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Project Cars 2


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#101 chunder27

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Posted 06 November 2017 - 08:08

I can certainly vouch for disagree



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#102 blackmme

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Posted 06 November 2017 - 09:51

86_porsche_962.jpg

I challenge anyone to drive the 962c through the first chicanes at Imola using VR and a tuned FFB, look right at the airduct in the sidewindow and see the first sprinkles of rain and not say this is the most immersive simulator to date.

I have driven every single simulator on the PC from the ancient Indy 500 to Project Cars 2 and nothing comes close to this.


Funny you should mention it!

I have been ragging the 956 around the historic Spa layout (I'm waiting for the DLC with the 917) and I am blown away by the immersion and absolute fun I am having.
I don't have VR just a PS4 and a T300RS and this is most fun and enjoyable racing Sim I have ever played!
I started in 1983 with a Pole Position cartridge on my Atari 800 and I have played more than I can now remember in the intervening 34 years (gosh!) and this one has me gripped like nothing else....

It definitely has its share of bugs and quite honestly I really don't care because what is present and works is as far as I'm concerned genius!!!! :clap:
As a motorsports history fan, the selection of cars and tracks is inspired.

Regards Mike

Edited by blackmme, 06 November 2017 - 15:12.


#103 messy

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Posted 06 November 2017 - 20:39

I think Project CARS 2 is potentially phenomenal but SMS baffle me at times. Their games are almost brilliant but scattered with strange bugs and some truly stupid things. If they're aiming for it to be THE game for racing fans, why -

Do both road and oval spec Indycars appear on track together on both road and oval tracks?
Do we still need the fictional LMP1 cars clogging up the grid when the real WEC prototypes are in game?
Do we not have any option to set up custom championships after years of fans asking for it?
Do they refuse to include cautions and safety cars in oval races where it's an integral part of the challenge?

Etc. I really dislike the way Ian Bell and his cronies go on. They're arrogant and dismissive. I quite want to hate their game, but kinda don't because despite all it's issues, when PCARS2 works, it can be fantastic.

#104 Alfisti

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Posted 07 November 2017 - 00:54

They can't project manage, try to do too much and cannot pull it all off. 



#105 The Kanisteri

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Posted 07 November 2017 - 06:55

When you compare 1983's Pitstop game to Project Cars 2 (or iRacing, Gran Turismo, Forza...), we have come long journey to this point.

 

While Pitstop was bug free, there was not much to design in it. Also computer memory and speed limitations were there, but in 1983 it was perfect game.

 

Now there's licensed real cars, licensed and laser scanned tracks, and hours to put into construction of vehicle handling and how to transfer it to game controller wheel and even game pad since many casual player cannot get wheel for reason or other. We have dynamic weather and very good game build around it. It means tons of work when compared to bug free pitstop in early 80's.

 

Tons of stuff also will mean there goes mistake by. Fortunately for global internet, it's possible to fix it afterhand. Each of new games are prototypes and have flaws.

 

But that doesn't prevent ungrateful moaners like chunder27 and Alfisti to whine at every possible change, no offense. You guys are not alone, there's whiners everywhere and they even make up reasons to whine if necessary. For example some game might promise solid 60 frames per seconds, but one nerd evaluate is to 59.2 frames per seconds and that is excuse to start whining.

 

If game doesn't cheer you, go play elsewhere or go fishing. You don't need to piss into other people cereals if you don't like taste of cereals in first place.



#106 chunder27

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Posted 07 November 2017 - 08:21

As I said before fella, knock yourself out. I imagine you play on console which is fine, PCARS was designed to work there far more than PC.

 

I will never play this game unless it comes in the bargain bin, and by then let's hope all the bugs are ironed out, you know the ones that are still there from the first game!

 

I can hardly be ungrateful can I?  I have never bought it or paid for it?  Am I supposed to be grateful that Bell decided to take an arcade console game, convert it with YOUR money into a hashed wannabe sim and then trolled anyone who said it was rubbish?

 

Released it full of immense bugs, dropped DLC every month for a year then announced a new version before the first was right?  Then did the same again?

 

You call me ungrateful.  I call me rather canny and perhaps more switched on! And not swayed by clever advertising and pretty pictures.



#107 blackmme

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Posted 07 November 2017 - 08:27

They can't project manage, try to do too much and cannot pull it all off. 

 

Nope they definitely didn't pull it all off, but when the elements they did come together it is absolutely sublime!

I have poured more time into it than any other racing game in years and my 21YO son has been grabbed by it as well (he's a car guy through and through and a karter but previous racing games never really gripped him) and is thoroughly enjoying working his way through the career.

 

Regards Mike



#108 messy

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Posted 08 November 2017 - 07:58

At the moment I'd rank the big AAA recent racing games

 

1. Gran Turismo Sport 

2. Project CARS 2

3. Forza 7

 

Both of the first two have surprised me in a positive way. GT Sport I love, but PCARS 2 has way, way more content and the best selection of tracks I've ever seen. Forza 7 is a disappointment. 



#109 Alfisti

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Posted 08 November 2017 - 14:51

When you compare 1983's Pitstop game to Project Cars 2 (or iRacing, Gran Turismo, Forza...), we have come long journey to this point.

 

While Pitstop was bug free, there was not much to design in it. Also computer memory and speed limitations were there, but in 1983 it was perfect game.

 

Now there's licensed real cars, licensed and laser scanned tracks, and hours to put into construction of vehicle handling and how to transfer it to game controller wheel and even game pad since many casual player cannot get wheel for reason or other. We have dynamic weather and very good game build around it. It means tons of work when compared to bug free pitstop in early 80's.

 

Tons of stuff also will mean there goes mistake by. Fortunately for global internet, it's possible to fix it afterhand. Each of new games are prototypes and have flaws.

 

But that doesn't prevent ungrateful moaners like chunder27 and Alfisti to whine at every possible change, no offense. You guys are not alone, there's whiners everywhere and they even make up reasons to whine if necessary. For example some game might promise solid 60 frames per seconds, but one nerd evaluate is to 59.2 frames per seconds and that is excuse to start whining.

 

If game doesn't cheer you, go play elsewhere or go fishing. You don't need to piss into other people cereals if you don't like taste of cereals in first place.

 

Give me a ****ing break. Here is VERy short list of just some of the problems with PCARS2;

 

- on some vehicles wet tyres are faster than slicks

- on same cars the tyres never, ever warm up, ever.

- Online is very unreliable

- Timing data remains utterly hopeless as per PCARS1 which is astonishing

- Settings are being lost rather than saved which is driving people crazy

- Ai is an absolute cluster****, slow on the straights and on rails around corners

- UI is still a mess after they promised to sort it out following complaints from PCARS1

 

 

There's so much more too, over 100 bugs being sorted through. It's a complete mess and again, they bit off way more than they can chew and released a beta version. I'll buy it but will wait for all the patches, which is taking A WHILE GIVEN THE LITANY OF **** THEY NEED TO FIX. 

 

****ing caps. 



#110 blackmme

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Posted 08 November 2017 - 15:06

Give me a ****ing break. Here is VERy short list of just some of the problems with PCARS2;

 

- on some vehicles wet tyres are faster than slicks

- on same cars the tyres never, ever warm up, ever.

- Online is very unreliable

- Timing data remains utterly hopeless as per PCARS1 which is astonishing

- Settings are being lost rather than saved which is driving people crazy

- Ai is an absolute cluster****, slow on the straights and on rails around corners

- UI is still a mess after they promised to sort it out following complaints from PCARS1

 

 

There's so much more too, over 100 bugs being sorted through. It's a complete mess and again, they bit off way more than they can chew and released a beta version. I'll buy it but will wait for all the patches, which is taking A WHILE GIVEN THE LITANY OF **** THEY NEED TO FIX. 

 

****ing caps. 

 

1. I haven't come across this yet but I have been sticking to certain cars really.  I certainly don't dispute it is happening and if it is career mode then it must be hugely annoying.

2. As above.

3. I play offline.

4. I can't say I have noticed that.

5. Yep I have plenty of issues saving setup's and it is infuriating!

6. Curates egg in some classes and some cars it's great and others terrible so it definitely needs fixing.

7. I think the UI is absolutely fine, no problems with it in the slightest.

 

For me the good far, far, far outweighs the bugs.  As I said  in an earlier post, when it comes together (which is does regularly for me) it is sublime....

 

Regards Mike


Edited by blackmme, 08 November 2017 - 15:08.


#111 Alfisti

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Posted 20 November 2017 - 19:08

Someone is keeping a log of the PCARS2 bugs ... here goes ...

 

1.) Cut Tra1.) Cut Track penalty system during passing is broken. If someone spins and / or lets you pass by significantly slowing down, the system thinks the passing car is "cheating", and forces the passing car to give the spot back. Also, it forces you to give the numerical position back, but not necessarily forces you to give it back to the person you "cheated." Assume that if / when this system activates at the right time, it'll still make you give back the position #, not the place to the correct driver. (Edit: This bug occurred no less than 6 separate times in the League race we had yesterday. This bug is so massive and so game breaking that we'll be turning off penalties for all league races moving forward until this is fixed.) Verified still a bug: Nov 14.

2.) Weather Desync. Yes, you read that right. Project Cars 2 now has reached to the point where users don't even see the same weather both in the visual models, and the physics models. On Fuji GP with GT3's, 2 Audi drivers reported that they had OPPOSITE weather effects in the rain and not rain during our practice and qualifying sessions. They both separately reported dry roads when it was raining for the rest of us, and experienced wet roads when it was dry for the rest of us. Reconnecting doesn't seem to have fixed it. I am getting reports and seeing other people having Weather Desync. Basically we're on a dry track, and someone joins, sees rain, and feels a wet track. Server verified to be absolutely dry. Seems to be an entirely client side bug.
3.) There is no way to type and communicate in a room unless you're driving. This was a bug in PC1 where the online lobby didn't work. And since there's a "Timeout" function that automatically puts you back in the pits, you can no longer park on the side of the road for a while to type in the chatbox. (There seems to have been an attempt to fix this, but with all my game time it seems to only work ~10% of the time, and only in the practice session, never the Qualifying Session.) Process: Be in a qualifying session, and sometimes a practice session. No button to be found to click on for "Online Lobby."
4.) Silverstone Classic is still broken. Assume that Hockenheim Classic is also broken. They had the same bugs in PC1 as Silverstone Classic. Need to test them out thoroughly. Basically what happened was that we practiced and qualified, and then started the race it literally raced all the way to the finish line, 15 feet in front of us. We didn't even get 1 lap in. The race went from the starting grid, to the starting line.
5.) Tracks without Pits: There are many tracks in the game that don't have pits. This inherently means that you can't have a Practice Session in multiplayer. I don't care if you have to create unrealistic pits, or if there's only 2 pit boxes, you have to do it! Otherwise any map without pits either won't be used, or will only be a short term gimmick. IDEA: An idea to fix this rather than altering all the maps is to spawn every car on the start line off the line, and force them to be a ghost for 1 lap. This will work for Qualifying as well as Practice.
6.) Invisible Walls are still in Project Cars. This bug has been in Project Cars 1 since day 1. https://gfycat.com/E...bulousKittiwake Process: Some have pointed out that this may be happening because of the collision system getting confused about collision, and just deciding to explode the car altogether (figuratively).
7.) Rejoining Lobbies: If you rejoin a multiplayer lobby after you quit / get disconnected, your time is wiped out. It needs to have the times saved to Steam Profile on the server. Similarly, you can't rejoin a lobby you get disconnected from, even if you start from the pits or take a time penalty and restart from the pits. This functionality is vital to have if you want PC2 to be used for Endurance races.
8.) There are certain tracks that give "Cut Track" penalties when you are in the middle of the track. Circuit of the America's turn 1 is one example. Watkin's Glenn turn 1 is another. Algarve is another.
9.) Not FIXED.) Set ups change by themselves, sometimes don't actually save, and sometimes don't activate despite being saved. Trying to determine the cause. Furthermore, it shows no error when set ups fail to save or activate. (Edit: Apparently this is NOT FIXED. A new screen shows up when you save a set up, but this screen is window dressing. It's not verifying if you successfully saved or activated a set up, but only shows up because you hit the save button.) (Double Edit: Saved set ups are now disappearing entirely and sometimes reappearing. It happened to me during one Time Trial session, and to a friend during a league race.) Process: 1st Part: Modify a baseline set up (stable or loose), then try to save it. It will say that the set up is successfully saved, despite it NOT allowing you to save over a baseline set up. 2nd Part: Modify the baseline, and save a NEW set up. Modify this set up and try to save it. A pop up window will show that you've successfully saved, but MOST of the time the set up will not save. You MUST create a newly named set up for it to actually save. New Edit: Set ups are even worse (somehow). 3 Separate times I loaded / edited a set up only to return to pits and discover an ENTIRELY DIFFERENT SET UP loaded.
10.) Tires wear away when looking at the escape menu. Process: Take a car, hit the drive / ready button, and sit anywhere on the track (like in the pits). Hit Escape, but just sit there, don't leave the car. The tires will start to wear away, despite you just sitting there. New Edit: Getting damaged fixed in the pits ALSO wears down your tires while you sit there, if you don't get the tires changed out.
11.) "Cut Track" penalties are inconsistent, wrong, and illogical. They sometimes occur one lap, but not the next on the same line. Sometimes putting two wheels over the white line gives a cut track, other times going 4 wheels over does not, in the same exact spot.
12.) "Cut Track" penalties give you 30 seconds to slow down and serve the penalty. This is so long that you can brake normally for the next corner and "clear" the penalty. The system either needs to be cut severely in order to serve it (like down to 5 seconds) or needs better coding so that slowing down for a normal corner doesn't clear the penalty. Furthermore, unlike in PC1, cutting the track with penalties off doesn't void the lap time (even if it doesn't and shouldn't institute a penalty of some sort).
13.) In some tracks, the pit crew doesn't let you leave the pit box. There is a system in the game that prevents you from driving out of your box if there is a car approaching (which is good), but it seems to get tripped up by other cars in their pit boxes just sitting there. Even if the drivers are still in the menu. Edit: Nov 13. Bug happened again. It may have something to do with a player leaving a server, but the system thinks there is still a "blank" player still in.
14.) Tire System: The tire system is basically broken across all cars. After experimenting with tires, I've come to realize that it's the "Tire Heating" calculations that are absolutely broken and wrong. Basically Soft Tires are for cold tracks, Hard Tires are for hot tracks, and any thought for tire wear strategies have no place in Project Cars. I.E. 2 soft tire stints should equal 1 hard tire stint even including the pitstop, but this is not the case in Project Cars 2. Process: Set the track to hot (during the middle of the day + summer), and you'll absolutely need hard tires. Set the track to cold (fall time), and you'll absolutely need soft tires. Set the track to somewhere in between, and there seems to be a temperature where Softs fall off from absolute performance, and hards actually become faster than soft tires (not just over the long run, but in actual lap times). Hards and Softs have nothing to do with stint strategy, tire longevity, or grip degradation. Classes tested and verified on so far: GT3, GTE, and LMP2.
15.) Slight damage to the front causes massive (unproportional) amount of radiator damage in the short and the long term. This is an old PCars 1 bug that was fixed for PCars 1. Process: Bop the front of your car, either into a wall, or another car (don't blast it). Taking ~5% damage is enough to trigger the radiator to relatively quickly overheat. Unless you pit to fix it, your car will probably be dead in 4 laps.
16.) Visual Only damage is broken. While it resists damage and doesn't cause any problems while everything is attached, if you lose a part, that part is removed from the aerodynamic model. I.E. With Visual Only Damage, if you lose a wing or a foil, it should be that you have no handling issues, but it means you can no longer maneuver because the foil is gone from the aero model, too. Process: Take a winged car (like a formula car [bug is still active on other classes, F cars are just easiest to test]), turn on Visual Damage Only, and blast into a wall popping your front wing off. What should happen is that your car should handle fine, but the wing is now also missing on the aero model, and you now have no front downforce. Edit: Verified week 8, it's still a bug.
17.) The gears sometimes load up incorrectly, and trying to change them causes further bugs. Another Project Cars 1 bug (but not a PC1 day 1 bug). **Process: Load up a car that you can't change the gears, like most of the GT3 cars. Sometimes when you go in and click the arrows to adjust the gears, they change (when they shouldn't), and when you go to change them back, they often change to an entirely different number altogether. Then you can't change them. If save the set up (assuming it saves correctly, see above), the numbers get wiped. **
18.) The functions required to properly steward a race are missing. I.E. We need the ability to assess penalties, and remove penalties. We need the ability to restart the count up and restart the race (in order to get people back in who D/C).
19.) Double shifting, even TRIPLE SHIFTING is still in game. This is another Project Cars 1 Day 1 bug. Thankfully with down shift protection it has yet to grenade an engine of mine, but earlier today I shifted from 2nd straight to 5th gear. ***Process: Use your paddle shifters on any car in sequential mode, and sometimes the gear change will double or even TRIPLE shift. This does not happen in any other game (i.e. it's not my equipment that's the problem).
20.) Cars still crash and bump into each other in Automatic Rolling Start. The problem is that this gives you both damage (when you can't control it) AND time penalties.
21.) In no place at the main lobby for the race, or while monitoring, or while bringing up the times while monitoring, does it say what kind of car the person is racing, only the class of car. A small picture isn't good enough. Edit: Perhaps give the player the option to decide between car picture or car name.
22.) Speeding in the pits during the race results in a DQ. It should result in a Stop and Go penalty.
23.) At no place in an online race past the main lobby does it actually show how many laps the race will be. See bug #2, an attempt was made to show the "Online Lobby" during the race, but it doesn't show up the majority of the time.
24.) The recent performance of your tires (temperatures, temp gradients, final pressure) should show up in tuning, but doesn't. You literally can see the spot they are supposed to be in the set up, but it doesn't actually change. Process: Go out on track for a few laps in Practice or Qual. Go back to pits. Go into the tuning. The first page with the tires has a picture of the tires, and where the tire performance should go, but it doesn't change. It stays default no matter what.
25.) The pit stop limiter doesn't default as on when you start from your pitbox. (It does in every single other game. And combined with the fact that speeding in the pits results in DQ's, this is a bad oversight.) Furthermore, all cars have access to the limiter, and some shouldn't (example the Ford Fusion Stock Car).
26.) There are functions that can't be changed once a lobby has been created that could be changed in Project Cars 1. For example the selection to have "Car Class", Multi-Class, or Identical cars to lobby host can not be changed.
27.) Lobbies sometimes get locked up and can't progress for no apparent reason. Furthermore people get stuck at the "Ready Screen", unable to click the "Ready" button, and get locked out. Cause still undetermined. Edit: Nov 13. Bug may possibly be due to end of race / session logic. I just saw the timer count down to 0, but the Session Ending timer in the lower right got stuck at 38. Possible connection?
28.) If you get across the start line before the green light on a Rolling Start, it still counts the lap as having completed, but only STARTS the clock for that person's total race time once they cross for the next lap. Basically, if you jump the start line before the green light, even with the drivethrough penalty you'll come out ahead of those that did NOT jump the start line.
29.) There is no rewind function when on the "Monitor" race section. I.E. Vital race steward functions are missing. (For example, a race steward needs to be able to rewind to an accident, cut track or other problem, figure out who's at fault, and assess penalties).
30.) The rating system is nice, but there is NO explanation given as to what points you got, and why you got them, and how to move up or down in the safety classes. There should be a box on the final splash screen that shows you your rating change. Or perhaps another screen that shows the points change for all the drivers.
31.) No matter what you do, the virtual mirror turns itself off everytime you go back to the pits. Also occasionally the HUD disappears, and no matter what you do, you can't get it back. Process: Go into the HUD edit menu. Activate the virtual mirror. Go out and drive, and it's there. Go back to pits, and then drive again. It's gone. You have to activate it every single time you want to go out and drive.
32.) When you go to the car selection screen, it reverts to the default screen instead of the last screen you used. I.E. If you want to select a car by class, you make your selection, and then go back, it's not still on the select by class screen. Process: In the Main Lobby, select the button for picking a car. It defaults to showing you the available cars by Manufacturer. Click the button to see all the cars by class, and pick your car. Go back into the car selection screen, and it has reverted to showing you the cars by Manufacturer, and not by what you chose last (like by class).
33.) The end of race logic and server tracking is entirely broken. I just had a multi-class race where I was clear ahead (but in a slower class), not lapped, and when the leader crossed the starting line, I got a 5 second warning before the AI took over. I got sent to the splash screen, however the other drivers in the class DID NOT get sent to the splash screen, and continued to race. They eventually overtook me, and got the spot on the final leaderboard. Thankfully, when I saw the splash screen, it gave me my rating and didn't take it away once we went back to lobby. New Bug -> Lobby host was told the race was "over" 3/4's the way through the first lap (of 5), got the splash screen, and the AI took over his car. When he quit the race, it immediately sent everyone back to the MP lobby.
34.) We've discovered another break in "end of session" logic. Basically we were finishing up qualifying, and we got to finish our flying laps. People joined late. The session ended, we went to the qualifying results splash screen, but it didn't end for everyone. Some people (I assume late joiners, but I couldn't see because I was stuck on the splash screen) were able to leave the pits and drive out on the track as the rest of us were stuck waiting at the results. The session broke, we got stuck, and it never advanced for anyone. (The bug may or may not be track related [Algarve], others reported something similar when they played earlier, but it got unstuck for them.)
35.) If you leave a server before you see the final splash screen, you are removed from the final results. This bug has been in since day 1 of Project Cars 1, and needs to be fixed.
36.) New Bug: Pit exit at Texas Oval is wrong. I have yet to find a correct place to exit.
37.) Jump start or even a questionable jump start in Rally Cross is immediate DQ. It should be a time penalty.
38.) Basically if the lobby host leaves, and someone else takes over, the lobby automatically changes to that person's default or last settings, changing options that are not even available to change after you've started a lobby.
39.) On Cadwell Park Woodland (wasn't my choice), doing WRX lites. Session went from snow in Qualifying to Summer in the race, and somehow the entire ground disappeared. https://steamuserima...C086A3ECC7F394/ Others reported same bug (so it wasn't a graphical glitch on MY end).
40.) There's an option that comes up during your cooldown lap that says something like "Exit to pits in the Pause Menu." But if you hit the escape button, you don't see the option to go to pits. If you hit the Car Management menu, you don't see it there, either. Furthermore, the time given for a cooldown lap isn't sufficient to really do anything. It needs to be at least 50% longer (maybe more, maybe make it dynamic, or maybe make it an option in the server settings).
41.) If an AI car gets damaged during the pace lap and "decides" to pit to fix it, they do not hold their position and then enter the pits. Instead they go full speed for the race course to get to the pits, and damn anyone that gets in the way.
42.) Time Trial Leaderboards in game cannot correctly be filtered by "Class." Instead it shows "All" cars. Also, it's missing "All Cars" option. Furthermore with the broken class feature, it doesn't show your time trial result if you register a second time with a slower car. I.E. Do a GT1 car and get a good time. Then do a GT3 car and it doesn't show.
43.) DRS still doesn't work the way it's supposed to. (I.E. Only available in certain zones on the track. And during the race it only activates 2-3 laps in AND only if you are within 1 second of the guy ahead of you.) If SMS is unwilling to do it right, it should be removed altogether. Or at least give us an option when creating a server to disable it.
44.) Got a "Pit Box Full" error, but was able to pit and fix damage. Either the message was in error, or I shouldn't have been allowed to pit.
45.) Options that should be in the in-car-menu like the adjustments on the fly and the pit stop adjustments (like being able to adjust the wing setting for some classes) are missing.
46.) Pit speed limits are set to 37 MPH for every pit lane on every track. If SMS is unwilling to adjust this, then we need to be able to adjust it in the server settings.
47.) The Formula C is no longer a Formula 3 facsimile, but a Star Mazda (facsimile). It should be renamed to something like Indy Small (Indy Light is already taken by an official and real car [Assuming Star Mazda can't be chosen for licensing reasons]) so it isn't confused for a Formula 3. (Further more, we should get a Formula 3 car some time in the future.)
48.) Hole in the Track: Doing Sakitto GP it's possible to fall through the track if you go where the outside (of the pit turn) pit lane sign is.
49.) The weather system is great, but it's a little funky session to session. For example, I'm assuming that Practice, Qualifying, and the Race does not happen back to back to back. I'm assuming that they happen on "different" days. I.E. Thursday, Friday and Saturday. The problem is that when you start a new session with new weather, it is assumed to be back to back. If you start qualifying with light rain, when it was dry before, the track is assumed to be dry, and thus skew the qualifying results. With the total control server admins now have, if they want it to be dry to begin with, they should set it that way in the weather settings. So if a session starts with a setting, it must assume to be that setting for a period of time. I.E. Start with light rain, assume the track is wet, not dry (but getting wet).
50.) Several of the Default Set Ups are downright horrid. Example would be Stock Car at Texas. We need functionality to load up one of our set ups as the default set up (like every other racing game out there).
51.) Just noticed that the end of the pit lights don't seem to be working. So far I've seen it on New Monza, and on all the other tracks (though I'll have to check to make sure). Process: Enter the track from the pits. There's a Traffic Light at the end of the pits (for most tracks). It should tell you Green if you're clear, or Red if you're not clear. It doesn't light up at all in PC2. The traffic light actually worked in PC1, but didn't matter much because you didn't have control in the pits. It's odd that it doesn't work in PC2.
FIXED.) When you click "Ready" for the race, the timer disappears. Edit: Now sometimes it never appears to begin with. (Fixed: Tentative)
FIXED.) Hitting the right side mouse button immediately takes you back to the previous menu with no "Are you sure?" prompts. The problem is that there are several places where it's vital to have the prompt. For example, I was hosting a MP session last night and twice accidentally hit it, which immediately dropped me back to the main menu. Because of this (and the inheriting a lobby bug), I had to restart the lobby several times to get the right options.
Tentatively Fixed.) Replays still broken. Cars stuck on the grid, and still in the pits, even though they were finishing high in the race. Bug possibly has to do with players leaving in the middle of the race. NEW: Might also have something to do with the lobby host's replay file. (Edit: This bug seems to have been fixed. Or at least it has not happened to me since the first few errors.)
Tentatively Fixed.) If you accelerate time in Qualifying (in singleplayer), the AI outperform what they should by several seconds per lap. (Possibly fixed? I need confirmation.)
Tentatively Fixed.) You are unable to turn off assists in an active Time Trial session, even if it's unrealistic on a car. (After many new sessions, this bug doesn't seem to have repeated.)
Tentatively Fixed.) AI behavior is good if you are in front or behind of them while in Multiplayer, but they don't recognize a car next to them unless they've been there for a long while, and often attempt to ram them. (After some sessions, this bug seems to have been resolved.) 45.) AI's behavior isn't predictive. It's basically on rails. Let me give you an example. In one race last night I got damage early from AI's (see #3), and the car was difficult to control. At one point I spun out, and came to a stop right in the middle of the road. I saw an AI coming for me still a decent ways away. So I stayed still to allow the AI to go around me. The AI didn't brake, move to the left, or to the right. It plowed right into me, even though I was on his path for a good 4 seconds just sitting there. (I'm experimenting with this one. It seems to be a problem with AI in multiplayer sessions only. Still working on it.)
So there's the standing list. Some 51 total bugs (including several new ones), 2 of them have been fixed so far, and 4 maybe have been fixed. But we picked up a gigantic new bug. Weather Desync. Ruh-roh. So, what do you think?
Editorial: It's getting to the point where our hardcore members are starting to abandon Project Cars 2 for other games until PC2 is fixed.
Edit: New(ly listed) Bug: On some tracks (like Spa), the start of the speed limit in the pits is in the wrong place. https://youtu.be/0PUoWAYWLec?t=5530 Combined with bug #25 (getting DQed for speeding in the pits), and you've got a VERY broken situation. I.E. You can get fully DQed from a race for doing the correct thing.
Edit: New(ly listed) Bug: I've been meaning to post this one for a while, but kept forgetting. There is some real funky physics going on if you hit a wall, especially if it's the outside wall of a turn. The car really gets "glued" to it, and there's little you can do to escape it besides slowing down to 1/4 your speed and the physics catch up.
Edit: New Bug: We seem unable to invite people from / to a Dedicated Server.
Edit: New Bug: Performance Impacting damage is broken, too. Basically you're supposed to get full damage, up to the point where parts come off the car. But it's broken and parts come off the car.
New Bug: The Indycar Ovals have P2P modeled.
New bug: Rolling Start "start sequence" (how it gives you a green flag) is broken. The game desperately needs a real pace car to prevent you from breaking it.

New Bug: Drive Through penalties are broken. Currently they prevent you from pitting. What should happen is that you can pit, but you'll have to serve the Drive Through in the next few laps.ck pe


Edited by Alfisti, 20 November 2017 - 19:08.


#112 chunder27

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Posted 21 November 2017 - 09:39

Makes a point perfectly lool!



#113 messy

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Posted 23 November 2017 - 07:49

Tried a Formula Renault 3.5 race last night at Monaco (Azure) and was quite enjoying it until the yellow flags came out and I came round to find the entire field in a massive pileup blocking the track, reversing, nudging each other, no way past them and nothing I could do except restart. Then it happened again. It's pretty bad really. You wonder how all this stuff gets past their quality control/Year ten work experience department.



#114 chunder27

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Posted 23 November 2017 - 08:21

They outsourced QA this time.

 

Again, maximising profit over quality sadly.



#115 LBDN

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Posted 23 November 2017 - 17:17

randomly purchased PC2 for the PS4. With a controller, hands down the worst game i have ever played.

#116 The Kanisteri

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Posted 23 November 2017 - 21:25

randomly purchased PC2 for the PS4. With a controller, hands down the worst game i have ever played.

 

Actually that's good sign, since there's no compromise to give handicap on unnatural way to drive car.

Real hardcore race drivers like Chunder27 will play only with master race PC and even steer with mouse. Then they come here to tell us how bad console games are.



#117 PayasYouRace

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Posted 23 November 2017 - 21:28

randomly purchased PC2 for the PS4. With a controller, hands down the worst game i have ever played.


If PC2 is the worst game you’ve ever played, you’re incredibly lucky.

#118 Alfisti

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Posted 23 November 2017 - 23:00

Actually that's good sign, since there's no compromise to give handicap on unnatural way to drive car.
Real hardcore race drivers like Chunder27 will play only with master race PC and even steer with mouse. Then they come here to tell us how bad console games are.


Ha!!

#119 chunder27

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Posted 24 November 2017 - 08:18

Kan

 

What on earth are you talking about you strange guy?

 

Look all over the place if you will, on all sorts of forums and the opinion about your precious game is very mixed.

 

Sorry to say, but there are a lot of game breaking bugs on both formats. And I know several people who stopped playing it as a result. WMD have a history now of producing bug riddled games, they ahev now done it twice in a few years and that is not a great record. I am sure they will fix most of them, at least I hope they will.

 

If you think its wonderful, good for you but that says more about you than sim gaming in general, just read around the sim community and you will see that.



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#120 LBDN

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Posted 24 November 2017 - 10:24

Actually that's good sign, since there's no compromise to give handicap on unnatural way to drive car.

Real hardcore race drivers like Chunder27 will play only with master race PC and even steer with mouse. Then they come here to tell us how bad console games are.

 


To me your over analyzing it. If you produce a driving game for a console, it must be user friendly for a controller. By failing to do this the majority of people who purchase the game who will use controllers ( who will outweigh the number of people using wheels ) will find it a poor game and thus give it a bad review thus impacting ongoing sales of the game.

#121 chunder27

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Posted 24 November 2017 - 12:04

I gather they have released a demo of this in the last few days

 

So will be interesting to see what it is like.

 

Good idea in my view, wich more people did release demos, especially with all the variables linked to sim gaming



#122 The Kanisteri

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Posted 24 November 2017 - 19:30

To me your over analyzing it. If you produce a driving game for a console, it must be user friendly for a controller. By failing to do this the majority of people who purchase the game who will use controllers ( who will outweigh the number of people using wheels ) will find it a poor game and thus give it a bad review thus impacting ongoing sales of the game.

 

Oh, don't get me wrong. I am not happy it's difficult with controller. More real feeling the game/sim is, harder it's to make work with controller. Wheel and pedals have been natural way to drive car since Middle Ages. I think Ford had even prototype concept for alternative way to drive car (joystick) but it was terrible idea. Gamepads...if programmed to be pleasant driving experience...have so many shortcuts and handicaps over wheels it's kind of wrong. I remember Gran Turismo 5 and Gran Turismo 6 players switching to gamepad because it was way too easier to drift seasonal drifting events by that way than wheel.

 

LBDN, out of arcade racing games, every single racing (sim) game in future will be very hard to drive with gamepad...Forzas...Project Cars...Assetto Corsas...iRacings (Except Chunder with master race PC and mouse steering  ;) )...F12017...


Edited by The Kanisteri, 24 November 2017 - 19:32.


#123 Alfisti

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Posted 24 November 2017 - 20:06

I'd kill to use a wheel, I reakon it's worth a full 1.5-  2 seconds on a 1m 40 second lap. 



#124 LBDN

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Posted 24 November 2017 - 20:57

LBDN, out of arcade racing games, every single racing (sim) game in future will be very hard to drive with gamepad...Forzas...Project Cars...Assetto Corsas...iRacings (Except Chunder with master race PC and mouse steering  ;) )...F12017...


On a console i cant see this happening. I cant imagine a game companies strategy ever being "we are going to build a game that isnt useable on the controller that comes with the console."

From a business perspective it makes no sense when the majority of the users would be controller users.

Over time games will become even more sim like on the wheels with consoles but the game still needs to be controller useable

#125 messy

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Posted 24 November 2017 - 21:07

Project CARS 2 for me is just like Project CARS 1. There's enough to make it well worth playing if you like racing sims, and at times it's very satisfying. There's a lot of variety and the best selection of tracks out of any racing game out there (without modding).

But the bugs are pathetic. It's ruined by them. You pick this up and start a race, there's maybe a 50% chance it won't go comically wrong and for a product they're charging £40-50 for, that's horrendous. It's an absolute **** up with the potential to be really good if they actually took time and care over the coding, which I really don't think they do. And Ian Bell comes across as a right prat with a God complex.

It's absolute deja but from the last one. Thing is, I'll continue to play it and enjoy it at times, and I'll probably buy any of the DLC that interests me, so I'll be a mug and continue to encourage them to mess up the third one just as badly. But GT Sport wins this for me. Both PCARS2 and Forza are a bit of a disappointment.

#126 chunder27

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Posted 24 November 2017 - 21:33

Would have been interesting to try

But sadly the demo just made my screen green and flickery

 

Not the most promising start!



#127 Little Leaf

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Posted 26 November 2017 - 17:33

I'd kill to use a wheel, I reakon it's worth a full 1.5-  2 seconds on a 1m 40 second lap. 

Nowhere near worth that. When I switched to a wheel on PC1 and AC it was maybe worth max 0,5 seconds a lap. 

 

But it helps loads in terms of tyre wear etc as you give more precise inputs



#128 mahelgel

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Posted 26 November 2017 - 17:43

been mostly hotlapping, and there has been few problems with that, but AI races have been a bit accident prone, especially if the track is narrow and there are tight corners early in the lap... gets better when the field gets spread out a little...



#129 Alfisti

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Posted 27 November 2017 - 14:28

Nowhere near worth that. When I switched to a wheel on PC1 and AC it was maybe worth max 0,5 seconds a lap. 

 

But it helps loads in terms of tyre wear etc as you give more precise inputs

 

To be clear i am not (because I am hopeless) using the pull triggers at the back or the sticks, I am using the X and square buttons and the 4 way pad. There's no way to modulate so at say Monza i don't think you find a lot of time but at Spa, have an on/off switch for a brake and accelerator is tough going, i reakon you'd find a ton of time with a wheel. 



#130 Alfisti

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Posted 27 November 2017 - 14:29

Project CARS 2 for me is just like Project CARS 1. There's enough to make it well worth playing if you like racing sims, and at times it's very satisfying. There's a lot of variety and the best selection of tracks out of any racing game out there (without modding).

But the bugs are pathetic. It's ruined by them. You pick this up and start a race, there's maybe a 50% chance it won't go comically wrong and for a product they're charging £40-50 for, that's horrendous. It's an absolute **** up with the potential to be really good if they actually took time and care over the coding, which I really don't think they do. And Ian Bell comes across as a right prat with a God complex.

It's absolute deja but from the last one. Thing is, I'll continue to play it and enjoy it at times, and I'll probably buy any of the DLC that interests me, so I'll be a mug and continue to encourage them to mess up the third one just as badly. But GT Sport wins this for me. Both PCARS2 and Forza are a bit of a disappointment.

 

Thing is i bought PCARS1 late, very late, and there's the odd annoyance but by then they'd sorted it out. 

 

The most disappointing thing is they swore they learned their lesson, that it wouldn't happen again and that moving into rallying and ice etc wouldn't suck up too many resources.

 

It did. 



#131 MikeV1987

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Posted 27 November 2017 - 22:15

I bought the deluxe edition of Pcars 2 and I have not played it since the week it was released.  :mad:

 

Really disappointing because this game has a ****-ton of potential



#132 Little Leaf

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Posted 28 November 2017 - 07:15

So just to clarify your comments, do you mean you would find a lot of time with pedals rather than a wheel, as that seems to be where you would lose out by using buttons.

 

But you are using a control scheme that I have never used tbh so can't comment how that compares



#133 Myrvold

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Posted 28 November 2017 - 11:32

Project CARS 2 for me is just like Project CARS 1.


This is my main issue with it. It is basically pCars 1.5 - same bugs and everything.

#134 Alfisti

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Posted 28 November 2017 - 14:29

So just to clarify your comments, do you mean you would find a lot of time with pedals rather than a wheel, as that seems to be where you would lose out by using buttons.

 

But you are using a control scheme that I have never used tbh so can't comment how that compares

You're asking so i will bore you.

 

From day one moving from Atari to Playstation I struggled with multiple buttons, I just cannot do it. Something like Mortal Kombat for e.g that required fast inputs and combinations, i just cannot do it. Fast forward 30 years and I cannot, for the life of me, drive these cars with the little toggle pulls, sticks and the gear changes, so i am in AUTO using the D-Pad and square and X buttons.

 

It's my own fault 'cos i suck at doing it the right way, but my inputs are very on/off, there's no subtlety so even somewhere like the fast right after the cutting at Bathurst is a bit of a **** show because i need to pick my spot and just hurl the car through there, i cannot make a small correction so i reakon i'd find time with both pedals and wheel.

 

Still, it's about the racing though, was on PCARS1 last night and joined an LMP1 race at SPA, it was fantastic, two of us left the rest for dead but we tussled for all 6 laps before i got him down the inside at Malmedy. Jolly good fun, not particularly fast (we were running 2.02's) but fun times. 



#135 Alfisti

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Posted 28 November 2017 - 15:16

Massive, massive 9GB patch released today, let's see if that sorts some of this out. 



#136 Alfisti

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Posted 01 December 2017 - 17:30

The patch seems to have improved damn near everything BUT it's meant the work on settings etc before the patch are often meaningless now, so much has changed it's a near new game. For casual users no issue but the serious guys are chucking tantrums 'cos they need to start all over again. 



#137 Victor_RO

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Posted 01 December 2017 - 19:55

Multiclass AI is dreadful though and insanely overpowered (either that or I'm a rubbish driver). AI at strength 45% and aggression 40% at Le Mans in an all-LMP race, I'm in LMP3, from 8th in class I manage to slipstream the whole class by the run between Mulsanne and Indianapolis (only because I'd put my rear wing to minimum for straight-line speed), when I get to Indianapolis and start braking for the left-hander, next two LMP3 cars ram me off into the barrier.  :mad:



#138 messy

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Posted 01 December 2017 - 20:09

In muticlass LMP racing I hate the way the fictional cars still dominate every grid rather than the Audi and Toyota, there's no need for them now especially with the Porsche on its way to complete the WEC roster. It's daft little things like that which stop it being "the racing sim for racing purists" that they'd like it to be. Assetto Corsa every time.

#139 Victor_RO

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Posted 01 December 2017 - 20:38

Yeah, AC's multi-car/multi-class selection actually works a lot better, you can pick and mix everything you want (within pit box limit), I once did a Porsche-only race with everything from 919s down to Cayman GT4s in AC. pCARS2 is probably never going to have that fine-grained a selection for opponent cars. :(



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#140 messy

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Posted 01 December 2017 - 20:54

People have been asking for that 'custom grid selection' option since the first one was released. At one point Bell promised it was on its way....now they ignore any query about it anyone ever makes and deny ever saying it would happen.

#141 flingsofdeon

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Posted 25 December 2017 - 21:34

Got an Xbox One X - man, it's like a different game compared to the base Xbox One - love it, even on controller - but with a steering wheel, this is superb...



#142 MatsNorway

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Posted 27 December 2017 - 14:12

How does this compare to AC? i feel like the tire model in AC was too simple.. Once you had wheel spin you had no traction at all. But you could in other situations go really fast while sliding somehow..



#143 mahelgel

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Posted 31 December 2017 - 13:29

How does this compare to AC? i feel like the tire model in AC was too simple.. Once you had wheel spin you had no traction at all. But you could in other situations go really fast while sliding somehow..

 

I prefer the "feel" in PC2 compared to AC. Wether this is down to the tire modell, or if it is more the overall differences in the physics engines. I feel its a bit easier to feel the limits of the cars, and catching a slide feels more natural i PC2, though im not a good driver in either :) Done  a few videos that might show a bit how the tiers behave when loosing grip, all taken from the first few laps in the respective cars. The Renault 5 video is grabbed when using the Oculus Rift, the other 2 are with the TrackIR head tracking (but not VR).

 

 

 



#144 MikeV1987

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Posted 31 December 2017 - 13:46

I use Super GT's wheel settings and the game feels great. I have yet to try AC.



#145 Alfisti

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Posted 02 January 2018 - 18:16

Anyone have recommended PC2 controller settings for PS4? 



#146 Alfisti

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Posted 03 January 2018 - 14:23

OK got her going yesterday and man, I am all over the place. Tried various controller settings to no avail, I am just a mess, running 2.19's at Bathurst in the McLaren, I ran 2.07's in PC1. 

 

Unplayable right now for me. 



#147 messy

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Posted 03 January 2018 - 20:58

The thing with PCars 2 I think is that they've completely messed up the 'balance' the original game had.

The AI is weird and imbalanced, the handling....just something 'off' with the core gameplay. The original was great when it worked, crap when it didn't. But set up a GT3 grid and if you set the difficulty right for you, could have done incredibly tense, convincing feeling races. Haven't had a race like that on PC2 as yet. Waiting for a patch, the fundamental existence of Project CARS players.

#148 mahelgel

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Posted 03 January 2018 - 22:46

On PC with a wheel and pedals, i would say PC2 feels much better than PC1, but i have not tried it with a controller or on a console... The AI i have not raced much against, as i usually do hotlapping, but atleast for my part PC2 is a much better experience than PC1...



#149 goingthedistance

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Posted 03 January 2018 - 23:20

PC1 was a floaty, understeery mess for me with wheel/pedals, I refunded it within the Steam window. PC2 feels very natural to me, good FFB and I can really feel the car sliding. That is with the Jack Spade Custom FFB settings. I like it so much I'm using PC2 more than AC and AMS at the moment. But I'm also mostly hot lapping.

 

I did some races against the AI in Oulton Park this evening on max difficulty and found them to be pretty good wheel to wheel. But they were short races. I did notice the usual problem of them being a little too slow through chicanes/slow corners and godly fast through high speed stuff. 



#150 Alfisti

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Posted 04 January 2018 - 15:05

Changed my controller to default, took the Ferrari out at Road America (2.08's in PC1 for reference) and it definitely felt better but still could only manage 2.16's. Everything felt better than the mcLaren yesterday but still the same issues (understeer, snappy, twitchy, bno brake feel at all) but to a lesser extent. Through the carousel I must have lost 2 seconds to PC1. 

Jumped on UTUBE and tried the settings by some random dude with a squillion hits, decided to see what online looked like and joined a race. It forced the M3 GT3 on me and finally, it felt better. Still not quite dialed in but felt better. Race was abandoned so tried another at the Glen that forced the GT3 Z4 on me, again felt better, reasonably planted. 

So feeling better but not sure if its just the cars I chose or if i hit the right controller settings. 

TBH the game is a bit dissappointing, i have the following issues;

- graphics just look odd, too blocky in the background, car seems floaty
- AA everywhere, what a mess, it's really, really bad
- teeny tiny font for online UI and settings changes
- Settings saving still seems a bit odd, I thought they were track specific but i swear the same settings poppe dup in two different tracks
- sounds just seem off, i dunno, flat
- the pace of drivers online a bit of a worry, maybe just dumb luck so far but despite feeling at odds with the cars i was clearly the fastest on track and by some margin, though i suspect it is because i don't qualify for the higher rated races

I'll get back on it tonight.


Edited by Alfisti, 04 January 2018 - 15:06.