Project Cars?

anyone running project cars on 2560x1080 on a 970? would like to know your graphic settings
 
Anyone else notice during certain races that your Steering wheel becomes ridiculously sensitive all of the sudden? Ill be doing a race, all is normal, move to next session, or restart from pits and all of the sudden its like my wheel is extremely touchy and any little movement left or right is like a full on 90 degree turn. It hasnt happened enough for me to troubleshoot the rhyme or reason, but ive noticed it on several occasions. I havent had this issue on any other racing game I play(iRacing, simbins, etc, etc). Logitech g25.
 
http://www.projectcarsgame.com/home/announcing-project-cars-2

People have been getting banned left and right on their forums.

Yea, they have always banned people for questioning their decisions. In all fairness they did announce Project Cars 2 some months ago to the original backers. I didn't expect for them to start asking for money to build it this soon though. They haven't released a DLC that the backers have to pony up for yet. :)
 
As in new tracks? Steam has a couple of small car packs available, although I'm skipping those at the moment.
 
EA and Ubisoft wouldn't even attempt this.. Just over a month since it was released, the cash cows stretch marks aren't even healed yet and they just roll it back out again for a sequel. lol
 
I was already feeling a bit sour on this game, because they obviously didn't learn some things, coming from the Shift games. In fact, it feels like they repurposed those games into Project Cars, rather than starting over. Which they should have done.

and now this has absolutely made me bitter. I'm pretty sure they beat Marvel Vs. Capcom 2 on time to announcement of follow up game.

Slightly Mad already got my money, but they won't get any more. I downloaded Raceroom, that looks pretty good.
 
I have to agree, announcing a sequel so soon seems like a poor decision. I know the game is a long way off, but still, is this necessary? Pcars has sold well, why can't they use that money to fund a sequel normally? just can't wrap my head around why they thought now was an appropriate time to start asking for more money.
 
I have to agree, announcing a sequel so soon seems like a poor decision. I know the game is a long way off, but still, is this necessary? Pcars has sold well, why can't they use that money to fund a sequel normally? just can't wrap my head around why they thought now was an appropriate time to start asking for more money.

Maybe the recent Forza reveal made them jump the gun?
 
That and Dirt Rally's eventual console port. One of the SMS guys was playing DiRT Rally this morning on my friend's list. They have a F2P game coming also. World of Speed is the name of it.

Also this.
https://twitter.com/dirtgame/status/613053499077718017/photo/1

That was pretty funny. Regardless, I can't imagine SMS being worried about the competition. I certainly don't think they jumped the gun due to Forza 6. Pcars was first announced all the way back in October 2011, it took them nearly 3.5 years to release the game from that point. I imagine things will go a little quicker this time, but I bet we're still talking a release that's at least two years away. By that point, they will be competing with Horizon 3 or Forza 7. It's not as if anyone is going to pass on Forza 6 because a sequel to Pcars is coming several years down the road. Dirt is probably a long ways off on the consoles also. It's more likely these two will end up in competition, but I still don't see that as a reason to announce the game so early. Not when the first game was just released.

Furthermore, I still think crowd funding this game is a bit off. I recall seeing somewhere that Pcars was made with $5M. Given that it had already surpassed one million sales earlier this month, and then had a pretty decent discount on the Steam sale, they have to be looking at a significant amount of cash on hand. There's no reason they shouldn't be able to self-fund the game, particularly since it's still a new release, and money is going to continue to come in for a little while. Crowd funding is fine for games in which the developer doesn't have any other means to secure the money they need to make the game. Pcars may have been that game, but now that it's out and selling well, a follow up is not. It just seems incredibly strange for a developer, hot on the heels of a very successful game launch, to be pandering for more money instead of dipping into their own pockets.
 
That and Dirt Rally's eventual console port. One of the SMS guys was playing DiRT Rally this morning on my friend's list. They have a F2P game coming also. World of Speed is the name of it.

Also this.
https://twitter.com/dirtgame/status/613053499077718017/photo/1

Yeah, OK.
Codemasters shouldn't talk when they have the most convoluted menu system on the planet. And they put that shit in every game. I HATE menus and videos I cannot skip. 3 clicks and I'm in a race in PCars. When Codemasters makes a game I can actually jump into without 10 minutes of menu..shit and stupid videos... The F1 games were pretty good, if you didnt have to fight the menu boss every play.
 
Yeah, OK.
Codemasters shouldn't talk when they have the most convoluted menu system on the planet. And they put that shit in every game. I HATE menus and videos I cannot skip. 3 clicks and I'm in a race in PCars. When Codemasters makes a game I can actually jump into without 10 minutes of menu..shit and stupid videos... The F1 games were pretty good, if you didnt have to fight the menu boss every play.

I'm guessing you haven't played Dirt Rally? It's about as to-the-point as you can get. .I absolutely fucking hated Dirt 3's menus, pointless banter, etc. Dirt Rally is nothing like it.
 
I'm guessing you haven't played Dirt Rally? It's about as to-the-point as you can get. .I absolutely fucking hated Dirt 3's menus, pointless banter, etc. Dirt Rally is nothing like it.

No I have not. I wrote Codemasters off for that nonsense for years. I even got Dirt 3 for free and have never touched it.
I'm glad they've figured it out, maybe I'll pay attention to them now.
 
Project CARS - All Platforms - Upcoming Patch 2.0 - Release notes - OUT NOW on PC
Hi all,

Below are the current list of issues that are addressed in patch 2.0.

PLEASE NOTE - The patch is not yet finalized and is still in testing, meaning that some of this may still change. I will post up the final list, or confirm that this one is final, as soon as the fixes are all confirmed and the patch is in final submission.

We want to get this posted up so that you all are aware of the fixes being addressed in this patch. We are investigating and fixing all reported issues, so if there is an issue that you don't see in this list, please don't post "Where is the fix for this issue?" style questions in this thread. There are dedicated threads in other areas on the forum where you can post and discuss other issues. Please keep discussions in this thread to issues mentioned in the list below.

Finally, please be aware that this patch is not yet in submission with Microsoft and Sony, so we are most likely looking at a few weeks before it will be released. We will post the final release dates as soon as we have them.


Project CARS – Patch 2.0 – Release Notes

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

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

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

Controls – PS4
* Thrustmaster T100 Force Feedback improvements.
* Fixed the Force Feedback dynamics for wheels with physical steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and similar wheels.
* Added a Motion Sensor controller profile.
* Fixed a crash issue when disconnecting and reconnecting Fanatec wheels.
* Enable support for USB keyboards to be used for in-game controls.

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

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

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

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

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

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

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

Yes, this was a HUGE problem. I ran a GT4 race the other day and could not complete a single lap on Watkins Glen during a ridiculous thunderstorm. This was after winning 5 straight races in the sunshine. As soon as you got past the main straight, to the 2 S-curves, the AI would NOT slow down and just plow through there as if the turns didnt exist. Made me spin out every single time. I had to disqualify myself just to get past that and continue. Completely impossible. I will be testing this out.

* Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated.

Good. This became increasingly annoying after mandatory pit stops started showing up. Manually putting Hard tyres on the pit settings worked as a workaround. Game is getting there, its just minor stuff now.
 
Patch 2.5 (17/7/15)
Project CARS –PC Patch 2.5 – Release Notes

Game Crashes
We spent a lot of time working directly with a number of users who were struggling with game crashes, and resolved as many of these as we could. The various fixes in this patch should help a great deal in making the game more stable for those of you who were experiencing these instabilities.

Pitting, tuning, setups
* Fixed a case where the in-game tuning Setup was not being saved under certain conditions.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Ensure that the Default pitstop strategy is selected as the Active one when starting a new session.
* Fixed an issue where the wrong vehicle setup would at times be applied to the player’s current vehicle.
* Fixed another case of where cars would sometimes leave the pits with an invisible reattached wheel.
* Fixed an issue with the Pit Strategy screen where the displayed values did not reflect the saved settings.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.
* Reworked some tyre compound names as displayed in the setup screen to ensure that all compounds are named to be indicative of the type of compound it represents in the pit strategy screen.
* Restrict the selectable pit strategy tyre compound types to only those available for the current vehicle.

Online
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.

Controls
* New Feature – Implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New Feature – The Force Feedback Calibration screen now features a multiple force feedback profile selection whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. This will then create a ‘Custom’ entry in the profile selection list in addition to the current options: "Default" (matches the FFB default settings in Patch 2.0) and "Classic” (matches the FFB settings in the original release).
* Fixed an issue with sudden loss of FFB after a crash.
* Reduced the strength of the menu spring for custom wheels.
* Fixed an issue where Mouse controls were showing a deadzone in the centre regardless of deadzone setting.
* Fixed an issue where rumble on the gamepad could at times cause the game to slow down.
* Added support and profiles for the Logitech G29 and G920 on PC
* Added accelerator slip vibration to the wheel rim of Fanatec wheels where available, and fixed brake rumble not working.

Vehicles
* Formula A – Added a new tire set which now includes two slick tires - soft and medium. Also rebalanced the heating and wear across all four tyre sets. Wear will now more closely match real-world Formula cars. Heating is more even front to rear also. Further rebalancing of the AI speed as was required, and tweaks to the base setup to accommodate the heat change.
* Modern street cars - New stiffer tyres for improved drivability to more closely match the real world experience, making these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* Mclaren P1 - Stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe

New Content
* Unlocked the Audi A1 Quattro 2013
 
I haven't played this in over a month. I guess I need to fire it up and see if the two patches made a noticeable difference.
 
http://store.steampowered.com/app/334773/

Audi Ruapuna Speedway Expansion Pack - 004 is $5.49.

The first Track Expansion for Project CARS includes Prototype and GT cars from Audi, and a new location to race at: New Zealand motor racing circuit Ruapuna Park…
• Ruapuna Park GP
• Ruapuna Park Club
• Ruapuna Park Outer Loop
• Ruapuna Park A Circuit
• Ruapuna Park B Circuit
• Audi R8 LMP900
• Audi R18 e-tron Quattro
• Audi 90 IMSA GTO
Find out more at www.projectcarsgame.com/on-demand
 
Is this game worth it yet? I know initially it was underwhelming as far as the game goes with gameplay, variety, cars, and tracks... is it a good driving sim? I want to get a good racing game, but idk if I should get this or if I should wait for Gran Turismo 7.
 
Is this game worth it yet? I know initially it was underwhelming as far as the game goes with gameplay, variety, cars, and tracks... is it a good driving sim? I want to get a good racing game, but idk if I should get this or if I should wait for Gran Turismo 7.

Sounds like you haven't been following this enough.
Game was worth it on release day. I have more than 70 hours logged already, which is something I have never done with a racing game.
There is only minor bugs now. The game shits on Gran Turismo from a great height(Unless you are looking for 25 variants of the same econo car). This is a serious sim. You gotta practice and get to know your car. All cars drive differently and realistically and once you get good, the races are incredibly fun and intense. I love doing long races(1+hours) in this game, they feel so real and intense, one mistake and you're at the back of the line. There's your gameplay. Variety? You got Go Karts, Formula 1, Road Super Cars, LM, GT. Who told you theres no variety? Because there's no rally? pfft.

Only game I can think off that is more sim is iRacing. But thats going as hardcore as it gets. Asetto Corsa is also good(ALL Laser scanned tracks), but PCars has more...cars and tracks(but only 2 are Laser scanned).
 
Is this game worth it yet? I know initially it was underwhelming as far as the game goes with gameplay, variety, cars, and tracks... is it a good driving sim? I want to get a good racing game, but idk if I should get this or if I should wait for Gran Turismo 7.

If your looking for some good Career mode stuff like GT7 then skip it. Career mode in this game SUCKS, horribly.

If you just want something to take cars out for a spin around a bunch of tracks then sure.
 
Is this game worth it yet? I know initially it was underwhelming as far as the game goes with gameplay, variety, cars, and tracks... is it a good driving sim? I want to get a good racing game, but idk if I should get this or if I should wait for Gran Turismo 7.

I love PCars. It's the sole reason I built a new gaming rig. I've logged about 50 hours now, enjoying every minute of it. I'll admit though, I'm starting to split time with Dirt Rally. Two really good games at the moment.
 
Is this game worth it yet? I know initially it was underwhelming as far as the game goes with gameplay, variety, cars, and tracks... is it a good driving sim? I want to get a good racing game, but idk if I should get this or if I should wait for Gran Turismo 7.

If your looking for some good Career mode stuff like GT7 then skip it. Career mode in this game SUCKS, horribly.

If you just want something to take cars out for a spin around a bunch of tracks then sure.

Honestly all you need is:
- worse and even more tedious menus
- 10+ versions of the same model of Japanese 80's sports car
- a broken B-spec mode
- background smooth jazz music alternating with some rando J-pop

And boom you'd have GT7. :D
 
Only EA can have Porsche vehicles in a game due to an exclusive deal between the two companies. Everyone else has to sublicense it from EA.

Ah, good to know. I guess RUF cars will do. Just can't beat that 9k RPM redline.
 
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