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#101 MikeV1987

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Posted 17 April 2015 - 17:58

I am sooo hyped for this game, I cannot wait!

 

Full track list here

 

30 locations, 110 different courses! goodbye Forza Motorsport.



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#102 baddog

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Posted 17 April 2015 - 22:45

Well I am getting it by default because it has been on preorder for over a year. Hope it is worth the wait.



#103 sennafan24

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Posted 17 April 2015 - 23:49

Well I am getting it by default because it has been on preorder for over a year. Hope it is worth the wait.

As have I

 

Aren't we a pair of muppets   ;)



#104 baddog

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Posted 18 April 2015 - 00:05

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#105 MikeV1987

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Posted 18 April 2015 - 09:00

^ I doubt you will regret it, I will preorder as soon as it's on xbox store.



#106 chunder27

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Posted 18 April 2015 - 11:41

Ah yes, the format it was always designed for.

Consoles lol



#107 MikeV1987

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Posted 18 April 2015 - 17:52

I'd rather sit and play in my comfy living room rather than a pc desk.  :p



#108 MensRea

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Posted 19 April 2015 - 11:43

Seems i'll have to say goodbye to my trusty Logitech wheel..... :( . No pain no gain i suppose!

Might as well "destroy" it with a few WRC4 races whilst I wait for this....



#109 gilez

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Posted 20 April 2015 - 06:07

I am an Assetto Corsa fanboy but I'll probably get PCars if it keeps the promises. Well another few weeks and it's time!



#110 ermo

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Posted 23 April 2015 - 14:03

Ah yes, the format it was always designed for.

Consoles lol

 

What are you trying to suggest with this comment? That Project CARS is somehow 'dumbed down' to appeal to a wider (console) audience?  If so, all I can say is that said assertion is false.

 

Project CARS was designed on and for the PC first and then ported to consoles. To ensure a good console pad-player experience using the PC sim engine and tyre model, much emphasis was placed on dialling in completely optional input-related filters/assists that makes the sim engine controllable with analog gamepads (which are, per definition, lower resolution than a good FFB wheel).  Along the way, last-gen consoles were dropped as a target because they were simply not powerful enough to run the core sim engine with the same fidelity as the PC version.

 

To people wondering which level of fidelity the physics team strived for, I recommend reading this little "Seta Tyre Model intro" by Andrew 'AJ' Weber, the resident Project CARS tyre simulation guru.  As I understand it, the same level of attention to detail went into modelling other physics aspects, such as brake wear and fade, engine wear, gearbox wear, suspension wear, drafting, the volumetric throttle simulation (which takes into account altitude above sea-level, ambient temperature and pressure)  etc. etc.

 

Also note that Slightly Mad Studios are determined to support Project CARS in the long run with post-release patches and updates. So what you get at initial release is not necessarily the end-all, be-all version of Project CARS. :)


Edited by ermo, 23 April 2015 - 14:06.


#111 Myrvold

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Posted 23 April 2015 - 22:16

They are determined to support pCars in the long run, so they have removed features coming up to the launch, and then going on stating "It will be released in a patch/DLC"...



#112 ermo

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Posted 24 April 2015 - 16:00

They are determined to support pCars in the long run, so they have removed features coming up to the launch, and then going on stating "It will be released in a patch/DLC"...

 

That's the "glass half empty" version I think?

 

From what I understand, the gents at SMS are determined to put out a very high quality, genre-defining product.  Leaving in features/assets that simply aren't up to snuff (due to development time/resource constraints or simply hitting unforeseen snags) is almost guaranteed to leave a bad first impression, which would be unfortunate for the health of the franchise that SMS are trying to bootstrap with Project CARS.

 

Cutting things for the release version and then focusing on getting them right before landing them in a public post-release patch seems a rather sensible approach in my view.  Incidentally, it is also standard practice in the software development world.  The one difference is that you've been behind the scenes and actually know which features were cut (temporarily) prior to the initial release in the first place.  

 

Also, it is my distinct impression that the gentlemen from SMS have bent over backwards to be fair, honest and transparent to their backers.  Using this honest transparency to take cheap shots at them seems a tad low from my vantage point.  But hey, you are certainly entitled to have an opinion and sharing it.   :)


Edited by ermo, 24 April 2015 - 16:04.


#113 Myrvold

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Posted 24 April 2015 - 17:19

That's the "glass half empty" version I think?

 

From what I understand, the gents at SMS are determined to put out a very high quality, genre-defining product.  Leaving in features/assets that simply aren't up to snuff (due to development time/resource constraints or simply hitting unforeseen snags) is almost guaranteed to leave a bad first impression, which would be unfortunate for the health of the franchise that SMS are trying to bootstrap with Project CARS.

 

Cutting things for the release version and then focusing on getting them right before landing them in a public post-release patch seems a rather sensible approach in my view.  Incidentally, it is also standard practice in the software development world.  The one difference is that you've been behind the scenes and actually know which features were cut (temporarily) prior to the initial release in the first place.  

 

Also, it is my distinct impression that the gentlemen from SMS have bent over backwards to be fair, honest and transparent to their backers.  Using this honest transparency to take cheap shots at them seems a tad low from my vantage point.  But hey, you are certainly entitled to have an opinion and sharing it.   :)

 

 

I am far from convinced that new features will be in a post-release patch, it's more likely to be a DLC (in this sentence, patch = free, DLC = pay).

This is something I feel is quite wrong actually, and it's not just SMS, and pCars either. I was in Italy on the Assetto Corsa press launch/track day. And it all sounded magnificent back then - oh how things have changed.

 

Anyway, They might have been transparent to their backers, but they've also threatened to sue.

 

And lastly, now there are talk about pCars 2 already? So much for the very long support of the game.



#114 chunder27

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Posted 24 April 2015 - 21:20

The whole thing has left a very sour taste in a lot of fans mouths I am afraid, the way Mr Bell dealt with a lot of critics, not just me but countless others.  The court cases, the constant delays. The endless fandom of SMS people patrolling forums worldwide policing them for anti SMS comments, it's all a bit pathetic for a game that might at best make a few million.  It's hardly FIFA or CoD is it for God's sake.

 

The original pre Alpha (or are they calling it something even more pathetic now) was Shift 2, pure and simple, yes it has been vastly improved, but if it is designed to work on consoles and PC it will be dumbed down a bit, that is fact not fiction, every game like that has to be.

 

If you want to buy into that, and all the bully boy tactics, the delays, the constant telling us it's a community project when all they really did was get you to pay for their game testing, thereby taking a cost away from them, then fine.

 

I certainly will never pay for it.



#115 Myrvold

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Posted 24 April 2015 - 21:25

For once Chunder, we are 110% in sync! :)



#116 pRy

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Posted 24 April 2015 - 23:22

If you want to buy into that, and all the bully boy tactics, the delays, the constant telling us it's a community project when all they really did was get you to pay for their game testing, thereby taking a cost away from them, then fine.

 

Delays are a no win situation. Delay a game, people complain. Release an unfinished game, people complain. I'd rather a game is delayed if it's going to resolve issues and isn't just a pipe dream that we never see released.

 

The rest of what you wrote sounds like what I dislike about crowd funding/early access/founders parks/whatever else they're called. I don't believe players should be able to get involved in game development. It just seems to end in tears most of the time. Players become bitter about certain development decisions. They become bitter when they realise that all they're doing is testing. By the time the game is released they're so jaded about the whole project that they're not really that interested in buying the very game they spent years being hyped over.

 

I'd just rather it was like the old days where game development was behind closed doors. Only a small amount of people were let in to test the game knowing they were testers and then the game was released. Far less messy. But game developers will say without these types of funding the games wouldn't exist because no one wants to fund computer games outside of the big publishers etc. Perhaps that's true. I don't know.

 

I'm glad I've not really been involved in all of that. I'd like to just pick the game up and play it casually for what it is.. a racing game. I'm not going to get upset about any of the other stuff.



#117 chunder27

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Posted 25 April 2015 - 09:44

I do not really believe players were invovled in game development at all, from what I saw all that was going on was that a group of people PAID to beta test a racing game that was developed from a console game. The early versions were truly awful.

 

Free to play is how a lot of games are going now, but that is a tough call for racing games as they are such a miniscule market compared to RPG, MMO and FPS type games.

 

You can make a rip off of CS on Steam and make hundreds of thousands from geeky idiots wanting a gold gun that offers you no advantages!

 

You can make tens of millions selling Marvel games on mobile and sit in amazement as kids spend hundreds of bucks on a game where chance is the only thing that is real, money buys you more chances, nothing more!.

 

I guess PCARS will do well, it looks pretty and to most gamers that is all that matters.

 

Real gamers are slightly more decisive, and harder to please!


Edited by chunder27, 25 April 2015 - 09:45.


#118 RogerGraham

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Posted 26 April 2015 - 02:41

How about something constructive instead?

VVV has just posted a bunch of videos from a near-final PS4 build.


Edited by RogerGraham, 26 April 2015 - 06:17.


#119 MikeV1987

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Posted 26 April 2015 - 15:45

Counting down the days, this game cannot come soon enough!

 

the GT lobbies in FM5 are getting old, they have been the only things keeping me on Forza 5 for like a year.



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#120 1Devil1

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Posted 26 April 2015 - 16:35

Counting down the days, this game cannot come soon enough!

 

the GT lobbies in FM5 are getting old, they have been the only things keeping me on Forza 5 for like a year.

:up:  looking forward to it, I will buy it for PC but there will be no split screen, this sucks 



#121 Myrvold

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Posted 26 April 2015 - 22:17

Ah, stuff was deleted here... Heh.



#122 MikeV1987

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Posted 27 April 2015 - 16:13

Don't know about PS4, but Pcars is available for pre-order on Xbox Store.. 18 gb


Edited by MikeV1987, 27 April 2015 - 17:05.


#123 pRy

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Posted 27 April 2015 - 19:15

How about something constructive instead?

VVV has just posted a bunch of videos from a near-final PS4 build.

 

Looks amazing. The dusk -> night race video in particular: https://www.youtube....h?v=dEvQPTeF87A

 

As he says.. it's the best looking racing game on the PS4 and I imagine it will be the best looking racing game on all platforms. 

 

Did he comment on his final opinions regarding the handling of the cars etc? I didn't watch all the videos so may have missed him comment on that.



#124 ermo

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Posted 28 April 2015 - 15:10

I am far from convinced that new features will be in a post-release patch, it's more likely to be a DLC (in this sentence, patch = free, DLC = pay).

This is something I feel is quite wrong actually, and it's not just SMS, and pCars either. I was in Italy on the Assetto Corsa press launch/track day. And it all sounded magnificent back then - oh how things have changed.

 

Anyway, They might have been transparent to their backers, but they've also threatened to sue.

 

And lastly, now there are talk about pCars 2 already? So much for the very long support of the game.

 

I'm fine with the fact that you don't trust SMS.

 

I happen to trust them because I've seen them bend over backwards to be fair with me (and people like me) and I've seen them listen to constructive feedback/concise feature suggestions/detailed bug reports and take it all into account and then deliver new features exceeding my expectations. All in all, I think they have worked very hard to do the best job they could and I applaud them for that.

 

As for pCARS2, my understanding is that part of the team will keep working on pCARS1 and another part will begin working on the functionality that will eventually be part of pCARS2 while both teams will collaborate on backporting some of the initial pCARS2 developments to pCARS1.

 

But I guess we'll just have to wait and see how it all pans out. :)

 

(...)

 

The original pre Alpha (or are they calling it something even more pathetic now) was Shift 2, pure and simple, yes it has been vastly improved, but if it is designed to work on consoles and PC it will be dumbed down a bit, that is fact not fiction, every game like that has to be.

 

(...)

I do not really believe players were invovled in game development at all, from what I saw all that was going on was that a group of people PAID to beta test a racing game that was developed from a console game. The early versions were truly awful.

 

(...)

 

I guess we have a different take on what being 'involved in game development' means, then. And for the record, the game has gone gold now (pre-alpha -> alpha -> beta -> gold) which means that the gold master discs are being/have just been manufactured.

 

To use your example, the early versions contained bugs that were also present in Shift 2: Unleashed, yes.  But as we members brought them to light, it was my impression that the developers responded with humility and by introducing fixes and even entirely rewritten subsystems (such as the input subsystem and the tyre model, but certainly not limited to that).  Being part of that process was awesome, IMHO, and SMS freely acknowledge that the end result today is better BECAUSE we members were a part of it.

 

Also, several hundred of the early build versions did not run on consoles!  Suggesting that Project CARS is a console port is factually wrong.  As I asserted before, it is a matter of fact that the porting to next-gen consoles began well into the development of Project CARS.  Also, getting the full fat version of Project CARS to run on the PS4 and Xbox One required extensive optimization work by the console guys, which incidentally benefitted the PC version of Project CARS as well, in that some of the optimization tricks developed for the consoles could be reused in the PC version.

 

In other words, porting Project CARS to the next-gen consoles was a virtuous cycle.  In fact, the biggest limiting factor is 32-bit Windows due to its memory limitations (2GB per application); the PS4 and XBOne consoles are 64-bit (with vector acceleration hardware not guaranteed to be present on 32-bit Windows systems), have at least double the amount of memory available for use by Project CARS (so at least 4GB ) and their graphics sub-system has a much lower overhead than the PC versions.

 

And just to address the point about Project CARS being 'dumbed down a bit': Project CARS was always developed to be a PC game first and then a (state-of-the-art!) PC-to-console port complying with the terms of the Sony and Microsoft Technical Requirements Certification processes. What this means is that the PC version of Project CARS can contain features that Sony and Microsoft simply don't allow on their respective systems, so no, Project CARS on the PC is not 'dumbed down' as you suggest.

 

In closing, I fully accept that I am not going to change your mind about Project CARS.  And that's fine.  But I also feel that people following this thread without posting should at least get a chance to see things from a different perspective. :)


Edited by ermo, 28 April 2015 - 18:04.


#125 Myrvold

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Posted 28 April 2015 - 19:06

I'm fine with the fact that you don't trust SMS.

 

I happen to trust them because I've seen them bend over backwards to be fair with me (and people like me) and I've seen them listen to constructive feedback/concise feature suggestions/detailed bug reports and take it all into account and then deliver new features exceeding my expectations. All in all, I think they have worked very hard to do the best job they could and I applaud them for that.

I don't trust them (or was it the boss I didn't trust), as he/they threatened to sue the site I am a staff member on, due to not deleting negative pCars stuff.

They might be able to make a good game - but it came across as extremely unprofessional, and left me with a bad taste in my mouth.



#126 baddog

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Posted 03 May 2015 - 02:12

There is a fine line between 'negative stuff' and 'slander' or 'released information breaching beta confidentiality agreed to'.

 

Clearly you and they had different views on that, but using this forum as a venue to just vent a personal feud with a developer is a bit crap to be  honest.



#127 Myrvold

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Posted 03 May 2015 - 04:10

There is a fine line between 'negative stuff' and 'slander' or 'released information breaching beta confidentiality agreed to'.

 

Clearly you and they had different views on that, but using this forum as a venue to just vent a personal feud with a developer is a bit crap to be  honest.

Oh it certainly is, and I can assure you that it was not about releasing any information, or slander...

Forums are used to discussions and personal opinions. And it's just my personal opinion, that you don't threaten people, start legal actions against people, then pulling out shortly after, because it's been shown that you have lied... And then it just goes away. At least as long as it isn't a place with SMS-employees. 

PM if you have any more comments.


Edited by Myrvold, 03 May 2015 - 04:10.


#128 sportyskells

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Posted 03 May 2015 - 08:44

i think you miss off a car list for this game and as a thank you for waiting for this game there will be a free car every month starting with the W Motors Lykan Hypersport, 

 

which track will you play 1st? my answer is Cadwell Park, Snetterton and the short version of Le Mans as that rare in car racing games, the other two is due to i think 1st time ever on Cadwell part and a re-learn on Snetterton part due to the layout changes since last time Snetterton appered on a game



#129 Myrvold

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Posted 03 May 2015 - 13:33

Cadwell is an amazing track, not sure I'd have the balls to run it fast IRL though!

#130 The Kanisteri

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Posted 05 May 2015 - 11:34

I got text that PS4 editon has been shipped to me as preorder. :)

 

Question is...is there much to play without online mode?

Or shall I concider getting Playstation's plus membership for online play?



#131 Tourgott

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Posted 05 May 2015 - 11:51

Of course there's much to play in Offline mode. It has a great career mode and tons of different other game modes which can be set up to your preference.



#132 pRy

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Posted 05 May 2015 - 14:14

I intended to give this a try at lunch time in my local Game store but their PS4 had crashed. Opps. Will try again tomorrow.



#133 MikeV1987

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Posted 05 May 2015 - 22:41

I'm going to be very jealous/annoyed when I see my european friends on xbox live playing this game while i'll still be stuck with forza 5 until the 12th.  :down:  :down:



#134 The Kanisteri

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Posted 06 May 2015 - 07:51

What I've seen from video clips, I think eventually some of you arcade racers will be massively disappointed: being backmarker all the time is no fun. :D

 

Racing seems to be very challenging and hard, which is only good thing.  :up:



#135 Victor_RO

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Posted 07 May 2015 - 06:41

Just tried it for about 5 minutes this morning before heading to work after waiting for 20 minutes for it to unlock on Steam. Only tried the R18 at Le Mans at 2am in the wet, so I didn't manage to get a proper feel for it yet.



#136 RedBaron

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Posted 07 May 2015 - 08:47

I just downloaded it for xbox one, thought it was out on the 8th in the UK. I've not been able to properly play it yet.

 

Currently I'm massively irritated by the game configuration, changing the controller set up is a complete fail.

 

There are so many buttons to assign (which is great) and some of them are mandatory and it doesn't tell you which ones!

 

So I keep getting this message: "Not all required controls are assigned." and as a result it won't save the configuration. Which means I can't play properly because the gear change buttons are in very awkward positions by default, from what I'm used to from playing Forza.

 

If it told me which ones are required, I'd assign them and play.

 

Edit: After going through so many combinations I realised it wanted me to set 'Change Camera' as this was unassigned.


Edited by RedBaron, 07 May 2015 - 08:55.


#137 1Devil1

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Posted 07 May 2015 - 09:45

I just downloaded it for xbox one, thought it was out on the 8th in the UK. I've not been able to properly play it yet.

 

Currently I'm massively irritated by the game configuration, changing the controller set up is a complete fail.

 

There are so many buttons to assign (which is great) and some of them are mandatory and it doesn't tell you which ones!

 

So I keep getting this message: "Not all required controls are assigned." and as a result it won't save the configuration. Which means I can't play properly because the gear change buttons are in very awkward positions by default, from what I'm used to from playing Forza.

 

If it told me which ones are required, I'd assign them and play.

 

Edit: After going through so many combinations I realised it wanted me to set 'Change Camera' as this was unassigned.

 

It seem to be a complete mess for Xbox One, I read some short reviews all were disappointed with the controller settings. I downloaded it for PC, it's quit hungry the game without QuadCore and a middle class configuration you will not have a lot of fun. I had some graphic glitches while running around Spa in the rain, which looks fantastic, but I don't know if its down my graphiccard drivers or the game. Also you can tweak too much for my belief with the graphic settings, I just don't know what to enable and disable.. why isn't there an option to set everything to medium, or high, I am fiddling around the find the best solution for my system, a bit annoying. Controller settings for a Xbox 360 controller are good, but you don't have the same feeling as playing Forza on Xbox360, the sensitive of the throttling is not as good. I am playing with the standard settings maybe you can change something. This laps I drove made a lot of fun, the first game on PC that can be in the Forza/Gran Turismo range, not to arcady, but you don't need to be a pro.  

 

Also did someone drove Laguna Seca the incline of the Corkscrew seems way off, at all other games a played before the incline was much bigger.. :confused:


Edited by 1Devil1, 07 May 2015 - 09:46.


#138 RedBaron

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Posted 07 May 2015 - 10:26

It seem to be a complete mess for Xbox One, I read some short reviews all were disappointed with the controller settings. I downloaded it for PC, it's quit hungry the game without QuadCore and a middle class configuration you will not have a lot of fun. I had some graphic glitches while running around Spa in the rain, which looks fantastic, but I don't know if its down my graphiccard drivers or the game. Also you can tweak too much for my belief with the graphic settings, I just don't know what to enable and disable.. why isn't there an option to set everything to medium, or high, I am fiddling around the find the best solution for my system, a bit annoying. Controller settings for a Xbox 360 controller are good, but you don't have the same feeling as playing Forza on Xbox360, the sensitive of the throttling is not as good. I am playing with the standard settings maybe you can change something. This laps I drove made a lot of fun, the first game on PC that can be in the Forza/Gran Turismo range, not to arcady, but you don't need to be a pro.  

 

Also did someone drove Laguna Seca the incline of the Corkscrew seems way off, at all other games a played before the incline was much bigger.. :confused:

 

It's definitely not the same feel as Forza 5, I can barely complete a lap without facing the wrong way in a Clio! Haha and I had all assists off on Forza. I'm way off the pace when I do complete a lap. Massive learning curve I guess.

 

Braking seemed better on Forza. In order to slow down in Project Cars I have to put the brakes on fully - and they don't lock as a result. If that was Forza the tyres would lock and I'd get understeer. Full brakes all the way into the braking zone and no locking or understeer on Project Cars.



#139 MikeV1987

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Posted 07 May 2015 - 13:47

It's definitely not the same feel as Forza 5, I can barely complete a lap without facing the wrong way in a Clio! Haha and I had all assists off on Forza. I'm way off the pace when I do complete a lap. Massive learning curve I guess.

 

Braking seemed better on Forza. In order to slow down in Project Cars I have to put the brakes on fully - and they don't lock as a result. If that was Forza the tyres would lock and I'd get understeer. Full brakes all the way into the braking zone and no locking or understeer on Project Cars.

 

Maybe your brake pressure is too low, im assuming you can adjust it. I had a hard time with brakes in FM5 at first too, but I started putting 125% on everything and that helped me out a lot.


Edited by MikeV1987, 07 May 2015 - 13:51.


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#140 Myrvold

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Posted 07 May 2015 - 19:21

pCars is almost guaranteed to be a success in terms of sale. As there are one thing they really have managed, to get people to write about the game. (Even Autosport) Especially when many of the articles are very much SMS hyping the game! :)


Edited by Myrvold, 07 May 2015 - 19:23.


#141 chunder27

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Posted 07 May 2015 - 19:31

They have hyped the game very successfully.  Somethhing most sim developers do not do, even relatively succuessful ones like Iracing.

 

They have a number of sim based websites on side and have had for years.

 

And like a good movis team have been bombarding them with pointless clips and endless PR for years no, so much so it becomes tiresome, but you can not fault theri effort and the efforts of the numerous fans out there who are doing SMS's job for them, fantastoic recruitment drive there boys!

 

From what I have read there was a number of glitches on Xbox1, PC version is OK but options are bewildering, and so far the establishment think it is what I thought, not a full on sim, not an arcade game. That os what I was expecting.

 

Let's see when it is in the sale bin eh



#142 Victor_RO

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Posted 07 May 2015 - 19:42

I reckon right now the perfect sim would drive like a mix of AC and rFactor, be moddable like rFactor, have sounds as good as DiRT Rally, multiplayer capabilities of iRacing and the look+feel+weather+day/night system of pCARS.



#143 Myrvold

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Posted 07 May 2015 - 21:34

Plus the rubbering of the track as rFactor 2 have. I also think a mix of the rFactor and rFactor 2 dedicated servers would be nice :)



#144 kkieraa

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Posted 08 May 2015 - 07:45

Got the game, need to wait til myself and the Xbox can travel home to install it as I don't have Internet on site here? Or is there a way around this to install it without the net?

#145 MikeV1987

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Posted 08 May 2015 - 15:17

heard the contorls for xbox are twitchy, got this from GT planet

 

Steering deadzone = 18
steering sensitivty = 5
Throttle deadzone = 0
Throttle sensitivity = 30
Brake deadzone = 14
Brake sensitivity = 15
Clutch deadzone = 0
Clutch sensitivity = 45
Speed sensitivity = 75
Control filtering sensitivity = 50
Force feedback = 90



#146 ermo

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Posted 08 May 2015 - 15:30

heard the contorls for xbox are twitchy, got this from GT planet

 

Steering deadzone = 18
steering sensitivty = 5
Throttle deadzone = 0
Throttle sensitivity = 30
Brake deadzone = 14
Brake sensitivity = 15
Clutch deadzone = 0
Clutch sensitivity = 45
Speed sensitivity = 75
Control filtering sensitivity = 50
Force feedback = 90

 

There are reports that some XBOne users are experiencing very twitchy steering response, yes.  As I understand it, some of them have made the issues disappear by re-installing the game.  I haven't seen any official word on this yet though, so your mileage may vary. :)



#147 ermo

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Posted 08 May 2015 - 15:30

Plus the rubbering of the track as rFactor 2 have. I also think a mix of the rFactor and rFactor 2 dedicated servers would be nice :)

 

FWIW, Project CARS also simulates grip build-up on the racing line.  It's subtle, but it's there. :)



#148 The Kanisteri

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Posted 08 May 2015 - 18:52

I came from work about 7pm and check mailbox and there was a game for PS4. Before able to launch game there's was already 800-900mb patch available.

 

When I got into game, I qucik choose amateur level and further options took unnecessary driving aids off and set gearbox to manual and hit on Nurburgring road with old Escort.

 

Boy, it was fun. I spun 3 times and grind walls few times but I managed lap with knowledge from Gran Turismo 4-6.

I have proper wheel but I wanted to test it with ps4 pad controller. Controller is bit nervous with default settings and car swerves too much on high speed and when trying to drive straight.

Thanks to the good options tune, I was able to eliminate it and got decent feeling on cars I took on test drive. Mercedes Evo2 was great fun at Silverstone and BMW-1 series road car at Spa. At Spa I faced first crucial bugs with BMW and Ford Sierra. Computer controlled car hits outside wall when exiting from pits. Very annoying. I suppose they fix it soon.

 

I look forward to test it soon with Fanatec wheel, but I felt already quite happy with game pad.

 

Gran Turismo developers should learn from Project Cars.


Edited by The Kanisteri, 08 May 2015 - 18:52.


#149 string158

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Posted 09 May 2015 - 09:26

This looks amazing.

Can anyone recommend a decent wheel for the ps4?



#150 The Kanisteri

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Posted 09 May 2015 - 09:33

I fought today morning about hour to get even somehow pleasant setups for wheel. For release day controller drivers (Fanatec CRS) clutch doesnt work at all and forcefeedback is very very weak. I guess they are soon fixed. Otherwise driving is nice and fun.