeatedly suggested this to the developers in the WMD backer's forum.  Right now a demo appears to be low on the list of current priorities -- seeing how busy the developers are with getting the title ready for release, I can't really say that I'm surprised.

 

It's not the way the game industry works these days sadly. So I was not expecting anything. But then it'll be a no-buy.



#96 pRy

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Posted 30 March 2015 - 18:53

Could you please do me a favor and request another thing to the developers?

 

Another vote for this. I've always played F1 sims with the roll bar cam.



#97 pRy

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Posted 02 April 2015 - 09:24

Check this guys sim setup:

 

 

Three screens, wheel, pedals, gear stick, dashboard.

 

Also is it just me or does the sense of speed seem better when it's not directly recorded footage?


Edited by pRy, 02 April 2015 - 09:24.


#98 pRy

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Posted 07 April 2015 - 19:51

Manual is online:

 

http://www.projectca...tal-manual.html

 

The race weekend customisation options are impressive. It appears the game can also consult the internet for live weather data at your circuit and also access historical weather data too.

 

Mustangs at Oulton Park, PC Ultra:

 


Edited by pRy, 07 April 2015 - 19:57.


#99 pRy

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Posted 09 April 2015 - 19:50

Renault Sport:

 



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#100 MensRea

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Posted 16 April 2015 - 13:09

New release date announced , May 8th.

 

As per eurogamer.net website.

 

One hopes ,lol.