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Asturbo
14-04-2018, 15:36
PATCH 6.0 UNOFFICIAL ISSUE LIST
(WORK IN PROGRESS...)
PLEASE REPORT FIXED ISSUES IN PATCH 6

> Please, read the notes in post #2
> Confirmed fixed issues in post #3
> Lines in grey are in unknown status after patch 7. Please kkep reporting !!!


GUI & HUD


[Improved] Relative HUD times not accurate. Link (http://forum.projectcarsgame.com/showthread.php?58435-Relative-Hud-not-working-as-expected-Bug)
[Fixed] Intro video strechted on ultra-wide monitors or triples Link (http://forum.projectcarsgame.com/showthread.php?60852-Reported-Patch-4-Intro-video-strechted)
[Fixed] HUD Showing laps label instead of litres label [French] Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1501072&viewfull=1#post1501072)
[Fixed] Time trial HUD issues. Link (http://forum.projectcarsgame.com/showthread.php?61729-Minor-time-trial-issues)
[Fixed] Car selection always returns to "Manufacturer"
[Fixed] Default filters TT. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1520716&viewfull=1#post1520716)
[Fixed] Split times disappering. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1529069&viewfull=1#post1529069)
[Fixed] Split times with HUD deactivated. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1534032&viewfull=1#post1534032)
[Not a bug] Ghosts stop saving in TT for some users. Link (http://forum.projectcarsgame.com/showthread.php?62941-Hide-setup-on-world-hot-lap&p=1505609&viewfull=1#post1505609) Link (http://forum.projectcarsgame.com/showthread.php?61722-Saving-Ghosts-setups-(TT)-bug) Not a bug (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1540639&viewfull=1#post1540639)
Wrong player flags in results screen Link (http://forum.projectcarsgame.com/showthread.php?59897-Messed-flags-in-results&p=1458990&viewfull=1#post1458990)
Chat issues. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1504001&viewfull=1#post1504001)
Delta (to best time) doesn't match lap time. Link (http://forum.projectcarsgame.com/showthread.php?63091-Relative-time-bug-and-FFB-diagram&p=1507550&viewfull=1#post1507550)
GUI hangs in online [PS4] Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1500498&viewfull=1#post1500498)
Unable to update existing strategy when max limit reached. Link (http://forum.projectcarsgame.com/showthread.php?61578-Unable-to-UPDATE-existing-strategy)
Error saving setups [PS4] Link (http://forum.projectcarsgame.com/showthread.php?62653-PS4-Patch-5-0-discussion-thread&p=1500113&viewfull=1#post1500113)
GUI hang loading setups [XB] Link (http://forum.projectcarsgame.com/showthread.php?62690-Need-serious-help-after-patch-5-0)
Menu stuck at the start of the race. Link (http://forum.projectcarsgame.com/showthread.php?63164-Stuck-at-race-start-due-to-overlapped-menu)
Potential lap time. Link (http://forum.projectcarsgame.com/showthread.php?63275-serious-issue-(bug)-with-potential-split-time-hud)
Gap times afected by relative hud. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1529187&viewfull=1#post1529187)
Wrong bage color in leaderboards. Link (http://forum.projectcarsgame.com/showthread.php?64426-Bug-report-wrong-badge-color-and-Rear-Gear-at-startup)
Partial time overlay in broadcaster mode is fixed. Link (http://forum.projectcarsgame.com/showthread.php?64487-Director-Mode-Features&p=1532734&viewfull=1#post1532734)

Settings


[Fixed] Online host migration issues. Link (http://forum.projectcarsgame.com/showthread.php?60865-Man-I-can-t-believe-we-still-have-this-bug)
[Fixed] Free Practice Mode: Date resets itself to default date. Link (http://forum.projectcarsgame.com/showthread.php?55030-Free-Practice-Mode-Date-resets-itself-to-default-date)
[Fixed] Random vehicle joining multiplayer Link (http://forum.projectcarsgame.com/showthread.php?60938-Random-car-while-connecting-multiplayer)
[Fixed] Motorsport settings not updated with DLC. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1520228&viewfull=1#post1520228)
Default setups not loading. Link (http://forum.projectcarsgame.com/showthread.php?61054-Default-setup-BUG) Update (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1540660&viewfull=1#post1540660) Workarraound? (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1541651&viewfull=1#post1541651)
Stearing Ratio change with mandatory setups. Link (http://forum.projectcarsgame.com/showthread.php?62889-Steering-different-between-offline-and-online-with-forced-setup) Recap (http://forum.projectcarsgame.com/showthread.php?63020-Mandatory-default-setups-compilation-issues)
Gears settings/ratios change in-between sessions. Link (http://forum.projectcarsgame.com/showthread.php?63206-Gears-settings-ratios-change-in-between-sessions)
Random gear ratios. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1533007&viewfull=1#post1533007) Link2 (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1534323&viewfull=1#post1534323)
Race dates earlier than 1970 are not being applied. Link (http://forum.projectcarsgame.com/showthread.php?64888-Race-dates-earlier-than-1970-are-not-being-applied)
Return to pit resets fuel load. Link (http://forum.projectcarsgame.com/showthread.php?64817-PC-Patch-7-0-Discussion-thread&p=1540014&viewfull=1#post1540014)
Favorite race not working. Link (http://forum.projectcarsgame.com/showthread.php?64038-REPORTED-Favorite-race-not-working) Update (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1540676&viewfull=1#post1540676)
[Critical] Handling discrepancy beetween game modes. Link (http://forum.projectcarsgame.com/showthread.php?62349-Car-behaving-COMPLETELY-different-in-race-vs-private-testing) Link2 (http://forum.projectcarsgame.com/showthread.php?60786-Handling-discrepancy-between-game-modes/page6)
Online Championship options transfered to solo mode. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1507428&viewfull=1#post1507428)
Setups disappearing. Link (http://forum.projectcarsgame.com/showthread.php?62173-Setups-dissapeared-on-some-cars)
Online Championship missing settings & car setups. Link (http://forum.projectcarsgame.com/showthread.php?59891-Online-championship-missing-setups&p=1458882&viewfull=1#post1458882)
Assist transfered to next car. Link (http://forum.projectcarsgame.com/showthread.php?55032-FIX-IN-PATCH-4-0-New-Bug-after-2-0-Assists-are-being-transfered-to-next-car)
Camera still resets itself. Link (http://forum.projectcarsgame.com/showthread.php?60876-Camera-position-still-resets-itself-from-time-to-time)
Different tyres for some players with mandatory setups. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1500954&viewfull=1#post1500954) Recap (http://forum.projectcarsgame.com/showthread.php?63020-Mandatory-default-setups-compilation-issues)
Assists change during online session. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1511718&viewfull=1#post1511718)

Gameplay


Game don't giving penaties. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1478142&viewfull=1#post1478142) Link2 (http://forum.projectcarsgame.com/showthread.php?61030-Penalty-system-post-patch-1-4&p=1479396&viewfull=1#post1479396)
Penalties received during QA not applied. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1485116&viewfull=1#post1485116) Link2 (http://forum.projectcarsgame.com/showthread.php?63848-Grid-penalty-received-in-Quali-not-applied-in-race)
Pit stop times. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1522254&viewfull=1#post1522254) Update!!! (http://forum.projectcarsgame.com/showthread.php?64895-Pit-Stop-1-litre-fuel-time-cheat&p=1540613&viewfull=1#post1540613)
Proximity arrows. Link (http://forum.projectcarsgame.com/showthread.php?63865-It-was-a-problem-now-it-s-a-worse-problem&p=1522110&viewfull=1#post1522110)
Pit occupied during pit stop. Link (http://forum.projectcarsgame.com/showthread.php?51832-On-the-topic-of-AI&p=1476699&viewfull=1#post1476699)
Spotter gets lazy. Link
(http://forum.projectcarsgame.com/showthread.php?56506-spotter-race-engineer-doesn-t-work-anymore)
Replay limit on consoles. Link (http://forum.projectcarsgame.com/showthread.php?51983-KNOWN-Workaround-post-56-149-Career-progress-gone&p=1483229&viewfull=1#post1483229)
Pit stop speed warning. Link (http://forum.projectcarsgame.com/showthread.php?62243-Pit-stop-speed-warning-when-racing)
Discs noise missing sometimes Link (http://forum.projectcarsgame.com/showthread.php?62937-Bug-Report-Brake-disc-pad-noise-sometimes-still-missing-after-patch)
PS4 sound volume. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1524026&viewfull=1#post1524026)
XBX sound missing. Link (http://forum.projectcarsgame.com/showthread.php?55841-Missing-sound)
Repairs when repair is off. Link (http://forum.projectcarsgame.com/showthread.php?64447-Pit-stops-adding-random-damage-repair-when-repairs-are-off)
Tyre wear without driving
Penalty not taken into consideration in local stats. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1533972&viewfull=1#post1533972)
Penalty warnings with penalties deactivated. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1532935&viewfull=1#post1532935)

Online


[Improved] Suttering at green lights. Link (http://forum.projectcarsgame.com/showthread.php?62988-REPORTED-Lag-Stuttering-in-MP-(and-solo)-when-an-accident-occurs-anywhere-on-track&p=1513015&viewfull=1#post1513015)
[Fixed] Starting grid displaced after poleman. Link (http://forum.projectcarsgame.com/showthread.php?61757-Starting-gid-displaced-after-poleman)
No way to name champioship [PS4] Link (http://forum.projectcarsgame.com/showthread.php?58515-Online-Championships&p=1442344&viewfull=1#post1442344)
Opponent "all" not avaliable. Link (http://forum.projectcarsgame.com/showthread.php?58445-Opponent-class-quot-all-quot-not-available-bug-or-design)
Wrong password at first login attempt to a DS
Car stuck at pitbox. Link (http://forum.projectcarsgame.com/showthread.php?63504-PC-Patch-6-0-Discussion-thread&p=1517876&viewfull=1#post1517876)
Host can't kick rammers. Link (http://forum.projectcarsgame.com/showthread.php?63865-It-was-a-problem-now-it-s-a-worse-problem)
Lobby filter GT rotates. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1522546&viewfull=1#post1522546)
Opponents wear visually same tyres than us. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1530047&viewfull=1#post1530047)
Accidental exit in lobbies.
Wrong race results. Link (http://forum.projectcarsgame.com/showthread.php?61424-Wrong-race-results) Link2 (http://forum.projectcarsgame.com/showthread.php?61514-Players-missing-after-crossing-the-finish-line) Link3 (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1485089&viewfull=1#post1485089)
No starting lights online. [RARE] Link (http://forum.projectcarsgame.com/showthread.php?60908-NO-CHAT!-Unofficial-issue-list-post-Patch-4-0&p=1474736&viewfull=1#post1474736) Update (http://forum.projectcarsgame.com/showthread.php?62509-PC-Patch-5-0-Discussion-thread&p=1508211&viewfull=1#post1508211)
No drying line in multiplayer. Link (http://forum.projectcarsgame.com/showthread.php?60947-Does-Live-Track-3-0-work-as-it-should-Online)
Spawn inside other vehicle in boxes. Link (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1488490&viewfull=1#post1488490)
Multiplayer lobby status. Link (http://forum.projectcarsgame.com/showthread.php?61808-Are-Multiplayer-lobbies-broken) Link2 (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1523535&viewfull=1#post1523535)
Penalties during formation lap. Link (http://forum.projectcarsgame.com/showthread.php?62750-Penalties-given-due-to-warp-during-FL&p=1501563&viewfull=1#post1501563)
Joining to wrong lobby. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1504001&viewfull=1#post1504001)
Suttering when accident Link (http://forum.projectcarsgame.com/showthread.php?62988-REPORTED-Lag-Stuttering-in-MP-(and-solo)-when-an-accident-occurs-anywhere-on-track)
Multiclass in OC. Link (http://forum.projectcarsgame.com/showthread.php?63881-Issue-with-setting-up-a-Multiclass-Online-Championship)
DS vs P2P progress warning. Link (http://forum.projectcarsgame.com/showthread.php?63954-DS-vs-P2P-Progress-warning)
Rolling start issues. Link (http://forum.projectcarsgame.com/showthread.php?64139-Rolling-start-issues)
Rival's cars not visible. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1529407&viewfull=1#post1529407)
UDP API errors. Link (http://forum.projectcarsgame.com/showthread.php?56963-PCARS2-UDP-API-Bug-reports&p=1524764&viewfull=1#post1524764)

Dedicated Server


[Fixed] Manual pit stops parameter not working. Link (http://forum.projectcarsgame.com/showthread.php?56669-Dedicated-Server-Configuration-Sample-Weather-MultiClass-REALLY-FIXED!-2-25-18&p=1475681&viewfull=1#post1475681) Link2 (http://forum.projectcarsgame.com/showthread.php?56669-Dedicated-Server-Configuration-Sample-Weather-MultiClass-REALLY-FIXED!-2-25-18&p=1484579&viewfull=1#post1484579) Workarround (http://forum.projectcarsgame.com/showthread.php?61762-ManualPitStops-still-weird&p=1504638&viewfull=1#post1504638)
[Workarround] DS not visible in the browser randomly for some players. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1526163&viewfull=1#post1526163) Link2 (http://forum.projectcarsgame.com/showthread.php?63124-BUG-Lobby-doesn-t-show-up-when-ANY-ALL-filters-are-set) Workarround (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1526492&viewfull=1#post1526492)
Tyre wear in DS parameters different to UI. Link (http://forum.projectcarsgame.com/showthread.php?62116-Why-only-normal-and-accelerated-tyre-wear-Not-x2-x3-x4-x5-x10&p=1501224&viewfull=1#post1501224)
Documentation wrong and missing parameters in sample file.
Invite friends not avaliable in DS sessions
Stats LUA records. Link (http://forum.projectcarsgame.com/showthread.php?56405-No-Race-Results-in-sms_stats_data-json&p=1512845&viewfull=1#post1512845)
DS Status. Link (http://forum.projectcarsgame.com/showthread.php?63774-SessionState-switching-to-PostRace)

Weather & Livetrack


Real weather not working. Link (http://forum.projectcarsgame.com/showthread.php?58197-Real-weather)
Puddles disappears after pause. Link (http://forum.projectcarsgame.com/showthread.php?63109-Single-player-puddle-work-around-exploit-bug)
Random weather too rainy. Link (http://forum.projectcarsgame.com/showthread.php?61561-Project-Rain) Link2 (http://forum.projectcarsgame.com/showthread.php?61850-Random-Weather-suggestion)
Irrealistic puddles. Link (http://forum.projectcarsgame.com/showthread.php?61127-On-the-topic-of-race-ruining-puddles) Link2 (http://forum.projectcarsgame.com/showthread.php?58623-Behaviour-in-rain-on-puddles-(AI-Human)/page5)
Puddles formation speed. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1508984&viewfull=1#post1508984)

Controls


[Fixed] Neutral from reverse while moving. Link (http://forum.projectcarsgame.com/showthread.php?50638-Project-CARS-2-general-discussion-thread&p=1495397&viewfull=1#post1495397)
[Improved] FFB with large grids [PS4 & XB]. Link (http://forum.projectcarsgame.com/showthread.php?62474-FFB-issue-due-to-number-of-cars)
Clutch not working as IRL. Link (http://forum.projectcarsgame.com/showthread.php?57979-Gear-changing-without-clutch&highlight=clutch) Link2 (http://forum.projectcarsgame.com/showthread.php?60844-Car-won-t-stall-immersion-issue) Link3 (http://forum.projectcarsgame.com/showthread.php?61686-Still-no-need-for-clutch-I-see)
Not L/R DPad in menus G29 [PS4]. Link (http://forum.projectcarsgame.com/showthread.php?51345-Some-desirable-features-for-incoming-patches&p=1470730&viewfull=1#post1470730)
Missing analogue handbrake support on PS4. Link (http://forum.projectcarsgame.com/showthread.php?51570-YES-Analog-handbrake&p=1495255&viewfull=1#post1495255)
Thrustmaster BT LED display. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1501324&viewfull=1#post1501324)
PS4 default controler. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1523807&viewfull=1#post1523807)
Lost FFB at the beggining of a session [XB] Link (http://forum.projectcarsgame.com/showthread.php?62845-Lost-FFB-at-begining-of-session)
TrackIR breaks in Monitor screen. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1504001&viewfull=1#post1504001) Update (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1517944&viewfull=1#post1517944)
FFB Fanatec [XBOX] Link (http://forum.projectcarsgame.com/showthread.php?62681-Patch-5-0-Ruined-my-Fanatec-FFB)
Fanatec CSW 2.5 cuts. Link (http://forum.projectcarsgame.com/showthread.php?63273-Fanatec-CSW-v-2-5-USB-cuts-out&p=1510805&viewfull=1#post1510805)

Graphics


[Fixed] Track cameras out of focus in replays.
[Fixed] Lights off in replays. Link (http://forum.projectcarsgame.com/showthread.php?64419-Saved-replays-of-night-races-lights-are-(mostly)-off)
Virtual mirror FOV. Link (http://forum.projectcarsgame.com/showthread.php?59312-Objects-in-the-mirror-are-MUCH-CLOSER-than-they-appear!)
Triple screen issue: heavy flickering on left and right screen Link (http://forum.projectcarsgame.com/showthread.php?54748-REPORTED-Triple-screen-issue-heavy-flickering-on-left-and-right-screen)
Chase cam FOV after P7. Link (http://forum.projectcarsgame.com/showthread.php?64835-Issues-with-patch-7-behind-car-view-has-changed-to-crap)
Ghost car in pits. Link (http://forum.projectcarsgame.com/showthread.php?60917-Car-is-a-ghost-in-the-pits&p=1474168#post1474168)
Missing FFB horizontal bar with triples & VR. Link (http://forum.projectcarsgame.com/showthread.php?60886-FFB-Widget-horizontal-graph&highlight=horizontal)
Replay cams in VR. Link (http://forum.projectcarsgame.com/showthread.php?60912-Replay-and-VR-and-DoF) Link2 (http://forum.projectcarsgame.com/showthread.php?51610-in-replay-mode-trackside-not%26%2365279%3B-work-in-vr)
Various VR issues: HUD, particles & results screen. Link (http://forum.projectcarsgame.com/showthread.php?61056-Post-Patch-4-0-Issues-in-VR)
Other VR issues: SuperSampling, grass Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1477637&viewfull=1#post1477637)
Dirt resets. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1480379&viewfull=1#post1480379)
Hovering driver mesh in mirror (replay). Link (http://forum.projectcarsgame.com/showthread.php?62838-hovering-driver-mesh-in-mirror&p=1503479#post1503479)
Sunlight reflections. Link (http://forum.projectcarsgame.com/showthread.php?62534-Sunlight-reflection-issue)
Damage on replays without damage. Link (http://forum.projectcarsgame.com/showthread.php?63402-Bug-with-replays)
Flash frame above 60hz

Cars


[Fixed] 911 GT1 rpm setting change with lights. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1522303&viewfull=1#post1522303)
RPM Limiter doesn't work. Link (http://forum.projectcarsgame.com/showthread.php?64380-Reported-RPM-limiter)
Porche 918, P1 GTR & LaFerrari not recharging. Link (http://forum.projectcarsgame.com/showthread.php?61269-Porsche-918-Spyder-Energy-Recuperation-basically-non-existent) Link2 (http://forum.projectcarsgame.com/showthread.php?52413-How-do-I-recharge-the-battery-in-the-Laferrari-P1-918-and-NSX&highlight=LaFerrari)
BMW M6 GT3 external sound. Link (http://forum.projectcarsgame.com/showthread.php?62608-Flat-weak-sound-of-BMW-M6-GT3)
Collision box Porsche 917/10 Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1501389&viewfull=1#post1501389)
Engine damage rate: Lambo Supertrofeo, Audi R8 LMS & FR 3.5. Link (http://forum.projectcarsgame.com/showthread.php?54926-Known-Issue-Super-Trofeo-Engine-Damage-Bug) Link2 (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1530354&viewfull=1#post1530354)
Kart steering in replay. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1520652&viewfull=1#post1520652)

Tracks


[Fixed] Track limits on Lydden Hill Link (http://forum.projectcarsgame.com/showthread.php?64091-REPORTED-Track-limits-on-Lydden-Hill&highlight=%5Breported%5D)
Wet surface inside the Dirtfish Mills. Link (http://forum.projectcarsgame.com/showthread.php?61253-Wet-surface-at-rainy-weather-inside-the-Dirtfish-Mills)
Barrier collision Spa. Link (http://forum.projectcarsgame.com/showthread.php?62962-When-you-drive-too-close-the-wall)
Barrier collision Monaco. Link (http://forum.projectcarsgame.com/showthread.php?63106-barrier-collision-bug-Monaco-GP)
Rain and puddles in Monaco tunnel. Link (http://forum.projectcarsgame.com/showthread.php?60909-Bugs-post-patch-4&p=1474046&viewfull=1#post1474046)
Rain through the roof of historic Hockenheim pits. Link (http://forum.projectcarsgame.com/showthread.php?60909-Bugs-post-patch-4&p=1474046&viewfull=1#post1474046)
Imola autumm trees Link (http://forum.projectcarsgame.com/showthread.php?60909-Bugs-post-patch-4&p=1474046&viewfull=1#post1474046)
Dirtfish boneyard AI crash. Link (http://forum.projectcarsgame.com/showthread.php?62886-BUG-AI-Dirtfish-boneyard)
No ghosts in Nürburgring combined. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1509174&viewfull=1#post1509174)
Wrong arrow Spa Classic.Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1511789&viewfull=1#post1511789)
Wrong arrow Donnington.Link (http://Wrong arrow Spa Classic.Link)
Hockenheim auto rolling starts [IA]. Link (http://forum.projectcarsgame.com/showthread.php?63298-Controlled-rolling-start-causing-mayhem-at-the-Hockenheimring)
Nurburging combined overtime. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1516372&viewfull=1#post1516372)
Nords: jump start DQ Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1516372&viewfull=1#post1516372)
Sugo AI laptimes. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1525234&viewfull=1#post1525234)
Dirt Fish shortcut. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1535725&viewfull=1#post1535725)

COUNT: 136

Revision History [PC]

09/02/2018 v4.0.0.0 0980 - Patch 4. Notes (http://forum.projectcarsgame.com/showthread.php?55001-Project-CARS-2-PC-Updates-Changelog&p=1472667&viewfull=1#post1472667)
16/02/2018 v4.0.0.1 0986 - Hotfix for positional audio (e.g. in VR) issues.
21/02/2018 v4.0.0.2 0991 - Dedicated server fixes
02/03/2018 v4.0.0.3 1003 - Added sharpening filter, mostly useful for low resolutions
06/03/2018 v4.0.0.3 1003 - Porsche Legends DLC avaliable
05/04/2018 v5.0.0.0.1028 - Patch 5. Notes (http://forum.projectcarsgame.com/showthread.php?55001-Project-CARS-2-PC-Updates-Changelog&p=1496957&viewfull=1#post1496957)
06/04/2018 v5.0.0.1.1028 - Hotfix for a timing specific crash when joining an online session.
04/06/2018 v6.0.0.0.1056 - Patch 6. Notes (http://forum.projectcarsgame.com/showthread.php?55006-Project-CARS-2-PS4-Updates-Changelog&p=1514640&viewfull=1#post1514640)
05/06/2018 v6.0.0.0.1058 - Spirit of Lemans
10/09/2018 v7.0.0.0.1095 - Patch 7 & DS v64.
11/09/2018 v7.0.0.0.1095 - Ferrari DLC.

Asturbo
14-04-2018, 15:36
NOTES:

This is a compilation of the issues related in this forum after patch 5.0. Most are unfixed problems from the launch of the game, but other are new ones after patch 5.
The goal of this thread is to have organized all the issues detected organized. That allow users to find posible problems while playing, and adding more information if necessary. And for devs to hava as much information to reproduce de problem and then fix it.



If you have a problem not listed in previous post, see post #4 for an unconfirmed issues in Patch 5 & 6, and report it.
If you have a problem not listed in #1 and #4, use the search function of the forum to find if is a configuration issue previously treated and solved.
If you have a new issue not reported, please create a new thread and I will add the link in the list when it's confirmed.
To add more info to any listed issue, please use the existing links to avoid multiple threads with same issue.
For comments, questions and discussions about Patch 6.0, please use the Patch 6 discusion thread of your platform: [PC] (http://forum.projectcarsgame.com/showthread.php?63504-PC-Patch-6-0-Discussion-thread) [PS4] (http://forum.projectcarsgame.com/showthread.php?63505-PS4-Patch-6-0-discussion-thread) [XB] (http://forum.projectcarsgame.com/showthread.php?63502-XB1-Patch-6-0-discussion-thread)
This is not a request thread. Use instead the Desirable features (http://forum.projectcarsgame.com/showthread.php?51345-Some-desirable-features-for-incoming-patches) thread. (http://forum.projectcarsgame.com/showthread.php?62673-XB1-Patch-5-0-Discussion-thread)
The issues with the [NEW] tag has been added recently to the list. Not necesarely bugs introduced in last patch.
This is a constructive thread, please no moaning.
Please, no chat ! Use original links for debate fixes and workarround for the issues.


Please DON'T REPORT NEW BUGS here. Create a new thread instead or use the patch discusion thread of your platform, and post here or sendme by PM, the link to add it to the list when it's confirmed. It will help a lot devs and others users to search/add information to specific issues and keep a clean forum.

REMEMBER that this is an UNOFFICIAL list from other user of Project Cars 2 like you, not a SMS acknowledge document.

THANK YOU for your contributions to this thread.

Asturbo
14-04-2018, 15:37
ISSUES FIXED IN PATCH 7.0


[Fixed] Intro video strechted on ultra-wide monitors or triples Link (http://forum.projectcarsgame.com/showthread.php?60852-Reported-Patch-4-Intro-video-strechted)
[Fixed] HUD Showing laps label instead of litres label [French] Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1501072&viewfull=1#post1501072)
[Fixed] Time trial HUD issues. Link (http://forum.projectcarsgame.com/showthread.php?61729-Minor-time-trial-issues)
[Fixed] Car selection always returns to "Manufacturer"
[Fixed] Default filters TT. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1520716&viewfull=1#post1520716)
[Fixed] Split times disappering. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1529069&viewfull=1#post1529069)
[Fixed] Split times with HUD deactivated. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1534032&viewfull=1#post1534032)
[Fixed] Online host migration issues. Link (http://forum.projectcarsgame.com/showthread.php?60865-Man-I-can-t-believe-we-still-have-this-bug)
[Fixed] Free Practice Mode: Date resets itself to default date. Link (http://forum.projectcarsgame.com/showthread.php?55030-Free-Practice-Mode-Date-resets-itself-to-default-date)
[Fixed] Starting grid displaced after poleman. Link (http://forum.projectcarsgame.com/showthread.php?61757-Starting-gid-displaced-after-poleman)
[Fixed] Random vehicle joining multiplayer Link (http://forum.projectcarsgame.com/showthread.php?60938-Random-car-while-connecting-multiplayer)
[Fixed] Motorsport settings not updated with DLC. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1520228&viewfull=1#post1520228)
[Fixed] Manual pit stops parameter not working. Link (http://forum.projectcarsgame.com/showthread.php?56669-Dedicated-Server-Configuration-Sample-Weather-MultiClass-REALLY-FIXED!-2-25-18&p=1475681&viewfull=1#post1475681) Link2 (http://forum.projectcarsgame.com/showthread.php?56669-Dedicated-Server-Configuration-Sample-Weather-MultiClass-REALLY-FIXED!-2-25-18&p=1484579&viewfull=1#post1484579) Workarround (http://forum.projectcarsgame.com/showthread.php?61762-ManualPitStops-still-weird&p=1504638&viewfull=1#post1504638)
[Fixed] Neutral from reverse while moving. Link (http://forum.projectcarsgame.com/showthread.php?50638-Project-CARS-2-general-discussion-thread&p=1495397&viewfull=1#post1495397)
[Fixed] Track cameras out of focus in replays.
[Fixed] Lights off in replays. Link (http://forum.projectcarsgame.com/showthread.php?64419-Saved-replays-of-night-races-lights-are-(mostly)-off)
[Fixed] 911 GT1 rpm setting change with lights. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1522303&viewfull=1#post1522303)
[Fixed] Track limits on Lydden Hill Link (http://forum.projectcarsgame.com/showthread.php?64091-REPORTED-Track-limits-on-Lydden-Hill&highlight=%5Breported%5D)
Relative HUD times not accurate. Link (http://forum.projectcarsgame.com/showthread.php?58435-Relative-Hud-not-working-as-expected-Bug)
[Improved] Suttering at green lights. Link (http://forum.projectcarsgame.com/showthread.php?62988-REPORTED-Lag-Stuttering-in-MP-(and-solo)-when-an-accident-occurs-anywhere-on-track&p=1513015&viewfull=1#post1513015)
[Improved] FFB with large grids [PS4 & XB]. Link (http://forum.projectcarsgame.com/showthread.php?62474-FFB-issue-due-to-number-of-cars)
[Workarround] DS not visible in the browser randomly for some players. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1526163&viewfull=1#post1526163) Link2 (http://forum.projectcarsgame.com/showthread.php?63124-BUG-Lobby-doesn-t-show-up-when-ANY-ALL-filters-are-set) Workarround (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1526492&viewfull=1#post1526492)
[Not a bug] Ghosts stop saving in TT for some users. Link (http://forum.projectcarsgame.com/showthread.php?62941-Hide-setup-on-world-hot-lap&p=1505609&viewfull=1#post1505609) Link (http://forum.projectcarsgame.com/showthread.php?61722-Saving-Ghosts-setups-(TT)-bug) Not a bug
(http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-6-0&p=1540639&viewfull=1#post1540639)


ISSUES FIXED IN PATCH 6.0


[Fixed] Frozen after qualifing session Link (http://forum.projectcarsgame.com/showthread.php?62739-Frozen-screen-at-the-end-of-the-qualifying-session-in-multiplayer)
[Fixed] Delta Time Issues Link (http://forum.projectcarsgame.com/showthread.php?60911-Incorrect-display-of-the-delta-time)
[Fixed] Delta widget disappearing. Link (http://forum.projectcarsgame.com/showthread.php?60904-Delta-widget-disappearing-in-time-trial)
[Fixed] Popup warnings not disappearing. Link (http://forum.projectcarsgame.com/showthread.php?60447-Penalised-for-speeding-in-pit-lane)
[Fixed] Wrong gear shown in pit box. Link (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1476788&viewfull=1#post1476788) Link2 (http://forum.projectcarsgame.com/showthread.php?61052-Two-minor-pit-box-issues)
[Fixed] Brakes color temp no turns red Link (http://forum.projectcarsgame.com/showthread.php?61053-HUD-brake-colour-no-longer-turns-red-when-too-hot)
[Fixed] Seasons wrong in southern hem. in OC. Link (http://forum.projectcarsgame.com/showthread.php?63366-GUI-Bug-Display-of-inverted-seasons-on-southern-hemisphere-Online-Championships)
[Fixed] Confusing message DLC content. Link (http://forum.projectcarsgame.com/showthread.php?62259-What-about-DLC-Use-in-Multiplayer&p=1510184&viewfull=1#post1510184)
[Fixed] Disqualification entering pits. Link (http://forum.projectcarsgame.com/showthread.php?60879-AI-Disqualifications-When-Entering-Pits) Link2 (http://forum.projectcarsgame.com/showthread.php?61189-Disqualified-when-IA-is-driving&p=1478981&viewfull=1#post1478981) Link3 (http://forum.projectcarsgame.com/showthread.php?61546-AI-Pit-Stop-Bug-AI-Disqualified) Update (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1500490&viewfull=1#post1500490)
[Fixed] Selecting other car always change to chase cam. Link (http://forum.projectcarsgame.com/showthread.php?60876-Camera-position-still-resets-itself-from-time-to-time&p=1478832&viewfull=1#post1478832)
[Fixed] Rolling starts exploit. Link (http://forum.projectcarsgame.com/showthread.php?61232-Rolling-starts-are-unfair-to-the-poleman!) Link2 (http://forum.projectcarsgame.com/showthread.php?60445-Exploited-rolling-start)
[Fixed] Saving online options, changes other online settings. Link (http://forum.projectcarsgame.com/showthread.php?58197-Real-weather&p=1493543&viewfull=1#post1493543) Update (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1505964&viewfull=1#post1505964)
[Fixed] Host kicks all drivers. Link (http://forum.projectcarsgame.com/showthread.php?63017-Hosts-kicking-drivers-who-are-faster)
[Fixed] Restart option doesn't clear penalties. Link (http://forum.projectcarsgame.com/showthread.php?61361-Restart-option-don%92t-clear-previous-penalties-from-leaderboard)
[Fixed] Different fuel load with mandatory setups. Link (http://forum.projectcarsgame.com/showthread.php?58141-Mandatory-Default-Setups-Issue-Different-fuel-loads-in-race-start&p=1478120&viewfull=1#post1478120) Recap (http://forum.projectcarsgame.com/showthread.php?63020-Mandatory-default-setups-compilation-issues)
[Fixed] Full fuel load returning to box with mandatorys. Link (http://forum.projectcarsgame.com/showthread.php?58141-Mandatory-Default-Setups-Issue-Different-fuel-loads-in-race-start&p=1474237&viewfull=1#post1474237) Link2 (http://forum.projectcarsgame.com/showthread.php?58141-Mandatory-Default-Setups-Issue-Different-fuel-loads-in-race-start&p=1460952&viewfull=1#post1460952) Recap (http://forum.projectcarsgame.com/showthread.php?63020-Mandatory-default-setups-compilation-issues)
[Fixed] RX preset in online champs defaults lap to 1. Link (http://forum.projectcarsgame.com/showthread.php?58515-Online-Championships&p=1483345&viewfull=1#post1483345)
[Fixed] PS4 menu/race locked to 30fps. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1509763&viewfull=1#post1509763)
[Fixed] Always return to chase cam after pit [PS4]. Link (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1501047&viewfull=1#post1501047)
[Fixed] Free Practice Mode: Date resets itself to default date. Link (http://forum.projectcarsgame.com/showthread.php?55030-Free-Practice-Mode-Date-resets-itself-to-default-date)
[Fixed] Message of wrong password MP. Link (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1490761&viewfull=1#post1490761)
[Fixed] Forced cockpit view doesn't work for all players. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1475468&viewfull=1#post1475468)
[Fixed] Real weather changes other online settings. Link (http://forum.projectcarsgame.com/showthread.php?58197-Real-weather&p=1493543&viewfull=1#post1493543)
[Fixed] Irrealistic puddles. Link (http://forum.projectcarsgame.com/showthread.php?61127-On-the-topic-of-race-ruining-puddles) Link2 (http://forum.projectcarsgame.com/showthread.php?58623-Behaviour-in-rain-on-puddles-(AI-Human)/page5)
[Fixed] Onboard clock units incorrectly shown. Link (http://forum.projectcarsgame.com/showthread.php?53508-Clocks-not-showing-time-correctly&p=1374181&viewfull=1#post1374181) Link2 (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1473381&viewfull=1#post1473381)
[Fixed] Tyres GTO Mustang. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1500624&viewfull=1#post1500624)
[Fixed] Formula C default tire. Link (http://forum.projectcarsgame.com/showthread.php?62671-Formula-C-difficulty-comparison-need-your-experience-and-thoughts) Link2 (http://forum.projectcarsgame.com/showthread.php?62712-Unofficial-issue-list-Post-Patch-5-0&p=1509908&viewfull=1#post1509908)
[Fixed] Fuel mapping not working withmany cars. Link (http://forum.projectcarsgame.com/showthread.php?61337-Fuel-mapping-useless-for-saving-fuel)
[Fixed] FA launches with damage at Silverstone Classic. Link (http://forum.projectcarsgame.com/showthread.php?62607-REPORTED-FA-car-launches-with-damage-at-Silverstone-classic-every-time)
[I]TOTAL: 29


ISSUES FIXED IN PATCH 5.0


[Fixed] Metric tyre pressure not showing decimals , Update
[Fixed] HUD Showing laps label instead of litres label [translation?]
[Fixed] PitBoard doesn't appear every time.
[Fixed] Wrong license points for lapped cars.
[Fixed] High ping on DS after update. Hotfix 991
[Fixed] Disconections multiplayer after Hotfixes [PC].
[Fixed] Audio glitch Hotfix 986
[Fixed] Visual damage affects performance.
[Fixed] Retiring for insufficient progress at pit exit. Link (http://forum.projectcarsgame.com/showthread.php?61046-Old-bug-still-persist-quot-Retiring-Insufficient-Progress-quot-right-after-pit-exit) Link2 (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1488490&viewfull=1#post1488490)
[Fixed] Lights switch off after pit stop.
[Fixed] Windscreen wiper between sessions.
[Fixed] Auto tyres always selects hard compounds. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1492045&viewfull=1#post1492045)
[Fixed] GT3 career lost [PS4].
[Fixed] Sound brake missing.
[Fixed] Random weather slots repeats in all online sessions.
[Fixed] Fanatec CSW 2.5 FFB [XBOX].
[Fixed] Photomode from replay.
[Fixed] AI sets their best laps at the beggining of the session.
[Fixed] AI slow on pit lane.
[Fixed] AI pitting after pit cancelled.
[Fixed] Audi Quattro Gr B no power.
[Fixed] Porsche 935 & others no turbo [DLC].
[Fixed] Sakito warning exiting pits.
[Fixed] Headlight shadows. Link (http://forum.projectcarsgame.com/showthread.php?61318-Headlights-shadows-gfx-glitch)
TOTAL: 24

Asturbo
14-04-2018, 16:30
UNCONFIRMED STATUS AFTER PATCH 5.0 & 6.0
Theese are issues reported that probably has been fixed in last patchs.
Please, report if not already fixed.



GUI & HUD: Some billboards lacking texture. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1485061&viewfull=1#post1485061)
GUI & HUD: Problems with UI with triples. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1474911&viewfull=1#post1474911) Link2 (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1474911&viewfull=1#post1474911)
ONLINE: Retransmission mode: live positions & timing. Link (http://forum.projectcarsgame.com/showthread.php?61205-Director-mode-still-broken-(post-patch-4-0)) Link2 (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1478509&viewfull=1#post1478509)
ONLINE: PS4 connection issues in some countries [MTU-IPv6?]. Link (http://forum.projectcarsgame.com/showthread.php?61876-Random-constantly-Disconnections)
ONLINE: Engine stall at starting grid. [RARE] Link (http://forum.projectcarsgame.com/showthread.php?62401-All-engines-got-shut-off-at-race-start)
GAMEPLAY: Pitcrew ignoring player Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1477414&viewfull=1#post1477414) Link2 (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1476738&viewfull=1#post1476738)
GAMEPLAY: Performance in ovals with many AI cars. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1480193&viewfull=1#post1480193)
GAMEPLAY: No scoring in career. Workaround (http://forum.projectcarsgame.com/showthread.php?51983-KNOWN-Workaround-post-56-149-Career-progress-gone&p=1482179&viewfull=1#post1482179)
GRAPHICS: Wheel missing restarting multiple times. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1478116&viewfull=1#post1478116)
GRAPHICS: Tree shadows with supersampling Link (http://forum.projectcarsgame.com/showthread.php?60908-NO-CHAT!-Unofficial-issue-list-post-Patch-4-0&p=1474864&viewfull=1#post1474864)
GRAPHICS: Snapshots in triples. Link (http://forum.projectcarsgame.com/showthread.php?61267-Screenshots-in-triple-screen-mode)
GRAPHICS: Camera flash with empty stands. Link (http://forum.projectcarsgame.com/showthread.php?57892-Bug-report-empty-stands-with-camera-flashes&p=1431071&viewfull=1#post1431071)
GRAPHICS: AI's in some replays remain stationary. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1485061&viewfull=1#post1485061)
AI: AI crash your car in Sakitto pits. Link (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1485089&viewfull=1#post1485089)
WEATHER: Snow with random weather. Link (http://forum.projectcarsgame.com/showthread.php?52640-Snow-in-summer) Link2 (http://forum.projectcarsgame.com/showthread.php?61004-Weather-and-different-groups-available&p=1479616&viewfull=1#post1479616)
CARS: Formula A quicker with wets. Link (http://forum.projectcarsgame.com/showthread.php?61540-Formula-A-Quicker-with-Wet-Tyres/page3) Link2 (http://forum.projectcarsgame.com/showthread.php?61648-Cold-Temperatures-and-Wet-Tyres-model-exploit)
TRACKS: Reflections throught walls in Monaco. Link
(http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1480812&viewfull=1#post1480812)
TRACKS: Flickering in Fuji [VR?]. Link (https://youtu.be/uogdDByxtfE)
TRACKS: Sonoma AI too slow. Link (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0&p=1494172&viewfull=1#post1494172)


If you can confirm that any of this issues is still present or is actually fixed, please report to update the status.

Previous issue list: Unofficial issue list [Post Patch 4.0] (http://forum.projectcarsgame.com/showthread.php?60908-Unofficial-issue-list-Post-Patch-4-0)

chickano
14-04-2018, 17:40
PS4 since 5.0 I've had car keeps returning to chase cam after pits, in all game modes so far (TT career MP) (I always use cockpit)

Career - after crossing line to finish race, game freezes visually, screen jutters sound also. Pressing start gets out of it (i.e.) no cool down lap possible even though it's enabled) Cheers for the thread, good work.

CastrolGT
14-04-2018, 19:09
[Fixed in Patch 5] HUD Showing laps label instead of litres label [translation?]

the French version of the game is not fixed. the fuel label is still T for Tours (Laps) instead of L for Litres

Asturbo
14-04-2018, 20:03
the French version of the game is not fixed. the fuel label is still T for Tours (Laps) instead of L for Litres
In english "litres" and "laps" is the same letter, and the translator thought that the "L" refers to "laps" and all the translations was initially wrong. It was reported in german and spanish, both fixed. I will add it again for french, but I think they must revise it for the rest languajes. For most of them I supose that the right iniitial inf the HUD mulst be "L".

cpcdem
14-04-2018, 21:23
- ONLINE. Host migration issues.

This still always happens, not fixed.

Du007
15-04-2018, 14:45
Hello!

Issue at Texas motor speedway oval, playing with indycars and 3 or 4 cars enters to the pit after first lap and disqualified, i tried with gt3 too and only one car did this.

After pitting more 5 cars of indycars DQ and no problems with Gt3.

PocketZeven
15-04-2018, 17:12
For PS4 version:

The Thrustmaster BT LED display still only show the green and red LED's for Rev's (Blue LEDs don't work). Support for the device was added in Patch 4.

Atak Kat
16-04-2018, 04:47
PS4 since 5.0 I've had car keeps returning to chase cam after pits, in all game modes so far (TT career MP) (I always use cockpit)

Career - after crossing line to finish race, game freezes visually, screen jutters sound also. Pressing start gets out of it (i.e.) no cool down lap possible even though it's enabled) Cheers for the thread, good work.

Yes to these two.
In my case it seems to go to the helmet view (where you get the blurred vision at speed). I have to change it back to cockpit every time I exit the garage.

Can we also add something for this 'phantom' issue where the track/car seems to behave significantly different (meaning worse) in race vs. qualifying (or even practice). I've seen it dumbed down to 'changing conditions' or 'aero differences due to other cars on the track' but anyone who has experienced this will struggle to make any sense of those explanations. Just watch some of KrypticTMGs videos of the races he does. I think he's also convinced there is something very strange that happens.

Flens07
16-04-2018, 09:39
>Gameplay
>
> [NEW] Frozen after qualifing session [PS4] Link

This is not a bug only @ PS4. We had the same bug at friday on PC. I wrote more in the given Link...
Please delete "[PS4]" or add PC - thanks

Asturbo
16-04-2018, 09:43
This is not a bug only @ PS4. We had the same bug at friday on PC. I wrote more in the given Link...
Please delete "[PS4]" or add PC - thanks
Updated

MaXyM
16-04-2018, 09:54
It seems to be new issue in patch5:

category: Online
Subject: Penalties given due to warp during formation lap
Ref: http://forum.projectcarsgame.com/showthread.php?62750-Penalties-given-due-to-warp-during-FL&p=1501563#post1501563

MaXyM
16-04-2018, 14:27
ONLINE: Wrong race results. (Probably fixed) Link (http://forum.projectcarsgame.com/showthread.php?61424-Wrong-race-results) Link2 (http://forum.projectcarsgame.com/showthread.php?61514-Players-missing-after-crossing-the-finish-line) Link3 (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1485089&viewfull=1#post1485089)
It remains unfixed. At least that part about missing driver who disconnected before another driver took results screenshot. It's valid also for drivers who disconnected during the race - they are missing from the results.

Asturbo
16-04-2018, 14:57
It remains unfixed. At least that part about missing driver who disconnected before another driver took results screenshot. It's valid also for drivers who disconnected during the race - they are missing from the results.
I was hopeful reading in the notes "Resolved an issue where the end of race results would display incorrectly"​, but may be a correction for another issue. List updated.

crowhop
16-04-2018, 17:32
"Pit Box Occupied" bug still present Online and Offline with AI. With 32 Pit Stalls and <32 Cars on Track, this should never be an issue.

Seelenkrank
16-04-2018, 19:14
has in my eyes nothing to do how many cars can be race on a track.
teammates will always share one garage/pitbox.
so this is how it is.

crowhop
16-04-2018, 20:18
has in my eyes nothing to do how many cars can be race on a track.
teammates will always share one garage/pitbox.
so this is how it is.
I'm hoping it's an honest mistake because surely they wouldn't intend for this to be the case. Especially since you can't choose your teammates; it is seemingly random.

Austin Ogonoski
16-04-2018, 23:17
Patch 5 on PS4.
The update has broken the tyres on The GTO Mustang Transam. Soft and hards hit 50% wear at only 9 or 10 laps at Indy oval and it causes the wheel to have constant vibration like riding over the curb along all of the the straights. Ruined our league race tonight as no-one wants to trash their wheel running laps like that, nor changing tyres every 10 laps in an 80 lap race. Before the update the tyres were good for 30 or more laps and you could stretch them to 40 and at no point did the tyres want to burn out your wheel. Soft and hard slicks broken. Wets seem unaffected. We repeated the issues at Texas also. Both hard and soft trashed after 12 laps and by lap 15 constant jarring vibrations when driving on the straights. Constant jarring vibrations when travelling as slowly as 10mph as well.


This might not actually be an issue, but instead highly realistic.

Goodyear develops a unique tire compound for every track on the NASCAR schedule. There is no such thing as a "NASCAR Slick" in the same sense of an "F1 soft compound tire" where it's the same tire for the whole season. We have a Daytona slick, an Atlanta slick, a Homestead slick, an Indianapolis slick, etc, for all 23 tracks. This is why, when you'd download rFactor 1 NASCAR mods, there would be like 20+ car configurations in the Vehicle Upgrades menu (TPSCC comes to mind). Lots of modders replicated this and it's why for a period of time people thought ISI sims were the way to go for stock car racing.

Stock car teams also run varying amounts of stagger to both help the car turn and prevent from over-stressing the tires.

Though it looks like a late model, the '95 SCCA Mustang is a purpose-built road car with two tire compounds developed for road racing. The tires aren't meant for constant left turns at 260 km/h.

What's interesting is that the "problem" you're experiencing actually happened in 2008. Goodyear brought too soft of a compound to the Brickyard 400 that year and tires were blowing about every eight laps or so. NASCAR had to throw something like ten fake cautions to allow teams to pit before their tires blew as it was a major safety hazard. That event is single-handed responsible for killing NASCAR in Indianapolis; the event once rivaled the Daytona 500 in attendance but dropped to a fraction of that figure in the following years from fan backlash.

I would certainly hope that soft compound road course tires are obliterating themselves after eight laps at a track notorious for tire wear on stock cars.

mea_culpa
18-04-2018, 10:24
ISSUES FIXED IN PATCH 5.0




Not impressive number of fixes if we also consider that the asturbo's list was referred by developers as the list they used to fix the bugs reported bu users.
At asturbo and all users reporting bugs, thank you for your effort!
I hope that for the next patches SMS will take into account that list (in the meanwhile updated with new bugs) more than it was in patch 5. It seems to me we all are wasting our time to discover and submit real bugs/issues and at the end they receive no attention at all.
Personally I don't understand the approach used by SMS to not provide proper patch note information after the patch went online (so accepted by Sony or MS). It simply complicates the work of all the users currently acting more as testers than players. Every time they have to start from scratch to retest everything due to missing info from developers about what it was fixed, changed or improved. Proper information from SMS will drastically reduce the effort of the users allowing them to better address their "unexpected" work.
Missing patch note information from a developer should be ok in case the sw is pretty stable and mature so not requiring significant changes.

cpcdem
18-04-2018, 10:39
- GUI & HUD: Setups disappearing. Link

This still happens. Had not seen it for a while, but suddenly last night it started happening all the time. It was after I added some new setups, so I guess it has to do with the number of saved setups.

demand34
18-04-2018, 11:00
"Pit Box Occupied" bug still present Online and Offline with AI. With 32 Pit Stalls and <32 Cars on Track, this should never be an issue.I had an online race go to hell yesterday thanks to that bug. It's been around since patch 2.0 approximately

Bealdor
18-04-2018, 11:02
I had an online race go to hell yesterday thanks to that bug. It's been around since patch 2.0 approximately

It's not a bug. 32 garages doesn't mean there's 32 pit boxes available. Most of the time 2 cars share one spot.

demand34
18-04-2018, 11:07
It's not a bug. 32 garages doesn't mean there's 32 pit boxes available. Most of the time 2 cars share one spot.My team box was empty. It is a bug that triggers under whoever knows what particular circumstance. I have had it more than once before 5.0 btw

banner77amc
18-04-2018, 12:34
253262

Jezza819
19-04-2018, 04:50
I've been seeing a visual problem that only seems to occur at dusk. It's been around since I got the Xbox One X. If you look at these two videos, look at the instrument cluster. It looks like the screen is trying to separate or tear. Like it's being stretched a little bit. Look directly up from the cluster and you can see the tearing problem basically goes up into where you're looking at the track. It gets distracting when it's doing it.


https://www.youtube.com/watch?v=ZCqieZWjofM


https://www.youtube.com/watch?v=hY8MMDUpSz4

Sessionerror
19-04-2018, 06:43
UNCONFIRMED ISSUES IN PATCH 5.0
(Please, report if you observed it or you find it fixed)


GAMEPLAY: Replay limit on consoles. Link (http://forum.projectcarsgame.com/showthread.php?51983-KNOWN-Workaround-post-56-149-Career-progress-gone&p=1483229&viewfull=1#post1483229)


If you can confirm that any of this issues is still present or is actually fixed, please report to update the status.



Confirmation that the replay limit is still present on PS4.

drathuu
19-04-2018, 07:44
I know you have "No starting lights online" However sign 1.5 i havent had this.. However i have had on 2 occasions now lights out of sync (By 3-4 seconds).. i have once got green passed 16 people standing still then they got green (just as i split 1st and 2nd).. to take lead.. (light syncing issue). Multiplayer

We also had a league race (20ms pings) where all but 1 person went green.. they were left red for a few seconds then went red red red green... to start .. effectively starting 4-5 seconds behind.

Its random, however out of 9 races in last week we have had it twice.

blinkngone
19-04-2018, 10:27
This might not actually be an issue, but instead highly realistic.

Goodyear develops a unique tire compound for every track on the NASCAR schedule. There is no such thing as a "NASCAR Slick" in the same sense of an "F1 soft compound tire" where it's the same tire for the whole season. We have a Daytona slick, an Atlanta slick, a Homestead slick, an Indianapolis slick, etc, for all 23 tracks. This is why, when you'd download rFactor 1 NASCAR mods, there would be like 20+ car configurations in the Vehicle Upgrades menu (TPSCC comes to mind). Lots of modders replicated this and it's why for a period of time people thought ISI sims were the way to go for stock car racing.

Stock car teams also run varying amounts of stagger to both help the car turn and prevent from over-stressing the tires.

Though it looks like a late model, the '95 SCCA Mustang is a purpose-built road car with two tire compounds developed for road racing. The tires aren't meant for constant left turns at 260 km/h.

What's interesting is that the "problem" you're experiencing actually happened in 2008. Goodyear brought too soft of a compound to the Brickyard 400 that year and tires were blowing about every eight laps or so. NASCAR had to throw something like ten fake cautions to allow teams to pit before their tires blew as it was a major safety hazard. That event is single-handed responsible for killing NASCAR in Indianapolis; the event once rivaled the Daytona 500 in attendance but dropped to a fraction of that figure in the following years from fan backlash.

I would certainly hope that soft compound road course tires are obliterating themselves after eight laps at a track notorious for tire wear on stock cars.

Hey Austin. Is your Platform correct? I am on PC and ran some test with Cobra GTO for the PS4 guys. Here is the link to my Texas tests. Texas is actually much harder on the Right Front tire than Indy but I had no problem running 30 laps even with the RF tire over 300 degrees. Heck I even tried "brushing" the wall at the exit of turn 2 to give it some fender rub but the tire remained fine.http://forum.projectcarsgame.com/showthread.php?62653-PS4-Patch-5-0-discussion-thread&p=1502326&viewfull=1#post1502326
I ran a similar test at Indy. Just for grins I set my fast lap around lap 10 and you can see compared to the tire temps from Texas at the same number of laps that Indy isn't a problem for PC players with the GTO. The PS4 players are in a League and don't want this "feature" that the PC players didn't receive. To them it is a bug.
253305
253306
253307

Tar Heel
20-04-2018, 03:46
The Lambo Super Trofeo still has an issue in which the engine picks up damage at an extremely fast rate (usually after 1-2 laps damage starts accumulating) no matter the setup.

Asturbo
20-04-2018, 11:23
The Lambo Super Trofeo still has an issue in which the engine picks up damage at an extremely fast rate (usually after 1-2 laps damage starts accumulating) no matter the setup.
Updated.

Anybody experienced this issue since patch?


GAMEPLAY: Retiring for insufficient progress at pit exit. Link (http://forum.projectcarsgame.com/showthread.php?61046-Old-bug-still-persist-quot-Retiring-Insufficient-Progress-quot-right-after-pit-exit) Link2 (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1488490&viewfull=1#post1488490)

I've not experienced anymore and I think that we could move it to the fixed section...

Spawny50
20-04-2018, 11:48
Updated.

Any body experienced this issue since patch?


GAMEPLAY: Retiring for insufficient progress at pit exit. Link (http://forum.projectcarsgame.com/showthread.php?61046-Old-bug-still-persist-quot-Retiring-Insufficient-Progress-quot-right-after-pit-exit) Link2 (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1488490&viewfull=1#post1488490)

I've not experienced anymore and I think that we could move it to the fixed section...

I'll ask around in my group (20 players), I think I heard someone about it This is/used to be a pretty common issue on Le mans Bugatti for some reason. There is a workaround though: commit an offense before the retiring timer ends. (crossing the pit lane line or cutting a corner will do).

One more thing I'd like to add : Playing a custom race or multiplayer race after time trial can cause a massive framerate drop. I see this is already noted a a new problem, but this has been the case since at least patch 4. I'd really apreciate a fix in patch 6, as I exclusively play time trial and online leagues this is something that buggers me daily.

cpcdem
20-04-2018, 14:18
Anybody experienced this issue since patch?


GAMEPLAY: Retiring for insufficient progress at pit exit. Link (http://forum.projectcarsgame.com/showthread.php?61046-Old-bug-still-persist-quot-Retiring-Insufficient-Progress-quot-right-after-pit-exit) Link2 (http://forum.projectcarsgame.com/showthread.php?60829-PC-Patch-4-0-Discussion-thread&p=1488490&viewfull=1#post1488490)

I've not experienced anymore and I think that we could move it to the fixed section...

I got it in sort of the opposite way :) :

I briefly stopped on track while qualifying, in order to write come chat text. The message rightly appeared, so I hit the gas a little bit to move the car a few meters (I was in a safe track position!). Then the message correctly disappeared. Then I stayed still again for several seconds, expected to see the message again, but no. Now I could stay still forever on track and the game would not warn me anymore. Tried for a minute or so to trigger it again, but I couldn't.

So it appears that the original problem is fixed, but now any time you make the message disappear by driving, you make it disappear for good, it will not be shown again and you can stay still on track for as long as you want. I'm tempted to make a new report about it, but probably not, better keep it as it is and not risk going back to the previous state again! So, I agree, problem fixed in patch 5 :)

MaXyM
21-04-2018, 22:12
Fixed by patch5:
GRAPHICS: Headlight shadows. Link (http://forum.projectcarsgame.com/showthread.php?61318-Headlights-shadows-gfx-glitch)
I could swear I saw the issue after the patch has been released. But right now I cannot reproduce it. I suggest to close the issue.

New issue:
Category: Graphics
Subject: hovering driver mesh in mirror (replay)
Ref link: http://forum.projectcarsgame.com/showthread.php?62838-hovering-driver-mesh-in-mirror&p=1503479#post1503479

KANETAKER
22-04-2018, 02:53
I am not sure if the problem I have is due to the last Update 1.5 or if it has to do with some technical problem of my computer, but in recent days it has started to happen more frequently:

The game (during driving any car at the track, watching a Replay or editing a setup) sometimes crashes unexpectedly but by way of freezing the screen or turning black and restarting the PC by itself.

Something similar happens to my friends, with the difference that the game crashes but they can return to the Windows desktop.

blinkngone
22-04-2018, 08:02
I am not sure if the problem I have is due to the last Update 1.5 or if it has to do with some technical problem of my computer, but in recent days it has started to happen more frequently:

The game (during driving any car at the track, watching a Replay or editing a setup) sometimes crashes unexpectedly but by way of freezing the screen or turning black and restarting the PC by itself.

Something similar happens to my friends, with the difference that the game crashes but they can return to the Windows desktop.

Hi, sorry to say I get this problem almost all the time now. I tried deleting and re-installing through Steam as well. But, my PC is marginal for this game with only 6 GB ram so I am surprised it is happening to people with more up to date hardware. I'm on Win7 and once I get the Black Screen I have to hard shutdown and then start. It doesn't CTD. Oh, also I can view posted videos on GT Planet for example but now all the PCars 2 posted videos show only a black rectangle, used to work fine.

yannara
22-04-2018, 10:54
Finnish country and driver names do not match. As a finn myself, I laugh at finnish driver names :D ... they are not finns, lol.

blankfile
22-04-2018, 11:05
Finnish country and driver names do not match. As a finn myself, I laugh at finnish driver names :D ... they are not finns, lol.

A lot of the names are WMD members real names and i'm pretty sure the nationality is a part of that hehe

Zaskarspants
22-04-2018, 11:29
A lot of the names are WMD members real names and i'm pretty sure the nationality is a part of that hehe

I think some are also spoof names, Willy Swerve and Hugh Jengine spring to mind :-) I also see some mods and regular posters here appear in the game.

Konan
22-04-2018, 14:00
I also see some mods and regular posters here appear in the game.

Yup...didn't you know?
They are moderating while you play as well...:p

Luirova
22-04-2018, 15:05
Hi

For PS4, and I guess that for other platforms too...

Your lap time is discarded if anywhere in sector 3 of the previous lap you ran out of the track.

I can understand this rule if this applies anywhere before the finish line to avoid winning time by running out of the track. However this is really annoying if at the begining of your sector 3 you run out of the track and there are still three or four turns before the end of lap. If that happens, not only the time of your current lap is discarded (which is normal), you still will get your next time lap discarded which is completly ridicolous because the incidend in the previous lap cannot have any impact on your next lap time.

Why is it like this? I assume that whoever programmed this thought it would be simplier to code: you get out of track in setor 3 -> this lap time and next lap time is discarded.

The in real motorsport competition this is not what happens so if PC2 wants to be considered a real driving simmulator they should not forget paying attention to the rules.

Regards

blinkngone
22-04-2018, 20:27
I am not sure if the problem I have is due to the last Update 1.5 or if it has to do with some technical problem of my computer, but in recent days it has started to happen more frequently:

The game (during driving any car at the track, watching a Replay or editing a setup) sometimes crashes unexpectedly but by way of freezing the screen or turning black and restarting the PC by itself.

Something similar happens to my friends, with the difference that the game crashes but they can return to the Windows desktop.

Hi Kanetaker, This is a suggestion from Shneebna that that might help.
"Under plan settings, go to advanced settings, Look for PCI Express, link state power management, drop down setting to OFF.
This is a known W10 issue."

Another suggestion from Shneebna.

"ALSO found another big one having to due with SERVICES. Search for services, then Windows Error reporting, then right click for properties, then select Start Up Type as "Disabled", apply, OK, re-start PC.
These two things should stop game crashing."

MaXyM
22-04-2018, 23:20
Very likely new issue after Patch5

Category: Graphics
Subject: Glitch in Sun reflection on wind-shield (various cars)
ref: http://forum.projectcarsgame.com/showthread.php?62534-Sunlight-reflection-issue

KANETAKER
22-04-2018, 23:24
Hi Kanetaker, This is a suggestion from Shneebna that that might help.
"Under plan settings, go to advanced settings, Look for PCI Express, link state power management, drop down setting to OFF.
This is a known W10 issue."

Another suggestion from Shneebna.

"ALSO found another big one having to due with SERVICES. Search for services, then Windows Error reporting, then right click for properties, then select Start Up Type as "Disabled", apply, OK, re-start PC.
These two things should stop game crashing."

I just checked both things and I see that I had already applied all that. Which leaves me with more questions than answers.

For now I updated the Nvidia drivers and my idea is to try playing another game (Overwatch or PCars1 ?) for a good time (1 hour maybe), just to check if the screen is also frozen with another game, or if it is only the PCars2 that is causing problems . The weird thing is that we are going to have 2 weeks since the patch 1.5 came out but these problems started to increase in the last 7 days, with the difference that other friends only freeze the game but can return to Windows, instead I have to force a manual restart or shut down the PC and turn it on again.

blinkngone
22-04-2018, 23:39
I just checked both things and I see that I had already applied all that. Which leaves me with more questions than answers.

For now I updated the Nvidia drivers and my idea is to try playing another game (Overwatch or PCars1 ?) for a good time (1 hour maybe), just to check if the screen is also frozen with another game, or if it is only the PCars2 that is causing problems . The weird thing is that we are going to have 2 weeks since the patch 1.5 came out but these problems started to increase in the last 7 days, with the difference that other friends only freeze the game but can return to Windows, instead I have to force a manual restart or shut down the PC and turn it on again.

Well I just Blackscreened into the abyss a couple of minutes ago trying to reply to you so the fix didn't work for me?? I had the game minimized in "windowed" mode so the game was still on. Exasperating isn't it?:(

Well, I found this Datastor.edb installed by windows April 6, file can't be accessed or deleted so what is this? In searching I found in my case using Win7 it is possibly hogging my memory with constant queries and since I don't have enough memory to run this game in the minimum system requirements anyway the list of patches in the last Widows Update might be the reason I am having the issues. The game runs with over 4 GB of my 6 GB total so with the Datastor.edb memory usage I am often pushed over the limit hence the crashes. Since you are on Win10 I guess that leaves you with the possibility of your AV causing the issues.

KANETAKER
23-04-2018, 04:21
Well I just Blackscreened into the abyss a couple of minutes ago trying to reply to you so the fix didn't work for me?? I had the game minimized in "windowed" mode so the game was still on. Exasperating isn't it?:(

Well, I found this Datastor.edb installed by windows April 6, file can't be accessed or deleted so what is this? In searching I found in my case using Win7 it is possibly hogging my memory with constant queries and since I don't have enough memory to run this game in the minimum system requirements anyway the list of patches in the last Widows Update might be the reason I am having the issues. The game runs with over 4 GB of my 6 GB total so with the Datastor.edb memory usage I am often pushed over the limit hence the crashes. Since you are on Win10 I guess that leaves you with the possibility of your AV causing the issues.

AV = Avast?

mea_culpa
23-04-2018, 08:07
Very likely new issue after Patch5

Category: Graphics
Subject: Glitch in Sun reflection on wind-shield (various cars)
ref: http://forum.projectcarsgame.com/showthread.php?62534-Sunlight-reflection-issue

That problem is present also on PS4 from day 1. It is also present on the shadow produced by the car. Both problems are present at distance. Then they disapper once the cars are more close to the camera

blinkngone
23-04-2018, 08:38
AV = Avast?

Anti Virus, yes.

yannara
23-04-2018, 16:44
After patch 5#, I haven´t completed a single race. Weather and AI just does not work, something is wrong...

Bealdor
23-04-2018, 17:27
After patch 5#, I haven´t completed a single race. Weather and AI just does not work, something is wrong...

Don't accelerate the weather too much and you should be fine.

KANETAKER
23-04-2018, 17:42
I just put the Avast in Gamer Mode (Silenced) and updated the Nvidia Drivers. I tested Overwacth and PCars 2... No freeze during one hour for now, the game don't crash. But I need more time of testing.

blinkngone
23-04-2018, 17:45
I just put the Avast in Gamer Mode (Silenced) and updated the Nvidia Drivers. I tested Overwacth and PCars 2... No freeze during one hour for now, the game don't crash. But I need more time of testing.

OK, good luck KANETAKER.

yannara
23-04-2018, 17:54
Don't accelerate the weather too much and you should be fine.

I don´t understand. How I can accelerate the weather? I though, in career the dynamic weather is mandatory.

Bealdor
23-04-2018, 17:55
I don´t understand. How I can accelerate the weather? I though, in career the dynamic weather is mandatory.

Race with 100% race duration to minimize weather progression.

Cholton82
23-04-2018, 18:30
Race with 100% race duration to minimize weather progression.

That's gonna make for a very long Global Endurance Championship :D

yannara
23-04-2018, 18:31
Race with 100% race duration
No, I will not! :mad:

Scott Coffey
23-04-2018, 20:00
Haven't read through the entire thread, but here's some bugs I've encountered:

- TrackIR breaks in MP "Monitor" screen. Select "Monitor", then return to previous screen... TrackIR isn't working until race starts (or current session ends)

- I race GT3 exclusively. When I go to lobby browser, I get some random class within GT... GT1, GT3, or GT4. It used to remember my last selection.

- If 2 lobbies at the same track are listed one under the other, clicking on the 2nd lobby takes you to the 1st lobby, unless you click to the far right (join).

- If host doesn't select a ready-up screen, then chat is broken throughout the race.

- Chat loses messages when moving between screens. I.E. if you are on the ready-up screen and there is chat displayed, going to setup screen and then return... chat is gone.

Asturbo
23-04-2018, 20:19
I don't remember any of this issues except the joining wrongly to another lobby. You've said that you joins to the first lobby with the same track. Could be the previous lobby in the list instead, or always other lobby the same track?

When you get GTx classes you are using any filters?

Any other could confirm?

PS: You have the record in one post...

PostBox981
23-04-2018, 20:20
I am pretty sure this is a known one, but I can´t find it in post #1 nor in the list of fixed issues: One of my mates reported all missing custom setups in an online session today. That was an online championship, race #3, Hockenheim Classic with GT1 class and him in a Toyota, 30 min qualifying and 1 hour race. If it is in the list already and I oversaw it, please ignore my post.

Asturbo
23-04-2018, 20:22
I am pretty sure this is a known one, but I can´t find it in post #1 nor in the list of fixed issues: One of my mates reported all missing custom setups in an online session today. That was an online championship, race #3, Hockenheim Classic with GT1 class and him in a Toyota, 30 min qualifying and 1 hour race. If it is in the list already and I oversaw it, please ignore my post.

Could be this one?




GUI & HUD: Setups disappearing. Link (http://forum.projectcarsgame.com/showthread.php?62173-Setups-dissapeared-on-some-cars)

cpcdem
23-04-2018, 20:35
Haven't read through the entire thread, but here's some bugs I've encountered:


- I race GT3 exclusively. When I go to lobby browser, I get some random class within GT... GT1, GT3, or GT4. It used to remember my last selection.

Yeah, I had seen that a lot of times, too. I usually select Touring Cars for filter, then later I see this filter has changed by itself to TC1 instead. (the clios). I haven't tested it since patch 5 though, I have since time ago refrained from using filters...Will give it a test tonight.

- If 2 lobbies at the same track are listed one under the other, clicking on the 2nd lobby takes you to the 1st lobby, unless you click to the far right (join).

This still happens to me, but it is rare, does not happen as often as when the game was released. Had not noticed it has to do with consecutive entries for the same track, good theory, will test it, too.

- Chat loses messages when moving between screens. I.E. if you are on the ready-up screen and there is chat displayed, going to setup screen and then return... chat is gone.

Yeah, seeing that all the time, too.

FxUK
23-04-2018, 20:43
* [NEW] Frozen after qualifing session Link

Just to add, this one which links to a post on PS4 subforums, is also an issue on PC
[Link (http://forum.projectcarsgame.com/showthread.php?62563-Lag-and-game-freeze-at-end-of-qualifying)]

Asturbo
23-04-2018, 20:51
Yeah, I had seen that a lot of times, too. I usually select Touring Cars for filter, then later I see this filter has changed by itself to TC1 instead. (the clios). I haven't tested it since patch 5 though, I have since time ago refrained from using filters...Will give it a test tonight.
I agree. I think that the filter changes itself.


This still happens to me, but it is rare, does not happen as often as when the game was released. Had not noticed it has to do with consecutive entries for the same track, good theory, will test it, too.If we can confirm, it would help devs. Perhaps it hapens when you click on the track area of the list?


Yeah, seeing that all the time, too.
Ok added.


* [NEW] Frozen after qualifing session Link

Just to add, this one which links to a post on PS4 subforums, is also an issue on PC
It was initialy reported in PS4 section, but I've removed the tag. I think devs are aware that affects all platforms.

tpw
23-04-2018, 21:31
Spotter does not announce the race result until after the cooldown lap has finished. By contrast Crew Chief announces the result when you cross the finish line, as expected.

sas5320
23-04-2018, 21:43
Known issue. If you disable Manual Cooldown then race engineer will speak as soon as you cross finish line. Low priority bug, I don't expect it will be fixed now

cpcdem
23-04-2018, 22:41
- If 2 lobbies at the same track are listed one under the other, clicking on the 2nd lobby takes you to the 1st lobby, unless you click to the far right (join).

This still happens to me, but it is rare, does not happen as often as when the game was released. Had not noticed it has to do with consecutive entries for the same track, good theory, will test it, too.





If we can confirm, it would help devs. Perhaps it hapens when you click on the track area of the list?


Nope, could not reproduce it, found several entries for same tracks that were consecutive in the browser just now, tried clicking on them in various positions and always I was entering the correct one. It must be something else causing this problem to happen.

Bealdor
24-04-2018, 06:16
That's gonna make for a very long Global Endurance Championship :D

Yeah but endurance and Indycar are pretty much the only series where time is a serious issue.
TBH I wished most series would've longer races.


No, I will not! :mad:

Then you'll have to live with accelerated weather and its downsides I'm afraid.

PostBox981
24-04-2018, 07:20
Could be this one?

[/LIST]


Darn! You´re right, that´s the one. Sorry. Anyway, good to see it is on the list.

MaXyM
24-04-2018, 07:36
I am pretty sure this is a known one, but I can´t find it in post #1 nor in the list of fixed issues: One of my mates reported all missing custom setups in an online session today. That was an online championship, race #3, Hockenheim Classic with GT1 class and him in a Toyota, 30 min qualifying and 1 hour race. If it is in the list already and I oversaw it, please ignore my post.


We did test of patch5 for this issue and "incidentally" got setups working. Unfortunately another league has been affected by still existing bug.
And this is the reason why change-log provided by devs should be mandatory.


Then you'll have to live with accelerated weather and its downsides I'm afraid.

Let's sumarize current state of PC2 and its state of the art features:
- Online Championship - unusable due to missing setups
- Real weather - is not real
- "the best" physics across all sims changes drastically from build to build without any comment from devs, so it's actually not clear those changes are intentional or not
- weather itself has issues which require workarounds
- replay system is limited like in no other racing simulation
- Livetrack3 has issues (ie unpredictable differences between sessions)
- sharing setups by making screenshots is pathetic.
- cool down lap almost never gives a chance to finish it

Patch5 has fixed 24 issues out of 100+, adding another 20. With this pace we need another 2 years to make the game released 9 months ago somehow polished. Or we can start betting on number of issues left unfixed at the moment of a support end.

MaXyM
24-04-2018, 08:51
When in pits for pitstop, sometimes tires prepared for the change don't look like slick. I would say those look like studded tires.
In pit strategy I have always set particular type of tires and I'm sure it appears when strategy contain hard tires. I think I experiencing it mostly in GTE series (Ford GTE)
Worth to confirm it's only graphical representation. In fact proper tires are being installed.

Another issue related to pitstop appears in replays. I cannot see mechanics in pitstop. Anyone else has noticed it?

Asturbo
24-04-2018, 09:09
When in pits for pitstop, sometimes tires prepared for the change don't look like slick. I would say those look like studded tires.
In pit strategy I have always set particular type of tires and I'm sure it appears when strategy contain hard tires. I think I experiencing it mostly in GTE series (Ford GTE)
Worth to confirm it's only graphical representation. In fact proper tires are being installed.
I've experienced sometimes, but it's only a visual glitch. It's very scaring, but when you're again on the track, you get the tyres you've choosen. But that panic moments are indescribable.


Another issue related to pitstop appears in replays. I cannot see mechanics in pitstop. Anyone else has noticed it?
It's possible that in replays the mechanics are removed to save resources. I can't confirm, but I'll try to test it.

MaXyM
24-04-2018, 09:25
Yeah... it did scare me seriously when I was seeing it for the first time... :)


It's possible that in replays the mechanics are removed to save resources. I can't confirm, but I'll try to test it.
Maybe it's because I have set visibility of my team only?

sas5320
24-04-2018, 17:15
I think pitstop animation data not recorded in replay file data

Spawny50
25-04-2018, 10:00
NEW and CRITICAL:
Online championship mode: During the start of the race, not all players get the starting lights. They have to watch everybody start and a drivethrough penalty is applied as soon as these players move, even though the rest of the field is already in turn one.
The drivethrough penalty can't be taken, it results in a pit box is full error message and even after some laps the race formally never starts.

Spawny50
25-04-2018, 10:03
NEW: Occasional ability for some closed lobby participants to choose ALL cars, even though lobby settings are set to "Identical".

Spawny50
25-04-2018, 10:05
NEW: Pitcrew outfits don't match the livery color, causing chaos during the pit window in leagues with a mandatory pitstop. Work-around is to enable the visual assist in the settings.

blankfile
25-04-2018, 11:02
NEW and CRITICAL:
Online championship mode: During the start of the race, not all players get the starting lights. They have to watch everybody start and a drivethrough penalty is applied as soon as these players move, even though the rest of the field is already in turn one.
The drivethrough penalty can't be taken, it results in a pit box is full error message and even after some laps the race formally never starts.

thats been happening extremely rarily from the first release

Asturbo
25-04-2018, 12:01
NEW and CRITICAL:
Online championship mode: During the start of the race, not all players get the starting lights.

It's yet in the list and could happen in all the online modes:




No starting lights online. [RARE] Link (http://forum.projectcarsgame.com/showthread.php?60908-NO-CHAT!-Unofficial-issue-list-post-Patch-4-0&p=1474736&viewfull=1#post1474736)



They have to watch everybody start and a drivethrough penalty is applied as soon as these players move, even though the rest of the field is already in turn one.
The drivethrough penalty can't be taken, it results in a pit box is full error message and even after some laps the race formally never starts.
It is a result of previous one.


NEW: Occasional ability for some closed lobby participants to choose ALL cars, even though lobby settings are set to "Identical".
I didn't see in PC, may be a platform specific issue. Anybody could confirm?


NEW: Pitcrew outfits don't match the livery color, causing chaos during the pit window in leagues with a mandatory pitstop. Work-around is to enable the visual assist in the settings.
When I stop, appears with a red arrow indicating the place to stop. I don't know if this the option you mentioned. I also use the option of visualice only my own pitcrew to avoid confusion.

Tar Heel
25-04-2018, 23:08
Yeah... it did scare me seriously when I was seeing it for the first time... :)


Maybe it's because I have set visibility of my team only?

Nah I have it set to show everyone. They don't get recorded in replays.

MaXyM
26-04-2018, 05:41
so... it's nothing but lame.

yossigab
26-04-2018, 06:17
I observed 2 issues yesterday when playing online.
First, when inside a lobby, most the driver's licenses are displayed in black without information of their level (x1234) and without the license color scheme.
Second thing, when looking at the list of online lobbies, the no' of participants is shown like 5/10 which to me means 5 players are inside out of possible 10, however, when entering the room's lobby, there is a list of users inside which is different than 5, and when actually entering the room I suddenly see that there are 15 people out of possible 20.

chastewand
26-04-2018, 12:59
Did a career race today, GT4 Nurburgring Sprint - round 2 of intercontinental. The race starts at 1900 on 9/9 and its getting dark so headlights are on. At various points on the track are what I can only describe as black holes! Headlights don't penetrate them. It's hardly game braking but is pretty distracting for the first few laps until they can be ignored.

Set up a custom race to duplicate the career race, same time, date, car class etc - no black holes.

Loaded up a private test at the same time and date - no black holes.

On xbox1 x.

Zenzic
26-04-2018, 13:41
Did a career race today, GT4 Nurburgring Sprint - round 2 of intercontinental. The race starts at 1900 on 9/9 and its getting dark so headlights are on. At various points on the track are what I can only describe as black holes! Headlights don't penetrate them. It's hardly game braking but is pretty distracting for the first few laps until they can be ignored.

Set up a custom race to duplicate the career race, same time, date, car class etc - no black holes.

Loaded up a private test at the same time and date - no black holes.

On xbox1 x.

I've had something I would describe as clouds of black fog hovering above the track at Spa during night time recently. Custom offline race. They started showing up after I watched the instant replay during the race.

chastewand
26-04-2018, 15:51
Yeah that sounds like the same thing. Didn't watch an instant replay though - was there from the start of the race. Wish I'd checked out the replay afterwards though to see if they could be seen.

Asturbo
01-05-2018, 09:53
There is an issue in the list that when you select Real Weather changes other online options.

I've tested a little bit more and the problem isn't exactly the RW. Everything you change in the lobby, when you use the save option, gets weird. Even you don't have to change anything, simple entering in the options of the session, and saving, could change the car, the circuit, the reputation, the damage...

Most of the parameters you get are from your previous online session. Others don't know where it came from.

For example, if you want to remove the paractice session from the lobby options, when you push save, you have to revise again all the other options of the lobby, because most was changed.


https://www.youtube.com/watch?v=qVtAxVDfYrw

Observe that the circuit & car was changed, but in the background photo of the circuit you still see the windmills of Zoldel. Others options also changed.

So edited in the list the tittle of the issue to be more accurate:

Real weather changes other online settings ----> Saving option changes other online settings

cpcdem
01-05-2018, 23:40
It's an old issue, reported now:

GUI & HUD: (?)

- Ghosts stop saving in TT for some users: http://forum.projectcarsgame.com/showthread.php?62941-Hide-setup-on-world-hot-lap&p=1505609&viewfull=1#post1505609

Raklodder
02-05-2018, 12:27
I've lost all hope for future patches solving any of the older bugs (ai, dsync, invisible vehicles, broken replays, wrong setups, etc.) from PC1 that got carried over to the sequel.

Daz555
03-05-2018, 11:27
I have just built a cheap button box using the great icon template from Asturbo - cheers for those.

Using it for the first time though has uncovered an issue with the look left/right/up/down mappings. Even though I have removed the mappings when I press the 4,8,6 or 2 key (which double as arrow keys of course) on the numpad (to say flash lights for example) it causes the driver to look at the same time - it makes no difference if numlock is on or off. Can we have the option to turn off this default coded mapping for the arrow keys?

Asturbo
03-05-2018, 12:07
I have just built a cheap button box using the great icon template from Asturbo - cheers for those.
:encouragement:


Using it for the first time though has uncovered an issue with the look left/right/up/down mappings. Even though I have removed the mappings when I press the 4,8,6 or 2 key (which double as arrow keys of course) on the numpad (to say flash lights for example) it causes the driver to look at the same time - it makes no difference if numlock is on or off. Can we have the option to turn off this default coded mapping for the arrow keys?
I think it's not possible. Have a look to this thread: http://forum.projectcarsgame.com/showthread.php?61839-Look-left-look-up-with-numbers-4-and-8

Daz555
03-05-2018, 12:52
:encouragement:


I think it's not possible. Have a look to this thread: http://forum.projectcarsgame.com/showthread.php?61839-Look-left-look-up-with-numbers-4-and-8
I agree that we can't work around the issue. It makes no sense to have this default coding so really it feels like a bug to me. Button 4 should be 4 or it should be an arrow - it should not be both at the same time.

eiddoo
04-05-2018, 14:26
No Chance to Play online mixed with xbox one X and normal xbox one consoles. The X works fine, the normal one has some Problems with tires. On oschersleben they would be cold, after 2 round Maximum of 40° unplayable. on other tracks after a pit stop the car drives like with ice tires. Absolutely anoying.

KANETAKER
05-05-2018, 06:29
Well... thank you very much SMS for your update 1.5... I'm lose an important race in a League (also I lose the championship) because the game just crashes during the online race... I lose 60 pts. against my direct rival in the championship.


https://www.youtube.com/watch?v=t2Ku8qOQ8Os

I don't know the reason for the game crashed. During this week I just make many race simulations in singleplayer at the same track (Daytona Road) and the game never crashed during my training some days ago before the day of the league race.

blinkngone
05-05-2018, 09:42
Well... thank you very much SMS for your update 1.5... I'm lose an important race in a League (also I lose the championship) because the game just crashes during the online race... I lose 60 pts. against my direct rival in the championship.


https://www.youtube.com/watch?v=t2Ku8qOQ8Os

I don't know the reason for the game crashed. During this week I just make many race simulations in singleplayer at the same track (Daytona Road) and the game never crashed during my training some days ago before the day of the league race.

Sorry KANETAKER, I was hoping your crashing was fixed when you adjusted your anti virus settings.:(

micmansour
05-05-2018, 13:06
I have just built a cheap button box using the great icon template from Asturbo - cheers for those.

Using it for the first time though has uncovered an issue with the look left/right/up/down mappings. Even though I have removed the mappings when I press the 4,8,6 or 2 key (which double as arrow keys of course) on the numpad (to say flash lights for example) it causes the driver to look at the same time - it makes no difference if numlock is on or off. Can we have the option to turn off this default coded mapping for the arrow keys?

Happened to me. You need a pad where the num lock on/off button is a separate button, not a key, if you know what I mean. I ended up buying another numpad as a result which works great.

simsimsheree
05-05-2018, 17:42
Bug?

Ran a 12 hour at Mojave Boa Ascent. Yes, I know... No pits! (strange decision on an imaginary track). But bear with me.

Ran against 30 opponents, managed 65 laps or so (the unfixed console replay save bug is a real bummer, when PC1 could save far longer replays, so can't say for sure exactly what lap, etc.). Lapped my way through the field once, was working on the field a second time before I ran dry. Passed what seemed like a lot of cars parked on the roadside, fuel gone. Ran dry, pulled over and did a 'Skip to End' to see how many laps the AI managed (was really trying to see what kind of fuel management they used).

Imagine my surprise... There I was, a good lap ahead of half the field who ran out of fuel. The other half of the field magically managed 500 laps or so, and completed the race!

Now that is some crazy fuel management! Strangely enough, I didn't see any of the cars towing a gas tanker behind them! So, what's going on here?

simsimsheree
05-05-2018, 17:43
Happened to me. You need a pad where the num lock on/off button is a separate button, not a key, if you know what I mean. I ended up buying another numpad as a result which works great.

What brand and model?

PostBox981
05-05-2018, 18:26
Bug?

Ran a 12 hour at Mojave Boa Ascent. Yes, I know... No pits! (strange decision on an imaginary track). But bear with me.

Ran against 30 opponents, managed 65 laps or so (the unfixed console replay save bug is a real bummer, when PC1 could save far longer replays, so can't say for sure exactly what lap, etc.). Lapped my way through the field once, was working on the field a second time before I ran dry. Passed what seemed like a lot of cars parked on the roadside, fuel gone. Ran dry, pulled over and did a 'Skip to End' to see how many laps the AI managed (was really trying to see what kind of fuel management they used).

Imagine my surprise... There I was, a good lap ahead of half the field who ran out of fuel. The other half of the field magically managed 500 laps or so, and completed the race!

Now that is some crazy fuel management! Strangely enough, I didn't see any of the cars towing a gas tanker behind them! So, what's going on here?

Probably "Skip to end" was no good idea?

KANETAKER
05-05-2018, 19:07
Sorry KANETAKER, I was hoping your crashing was fixed when you adjusted your anti virus settings.:(

I'm just running many training races at Daytona Road during one week without any game crash problem, but just at the day of the real race the game FAILED.

253919

Well... I lose the championship because in two of the three remaining races I'm not faster than my direct rival, also I have an UNFAIR PENALTY of -15 pts. because by a stupid GTE driver that aren't using mirrors and minimap on the HUD, and the administrators don't believe in my words and in my onboard video...


https://www.youtube.com/watch?v=lEPanE84DMo

I don't know if in another and more important league (like AOR as example) these bad things and injustice don't be occurred.

In my case, I'm not figthing only against the others LMP1 players... I'm figthing against the HATE, racism and xenophobia from (some) other members against me. For some of them they did not like the fact that a player from a country considered "inferior" (according to them) can prove to be faster than them.

In addition to that until now we only exist 2 Ecuadorian players playing in the PC (Steam) version of Project CARS 2, in comparison to the large number of players from other countries.

chastewand
05-05-2018, 23:05
What brand and model?

I bought a Hama SK140 slimline number pad from amazon uk - £12 and this works fine. The blue light has to be lit on the numlock key for it to work correctly - I assume this means the number lock is active. All keys assigned just fine except delete. I'm on xbox one x. Hope that helps.

https://www.amazon.co.uk/Hama-53820-SK140-Slimline-Keypad-Black/dp/B0119Q8AR8/ref=sr_1_133?s=computers&rps=1&ie=UTF8&qid=1525436074&sr=1-133&refinements=p_76%3A419158031

blinkngone
06-05-2018, 02:28
I'm just running many training races at Daytona Road during one week without any game crash problem, but just at the day of the real race the game FAILED.

253919

Well... I lose the championship because in two of the three remaining races I'm not faster than my direct rival, also I have an UNFAIR PENALTY of -15 pts. because by a stupid GTE driver that aren't using mirrors and minimap on the HUD, and the administrators don't believe in my words and in my onboard video...


https://www.youtube.com/watch?v=lEPanE84DMo

I don't know if in another and more important league (like AOR as example) these bad things and injustice don't be occurred.

In my case, I'm not figthing only against the others LMP1 players... I'm figthing against the HATE, racism and xenophobia from (some) other members against me. For some of them they did not like the fact that a player from a country considered "inferior" (according to them) can prove to be faster than them.

In addition to that until now we only exist 2 Ecuadorian players playing in the PC (Steam) version of Project CARS 2, in comparison to the large number of players from other countries.

Sorry Gustavo, is there any way to test your problem by trying more multiplayer races to see if it repeats? You don't have a problem practicing off line but crash when online. Sometimes even video evidence will not allow some people to admit an error. As for the other stuff the anonymity of the internet has shielded people to enable disrespect of others for any warped reason they choose. Nothing you can do about it but know you are better than they want to be.

micmansour
06-05-2018, 05:56
What brand and model?

This one:

https://www.amazon.com/gp/product/B00GAYDVB0/ref=oh_aui_detailpage_o01_s00?ie=UTF8&psc=1

Cholton82
06-05-2018, 07:36
Major Frustration . Round 2 of the Global Endurance trophy in the 911 GTE at Silverstone and the rain starts , I’m in p2 and pit for wets which I see go on . Come out and immediately it’s apparent that something is seriously wrong.
My pressures had been set and all looked good on my Pcars dash but it was like being on ice in slow corners. This is the exact setup I tested with in the rain at night at Silverstone as I knew it would rain , the car handled completely differently to the point where this isn’t setup related this is a Major flaw in the physics or live track . Also to note the track temp increases from about 9 degrees up to 25 degrees after it started raining and this is at night lol.

I’ll always look for ways to overcome problems and make sure it’s not my setups but this is an issue / bug for sure .

pcars rookie
06-05-2018, 15:48
Asturbo

Thank you for the format and time you have put into this thread. I am sure many along with SMS find it helpful.
Anyway just wanted to say thanx.:yes::encouragement:

Asturbo
06-05-2018, 16:01
Thank you for the format and time you have put into this thread. I am sure many along with SMS find it helpful.
Anyway just wanted to say thanx.:yes::encouragement:
Very thankful. Let's hope that this help SMS to fix the issues. Thanks to you and to all the people who is reporting.

simsimsheree
06-05-2018, 16:03
Probably "Skip to end" was no good idea?

For me, or for the game? LOL

The idea was simply to run a race where everyone should have run dry. I didn't really know how long that might be, so I went to 12 hrs. I certainly wasn't going to wait 12 hrs for the result..! But after I ran dry, I waited a good lap's length of time to be sure everyone else had also run dry. Then I did a 'Skip to end'. So, how come cars that should have been parked magically got a never-ending fuel supply?

Basically, what's the point of a feature that works inconsistently?

PostBox981
06-05-2018, 16:30
"Skip to End" didn´t work very well before Patch 1.2 or 1.3 (can´t remember). I am not sure what the game is doing when you skip to end. Is it really working out all the details that would happen on the track or is it some simplified routine that produces an end result? I assume it´s the latter.

simsimsheree
06-05-2018, 16:36
Apparently, it is still not working very well, LOL

PostBox981
06-05-2018, 16:40
Maybe mentioned before (maybe even I did... :o), maybe not. Can´s find it on the list, so here we go:

I usually run all Quick Races as well as Private Practice with cut track penalties set to on. Each time (100% reproduceable) when I come back from an OC race in which cut track penalties were set to off my settings in Quick Race and Private Practice are reset to cut track penalties off as well. Not a bug as it is still up to me to check all settings before starting a session but still annoying as I usually only realise when I am in the middle of a session.

Asturbo
06-05-2018, 16:52
No, it is not in the list, but are many similar issues, like the aids transfered to the next car, the host migration issues, or the saving lobby options bug. The settings in this game and all the load/save options are a continous headache for us. You never can trust.

Added: Online Championship options transfered to solo mode.

simsimsheree
06-05-2018, 17:06
...Not a bug as it is still up to me to check all settings before starting a session

Actually, yes, a bug. If not, why are there any storable settings at all? You either trust the game or you don't.

If a deliberate (and unlikely to be changed) 'feature', SMS need to use different graphics (a color, maybe?) for settings that do NOT get remembered.

Psych0naut
06-05-2018, 18:18
I don't know if this has been brought up before but there is a bug with rolling starts.
Some cars play bumper cars on the grid and get a 5 second penalty for it without any player input prior to the race start.

simsimsheree
06-05-2018, 18:49
Quick question for Asturbo...

Is there a list anywhere of unfixed bugs from PC1 that reappeared in PC2?

I guess this (if it exists) is a good indicator of what we may have to look forward to in PC3.

Asturbo
06-05-2018, 19:12
I don't know if this has been brought up before but there is a bug with rolling starts.
Some cars play bumper cars on the grid and get a 5 second penalty for it without any player input prior to the race start.
It could happen with some combos, but it doesn't happen ever. It was online with AI controlling opponent's car or playing with the AI? What track/car? Always happens?


Quick question for Asturbo...
Is there a list anywhere of unfixed bugs from PC1 that reappeared in PC2?
I don't want to think about PC3. It's too far away and as Ian said, there're lots of thing to fix if they want to have a good starting point for PC3. I'm still hopeful in fixing and improving.

As in PC1, now in PC2 the most of the issues (the number, not relevance) comes from the UI, the options of the game and the saving / load system. If you analize the list, more of 70-80% are related to the envoirment of the game, not with the core of the sim. I think that most of them could be patched in PC2. Other things IMHO have to improve dramatically , but I don't know if it would be possible in PC2. Some examples: the replay system. Not enough cameras, totally unfocused views, problems with saving, and no timeline. And perhaps the most relevant, the online that must be more stable and reliable (specially in consoles). Probably the increase of data needed to keep Livetrack synchronized is stressing the online system.

Answering to your specific question about unfixed issues in PC1, I remember some issues in PC1 that appears at PC2 launch. For example the virtual mirror always disapearing, or the names of the tyres that was different in setup & strategy. That was present in PC2 at launch, but fortunately most of them are fixed now. Some issues in PC1 that are still in PC2 is the auto change to bump cam or the migration host problems.

Anyway you have the official list of PC1 here (http://forum.projectcarsgame.com/showthread.php?22315-Known-Issues-Collective-Thread-(PC)-Not-for-bug-reporting!-Updated-21-12). In this case, it was an official list mainteined by an SMS member, not like this one.

MaXyM
07-05-2018, 13:05
Hello
Do yellow flags work right now properly? Fellows from my league say that it don't. I has no enough experience passing collision places, but I remember only green flag indicator while none of yellows.

MaXyM
07-05-2018, 14:39
Category: HUD
Subject: Delta (to best time) doesn't match lap time
ref: http://forum.projectcarsgame.com/showthread.php?63091-Relative-time-bug-and-FFB-diagram&p=1507550&viewfull=1#post1507550

Tar Heel
07-05-2018, 15:33
Hello
Do yellow flags work right now properly? Fellows from my league say that it don't. I has no enough experience passing collision places, but I remember only green flag indicator while none of yellows.

I believe there are no yellow flags in this game

cpcdem
07-05-2018, 15:42
Hello
Do yellow flags work right now properly? Fellows from my league say that it don't. I has no enough experience passing collision places, but I remember only green flag indicator while none of yellows.

I think I'm seeing them (yellow flags) appearing and then quickly disappearing again, even though cars are still stationery. Will pay more attention next time it happens.

Mahjik
07-05-2018, 16:00
Yellow flags used to be in as I've seen them. IIRC, they were disabled for ovals originally. I have no idea if they are still in. Most of my racing is with the AI which doesn't breed yellow flags unless it's me. :(

Konan
07-05-2018, 16:13
Yes they are working...i've tested it out in career and they appear but only on the mini-map...

MaXyM
07-05-2018, 17:02
Sometimes I can see green flag on HUD (after hypothetical but missing yellow)

PostBox981
07-05-2018, 17:23
The blue ones work quite well as I saw them on Sakitto in GT1 yesterday. Maybe I´m the only one around here getting blue ones? :o Same race there was another 100 reasons for yellow ones in T1 but I can´t remember to have seen even one.

MaXyM
07-05-2018, 17:27
Yep, blue does work.

Scott Coffey
07-05-2018, 19:27
Not sure if this is reported or not...

I notice this problem during GT3 MP races. I am qualifying, and want to return to the pits for a quick setup change. I make the change, but now can't immediately return to the track because the "Drive" button is greyed out. The button will eventually become active again... sometimes it's less than 10 seconds but sometimes it's almost a minute, which ruins my "get back out quickly to get in a good lap" plans. If I had to estimate, I'd say it happens > 25% of the time.

I understand that I can't drive off from the pits while others are also driving off (or when someone in the pits has readied-up), but I'm pretty sure that's not what's happening here. Like I said, I don't notice any "trigger" that makes the button active again.

This isn't an "original" bug, but one that was introduced in either patch 4 or 5 (not sure which).

cpcdem
08-05-2018, 00:45
Yes they are working...i've tested it out in career and they appear but only on the mini-map...

What do you mean, the mini map shows yellow spots or something like that? Have not noticed something similar.

Just now I did get a yellow flag online, but it lasted only for a few tenths and disappeared. In the next turn there was a car crashed on the track indeed. So I think the yellow flags do show, but the problem is that for some reason they disappear immediately.

Daz555
08-05-2018, 02:59
I bought a Hama SK140 slimline number pad from amazon uk - £12 and this works fine. The blue light has to be lit on the numlock key for it to work correctly - I assume this means the number lock is active. All keys assigned just fine except delete. I'm on xbox one x. Hope that helps.

https://www.amazon.co.uk/Hama-53820-SK140-Slimline-Keypad-Black/dp/B0119Q8AR8/ref=sr_1_133?s=computers&rps=1&ie=UTF8&qid=1525436074&sr=1-133&refinements=p_76%3A419158031
I'm not seeing how that is any different to any other USB numpad.

Konan
08-05-2018, 04:53
What do you mean, the mini map shows yellow spots or something like that? Have not noticed something similar.

Just now I did get a yellow flag online, but it lasted only for a few tenths and disappeared. In the next turn there was a car crashed on the track indeed. So I think the yellow flags do show, but the problem is that for some reason they disappear immediately.

I mean there's a yellow square on the track where the incident happened...but again,it was when i stopped on the track to see if it would show up...haven't seen it appear for the AI yet.

PostBox981
08-05-2018, 10:14
Got a yellow flag going together with a warning from my race engineer in OC yesterday, Sakitto GP in GT1 that was. :yes: But that was a rare appearance compared to the number of spins ahead of me.

Asturbo
08-05-2018, 10:25
I have not seen as much yellows as it's supposed to be. Probably only appears when there is a stopped car blocking the track.

But other question related to this, is what is the real effect of yellows. I think that works like a warning of accident, but I don't know if overtake under yellow is allowed, our you can receive a penalty. I think that blue flags works in the same way. Looks informational only.

cpcdem
08-05-2018, 13:29
I mean there's a yellow square on the track where the incident happened...but again,it was when i stopped on the track to see if it would show up...haven't seen it appear for the AI yet.

Ahhh, thanks, I now recall seeing such a yellow square in the past and was wondering what this is! :)

Last night I saw a yellow flag indication online again, but as it happens lately, it flashes for a split second and disappear (later I saw a car crashed on the track). While I also saw a blue flag and this one did remain for a few seconds. Although this one was wrong, because I was the leader of the race :)

Mahjik
08-05-2018, 13:54
In real life, a yellow flag is thrown at a flag station, and the yellow flag zone extends to the next flag station which doesn't have a yellow flag. Since PC2 doesn't really have flag stations, it's just the amount of time to try and notify the driver of an incident.

Asturbo
08-05-2018, 14:25
In real life, a yellow flag is thrown at a flag station, and the yellow flag zone extends to the next flag station which doesn't have a yellow flag. Since PC2 doesn't really have flag stations, it's just the amount of time to try and notify the driver of an incident.
So, I undestand that you can overtake under yellow without penalties, correct?

Mahjik
08-05-2018, 14:40
So, I undestand that you can overtake under yellow without penalties, correct?

That I'm not sure. Given the limited time of a yellow flag is displayed, it will be hard to check.

cpcdem
08-05-2018, 16:57
That I'm not sure. Given the limited time of a yellow flag is displayed, it will be hard to check.

Yes, you can overtake, I just checked. I managed to flip another car (in offline, don't worry :)) upside down and everytime we were approaching it, yellow flags were shown, the AI was reducing speed a lot, but was still overtaking me if I was reducing speed even more. And I could also overtake them just fine, got no penalties or warnings.

So in offline I could see the yellows ("extreme caution") and they were staying there for long, not like the split second I mentioned for online. I think something is still off though, see this screenshot, I am getting the Extreme caution yellow flag and the mini map shows a yellow box just in front of me, while there's nothing there:

253991

A few seconds later, I see the reason for the yellow flag, it's a stationary car in the middle of the track, missing a rear wheel. But now the yellow flag has disappeared, although the problem is still just ahead of me:

253992

Also note again the yellow box in the minimap, long way back from the actual place of the incident. Not sure if this is by design or a bug.

PostBox981
08-05-2018, 17:03
Probably that yellow box is marking the beginning of the yellow sector? Just a thought.

I saw that box a while ago and like you I expected to see a stranded car there. I believe it wasn´t there (anymore?).

cpcdem
08-05-2018, 17:25
Probably that yellow box is marking the beginning of the yellow sector? Just a thought.

I saw that box a while ago and like you I expected to see a stranded car there. I believe it wasn´t there (anymore?).

I thought that might be the case, too, but if it is, then it is certainly not clear.
And in any case I think the yellow flag should be still shown, while the accident car is still in front of me (the flag was visible for 4 seconds or so and then disappeared just a few meters before I took that second screenshot above)

cpcdem
08-05-2018, 17:35
Here's the exact moment/location where the yellow is disappearing:

253993

253994

Asturbo
08-05-2018, 17:41
Thanks cpcdem, very claryfing.

Tar Heel
09-05-2018, 03:40
Yes, you can overtake, I just checked. I managed to flip another car (in offline, don't worry :)) upside down and everytime we were approaching it, yellow flags were shown, the AI was reducing speed a lot, but was still overtaking me if I was reducing speed even more. And I could also overtake them just fine, got no penalties or warnings.

So in offline I could see the yellows ("extreme caution") and they were staying there for long, not like the split second I mentioned for online. I think something is still off though, see this screenshot, I am getting the Extreme caution yellow flag and the mini map shows a yellow box just in front of me, while there's nothing there:

253991

A few seconds later, I see the reason for the yellow flag, it's a stationary car in the middle of the track, missing a rear wheel. But now the yellow flag has disappeared, although the problem is still just ahead of me:

253992

Also note again the yellow box in the minimap, long way back from the actual place of the incident. Not sure if this is by design or a bug.


Nice detective work!

Cholton82
09-05-2018, 12:38
Where’s all the responses from the guys in blue ? Are they still present or busy with other things or have they been put off from posting by some of the forum behaviour ? Hope they are still around

Mahjik
09-05-2018, 13:08
Where’s all the responses from the guys in blue ? Are they still present or busy with other things or have they been put off from posting by some of the forum behaviour ? Hope they are still around

They are always around. I see the majority of them on the forum daily reading posts. Just because they aren't posting, doesn't mean they aren't visiting (and reading) frequently.

Cholton82
09-05-2018, 13:44
Good to know , It’s very rare to get the kind of responses and communication that we get from SMS from other developers which makes this forum great . Glad they haven’t been put off and are still about.

MaXyM
09-05-2018, 13:53
You are right. I know several other dev companies which communicates on daily basis helping users with issues.
SMS effectively have stopped communication with patch4 release for unknown reason.

Cholton82
09-05-2018, 14:16
You are right. I know several other dev companies which communicates on daily basis helping users with issues.
SMS effectively have stopped communication with patch4 release for unknown reason.

You misunderstand me , I was actually saying that SMS do a good job communicating with everyone on this forum and that I hoped they are still about although I agree that they haven't been posting recently to my knowledge anyway.

Konan
09-05-2018, 14:52
You misunderstand me , I was actually saying that SMS do a good job communicating with everyone on this forum and that I hoped they are still about although I agree that they haven't been posting recently to my knowledge anyway.

If you click on "SMS Posts" on top of the page you can see where and when they posted...

Cholton82
09-05-2018, 15:08
How have I never seen that before !!!! :D

MaXyM
09-05-2018, 15:11
You misunderstand me , I was actually saying that SMS do a good job communicating with everyone on this forum and that I hoped they are still about although I agree that they haven't been posting recently to my knowledge anyway.

I understood you perfectly. I just did use irony to express I have different opinion. Fortunately the page suggested by Konan confirms my thoughts ;)

awaite85
09-05-2018, 15:18
I'm getting a error when i am loaded into a room, it immediately pulls up my friends invite, and it does it over and over again. I don't even know what button you push to invite friends. Anyone else seen this??

MaXyM
09-05-2018, 15:22
There is an issue "Unable to update existing strategy when max limit reached". Due to this, I'm trying to stay with a few (about 5) strategies to maintain safe headroom of possible ones.
What surprises me recently are new strategies created by game itself (automatically, without my action) named after a car. For Example Ford GT LM GTE or BMW M6 GT3
I've never seen it prior to patch 3. I don't even know when it's created and if content of strategy is related to some particular setup etc.
Have you seen this?

sas5320
09-05-2018, 15:32
There's a noticeable withdrawal from SMS around here. Couple QA posts mainly, not very engaging. Yes, I know about the blue button/link and the orange one too! ;)

Konan
09-05-2018, 15:37
There's a noticeable withdrawal from SMS around here. Couple QA posts mainly, not very engaging. Yes, I know about the blue button/link and the orange one too! ;)

They're too busy to engage...:p

cpcdem
09-05-2018, 15:43
I'm getting a error when i am loaded into a room, it immediately pulls up my friends invite, and it does it over and over again. I don't even know what button you push to invite friends. Anyone else seen this??

This happens when you press the gas pedal. I had it also popup all the time suddenly and this made me realize that my gas pedal was always giving a little bit of input, even when I was not pressing it at all. Maybe the same thing is happening to you?

cpcdem
09-05-2018, 15:45
There is an issue "Unable to update existing strategy when max limit reached". Due to this, I'm trying to stay with a few (about 5) strategies to maintain safe headroom of possible ones.
What surprises me recently are new strategies created by game itself (automatically, without my action) named after a car. For Example Ford GT LM GTE or BMW M6 GT3
I've never seen it prior to patch 3. I don't even know when it's created and if content of strategy is related to some particular setup etc.
Have you seen this?

Yes, happens to me, too. For the first months after the game was released, I had not even visited the strategies page and when I did it for the first time, I saw several like the ones you describe. I assume the game creates them automatically when you use those cars and there are still available strategy slots.

MaXyM
09-05-2018, 15:53
Thanx for response
Do you know when those are created? I'm almost sure these are not present before a race.
Maybe these are being created only when driver is modifying strategy settings during the race? Hmmm. Then a question comes to my mind: what will happen if I modify strategy having no free strategy slot? Did I found another issue which "magically" triggers unexpected in-box changes? ;)

cpcdem
09-05-2018, 16:19
Thanx for response
Do you know when those are created? I'm almost sure these are not present before a race.
Maybe these are being created only when driver is modifying strategy settings during the race? Hmmm. Then a question comes to my mind: what will happen if I modify strategy having no free strategy slot? Did I found another issue which "magically" triggers unexpected in-box changes? ;)

That's my suspicion as well, that they are created when you adjust a strategy (or the default strategy) through the ICM, but I have not confirmed it. Last week I adjusted a strategy from the ICM, to put wet tires and no damage or fuel, entered the pits and I was given no new tires, but 50 or so liters of fuel and all my damaged was fixed, more than a minute pit stop :). And when I checked the strategy again with the ICM after finishing the pitstop, I could indeed see those values now, but I had definitely not entered something like that. Something is indeed off with the strategy saving/adjusting.

Asturbo
09-05-2018, 16:19
We have a lot of issues in the list but obviously not all of them have the same importance. I made a Survey to know what are the critical issues for you as PCARS2 player. The intention is that issues with a lot of votes receive more attention and preference for fixing. The survey is anonimous and no personal data is registered. The issues with more votes will be labeled as "critical" in the list.

Survey Link (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewform)

R (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)esults Link (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)

Thanks for participate.

cpcdem
09-05-2018, 16:21
We have a lot of issues in the list but obviously not all of them have the same importance. I made a Survey to know what are the critical issues for you as PCARS2 player. The intention is that issues with a lot of votes receive more attention and preference for fixing. The survey is anonimous and no personal data is registered. The issues with more votes will be labeled as "critical" in the list.

Survey Link (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewform)

R (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)esults Link (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)

Thanks for participate.

(Another) Very nice initiative, but unfortunately requires a google account.

Edit: Btw, the entry under GUI & HUD:

- Delta Time Issues http://forum.projectcarsgame.com/showthread.php?60911-Incorrect-display-of-the-delta-time

needs to be marked as fixed in Patch 5. The other bugs regarding delta times/widget are still not fixed.

Asturbo
09-05-2018, 16:27
(Another) Very nice initiative, but unfortunately requires a google account.
I've disabled the google logging. Try again.


needs to be marked as fixed in Patch 5. The other bugs regarding delta times/widget are still not fixed.
Ok. I'll update ASAP. Thank you.

cpcdem
09-05-2018, 16:42
I've disabled the google logging. Try again.


Thanks, filled in and submitted! :)

Flens07
09-05-2018, 16:43
(Another) Very nice initiative, but unfortunately requires a google account.

Edit: Btw, the entry under GUI & HUD:

- Delta Time Issues http://forum.projectcarsgame.com/showthread.php?60911-Incorrect-display-of-the-delta-time

needs to be marked as fixed in Patch 5. The other bugs regarding delta times/widget are still not fixed.

Why did you saythis issue is fixed? I reported that bug an I should say: It is fixed (an it is not fixed), otherwise there will be a lot of confusion

cpcdem
09-05-2018, 16:46
Why did you saythis issue is fixed? I reported that bug an I should say: It is fixed (an it is not fixed), otherwise there will be a lot of confusion

Well, this is a collective effort of many people here. You reported it yourself, but a lot of us were having this problem as well, it's not like it affected only you. I checked many times after patch 5 and I am not seeing this problem anymore (while I was seeing it all the time before), so I thought I'd mention here that it is fixed. Do you still get this problem? If yes, I apologize for the misinformation.

Edit: In order to not clutter this thread, i have replied to you in your original thread:

http://forum.projectcarsgame.com/showthread.php?60911-Incorrect-display-of-the-delta-time&p=1508205&viewfull=1#post1508205

Asturbo
09-05-2018, 16:54
Please @cpcdem and @Flens07 post in the original thread what was improved o what is still wrong after patch. To be clear for devs that are reading :rolleyes:

SPAM: Remember Voting for your favorite issues: Survey (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewform) //// R (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)esults (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)

Scott Coffey
09-05-2018, 17:53
There's a noticeable withdrawal from SMS around here. Couple QA posts mainly, not very engaging. Yes, I know about the blue button/link and the orange one too! ;)

Very noticeable. Can really be only one of two things...

- Management directive to not interface on the forums
- Poor/abusive management causing devs to withdraw

Editorial... The formation of WMD by Ian was a stroke of genius, getting the target audience involved as stakeholders. Everyone was excited about the project and because the WMD members had a stake in the game, good vibes were being put out by most everyone involved and the interwebs noticed, causing a lot of positive buzz for the game. PCars 1 did well because of that initiative, and SMS made good money.

But I guess SMS decided that putting up with the unwashed masses was too much, so they pared down the participation, then pared it down even further by booting folks that rocked the boat (sometimes boat rocking is good), and ended up with a much smaller subset of participants. Because of that, the level of QA went down considerably. Example: During PCars2 development, I could never find an online match. During Pcars1, there were always boatloads of online races. Because of that large population of MP racers, SMS found out early on regarding any problems in MP during Pcars1 development and was able to address them before release. That's why the current state of MP is so poor. There was no one in WMD or SMS that really cared about MP, so it went lacking. Car balancing is another area where the members provided a lot of feedback during Pcars1 development, and it's another area lacking in Pcars2.

The success of Pcars1 was because of the involvement by a massive number of people in WMD, not in spite of it. So I guess SMS thought that since they made all that money off of Pcars1, and now knew what they were doing (they thought), that they could get rid of that massive bunch of troublesome WMD folks. So the only participants in Pcars2 were by invitation only, and they then instituted harsh treatment of anyone that didn't produce constant praise, and ended up with a small group of people that were hesitant to offer any negative feedback. That's not how you find out if your product is meeting the needs of it's users.

If you want another Pcars1, then you need to somehow resurrect WMD with a stakeholder option of some sort.

Side note: When something goes off the tracks, it's generally not the developers, it's management.

As I said, it''s an editorial. Maybe all the facts aren't 100%, but the gist is spot on. Something went wrong.

Tank621
09-05-2018, 18:12
- Poor/abusive management causing devs to withdraw.

Did you just accuse SMS management of possibly abusing it's staff based on no eveidence whatsoever?

Yes SMS staff are receiving abuse and even death threats (Ian Bell has stated he has taken a step back from forum posting because of this) but this is from incredibly toxic members of the community not SMS management



I guess

Maybe all the facts aren't 100%

These two statements tell me everything I need to know about what you just said: You Have No Evidence to Support Anything you Just Said

Asturbo
09-05-2018, 18:14
So the only participants in Pcars2 were by invitation only, and they then instituted harsh treatment of anyone that didn't produce constant praise, and ended up with a small group of people that were hesitant to offer any negative feedback.

One correction. I'm WMD1 and WMD2 member and I wasn't invited to WMD2. I have to register in a public web and pay the cost of my pack, in the same way as I did for WMD1. The difference is that for WMD2, the basic pack was more expensive, the period to register was very sort, and we don't have any participation in profits from sales. There were 9.000 active members and 133.000 post in the PC2 development forum. Otherwise, I can assure that it was the same during the development than WMD1. We reported a lot of issues until the last moment and it was again a very good experience with a valuable feedback between members and devs. I've to admit that is one of the things that I miss now.

PS: We're going off-topic. Please create a new thread if you want to continue the discusion !!!

bporion
09-05-2018, 20:43
I smell a " closed thread " coming ...

Raklodder
09-05-2018, 21:06
I filled out your survey, but if I had to pick one issue that I will keep complaining about, it's the broken clutch, "true-to-life handling", well, no...

Asturbo
09-05-2018, 21:28
In an ideal survey would be to asign 5, 4, 3, 2, 1 (like Eurovisión contest), but it's not possible with Google.

I agree with you, my 5 points would go to the clutch, but I can understand that players with pad are no very worried about that.

After 15 surveys:



61%
Setups Disappearing


57%
Handling discrepancies between game modes


57%
Host migration issues


53%
Relative HUD not accurate


53%
Irrealistic puddles


50%
Pit ocuppied during pit stops


43%
Different fuel load with mandatories


43%
No starting lights online


40%
Random weather too rainy


40%
Real weather issues


40%
Objets in Virtual mirrow too small


40%
Clutch not working


40%
Replays out of focus and blurry



Remember voting for your favorite issues: Survey (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewform)
Provisional results (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)

dan2312
09-05-2018, 22:15
I spotted during the indy car championship across all tracks after a large crash, those AI cars that had retired had still left debris all over the track. its not nice dodging wheels and spoiler parts at 200mph.

Tar Heel
09-05-2018, 23:50
In an ideal survey would be to asign 5, 4, 3, 2, 1 (like Eurovisión contest), but it's not possible with Google.

I agree with you, my 5 points would go to the clutch, but I can understand that players with pad are no very worried about that.

After 15 surveys:



61%
Setups Disappearing


57%
Handling discrepancies between game modes


57%
Host migration issues


53%
Relative HUD not accurate


53%
Irrealistic puddles


50%
Pit ocuppied during pit stops


43%
Different fuel load with mandatories


43%
No starting lights online


40%
Random weather too rainy


40%
Real weather issues


40%
Objets in Virtual mirrow too small


40%
Clutch not working


40%
Replays out of focus and blurry



Remember voting for your favorite issues: Survey (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewform)
Provisional results (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)

Clutch is top of the list for me, followed by fuel strategies not working, blurry replays, and the Lambo engine issue (not listed).

Silraed
10-05-2018, 04:56
blurry replays

This is a big thing for me. The DoF and motion blur are so heavy handed and inconsistent in what they pick up I just can't watch replays for more than 5 minutes before I have a splitting headache from things flashing in and out of focus. That combined with the clunky replay interface make it a horrible experience for me.

Have we had any new updates on penalties from qualifying not being applied to the race?

Asturbo
10-05-2018, 06:35
and the Lambo engine issue (not listed).
Do you know where it has been reported? I haven't seen that in the forum...

PostBox981
10-05-2018, 12:19
Great job with the survey Asturbo (and with this whole thread in general). :applause: I would have preferred though to keep temporary results hidden to not bias people before they fill in their personal favourites. Well, regarding the last few posts it wouldn´t have been working anyway I guess. :rolleyes:

Asturbo
10-05-2018, 14:00
I would have preferred though to keep temporary results hidden to not bias people before they fill in their personal favourites.
Agree, but people like to see inmediatly his vote registered, and with anonimous poll, the link of the results is public. I had to have grouped some similar issues (default setups or deltas) to not divide the votes.

If there is another poll in future, I will search for other alternatives.

The survey will be open until the weekend, but the results ATM are the expected: puddles, clutch, deltas, setups, random weahter, fuel mapping, handling discrepances...

Survey (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewform)
R (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)esults (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)

pimpi84
10-05-2018, 19:59
Hi.

I have the feeling that the issues "Handling discrepancy beetween game modes" and "Frame drop after TT [PS4]" are somehow related.
I play on PS4 PRO with wheel, cockpit cam, supersampling enabled and "visual enhancement" (but I think it really does not matter).

I did the following tests:

1) I tried TT right after booting up the game. I slowed down to 1st gear and I tuned the wheel repeatedly right/left, like if I had to warm up the tyres. The hands followed perfectly my movements. It was very smooth. Then I took some laps. The car behaved as expected. Planted on the ground. Nothing strange.

2) I created an offline race, full grid. I loaded the race and quitted before even starting, right after landing to the startup page. Then I loaded a private practice withh same track and car, and as soon as I started, I noticed a huge framerate drop. During tyre heating the hands did follow very slowly my movements. I guess it was something around 30% of full framerate. I tried anyways to do some laps, and the carwas undriveable. Not only a matter of bad framerate, but the car was not "planted" and sliding all around.
The issue disappeared only when I changed game mode (I loaded again TT).

3) I entered TT, then I quitted before starting the game, then I entered into an online lobby (SPA historic Group 5 BMW) and I noticed again during tyres heating a slightly bad framerate, something around 60% of the "optimum". I also found the car quite difficult to handle (which actually is), but I felt something wrong in terms of handling. I quitted and I loaded private practice, with same car and same track, and suddenly the framerate was great, and the car was a lot easier to drive.

Summary: I suppose (without any clear evidence) that under some circumstances, some events are loaded "wrong", showing a bad graphical performances in terms of framerate, and along with it a "wrong" physics/handling model, as if physics calculations were made at a much lower frequency, something like 1Hz.
I hope that someone could study into this and maybe could find out better than me if a link actually exists and how it is triggered.

Paolo

Asturbo
10-05-2018, 22:06
Konan is it possible reopen the "General Discusion" thread o create a new one and move there the last offtopic posts?

I like the debate, but you know what could happen...

Konan
10-05-2018, 22:22
Done...

Asturbo
12-05-2018, 08:48
I’ve closed the issues survey. We have a good number of votes that are enough to have a good picture of the problems that worry the players of Project CARS 2. People have taken seriously, because those who don’t play online, didn’t vote in that section. Thanks to everyone.

One thing I want to remark is that the votes are representing the biggests problems for each player, but issues that don’t have many votes, don’t mean that are not relevant. It only means that there are other 5 issues more important for them (remember that only 5 votes per section allowed). Here is the most voted issues:




65%
Irrealistic puddles


55%
Different fuel load with mandatories


51%
Clutch not working


45%
Handling discrepancies between game modes


45%
Random weather too rainy


45%
Objets in Virtual mirrow too small


44%
Relative HUD not accurate


43%
Host migration issues


40%
Setups Disappearing


40%
Fuel mapping not working


40%
Delta time issues


40%
Setups disappering


38%
Wrong race results


37%
No drying line online


36%
Default Setups


35%
Delta Widget disappearing


35%
Saving online setting corrupts lobby options


33%
Real weather issues


32%
Pit ocuppied during pit stops


32%
No starting lights online


32%
Assist transfered to next car


32%
Pit occupied during pit stop


30%
Game don't giving penalties


Complete results (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)

Looking to results, the most annoying problem is the unrealistic puddles. It’s obvious that a race car with rain tires must be drivable at 50khm over the puddles, and now it’s almost impossible. And we are not talking about racing, it happens in a slow driving like our moms/wifes do going to the supermarket. But this problem is even worse when you race with AI, because they are not affected by the puddles. IMO the puddles effect is exaggerated, and must be revised. We can understand aquaplaning in a flooded track at 200kmh, but not losing the car at 30Khm over a small puddle. Looks that aquaplaning isn't sensible to your speed.

Other group of problems are things that don’t work as it should probably by a design decision. For example the random weather that is too rainy that is not usable. The only random thing is the amount of rain you have without taking into account the track or the season. Adding another weather style called “authentic” or "logical" that takes in count the country, the season, the month, and the hour would help to have a more realistic scenarios and could be a perfect solution, especially for consoles that doesn’t have real weather.

Other group of issues are problems that looks forgotten features. It’s like it was added to the game but not functional. For example the relative HUD, the fuel mapping or the clutch. Yes, are there, but its operation has nothing to do with real life. It’s very strange, because the time gaps are right in the leaderboard but not in the relative. The clutch worked in PC1 as it should do, but not in PC2. These are the kind issues that translate the impression of "unfinished" that we've read lots of times.

There’re other problems of adjustment that is annoying a lot of people. I.E. the FOV of the virtual mirrors or the blurry out track cameras in replays. You can see your car unfocus 90% of the time in a track camera view, and only along one second correctly focused. And you also can see one car perfectly focused, and the car next to him totally blurry. I know that there many cameras and could be difficult adjust perfectly all of them, but please, add an option to remove the focus effect in replays. I really don’t care about camera effects that could look pretty if it would work properly, but now that aditional and unwanted effect is ruining the replays.

But the most of the issues comes from the UI, the load/save options and the defaults values of each part of the game. I.E. the corrupted online settings when you save lobby options, the host migration issues, the default setups that could be different for each player or the setups disappearing. This group of problems is the biggest worry for most players because we can’t assure that everybody is in the same conditions. That the cars feels different with the default loose than after loading loose (supposedly the same) or after changing session, makes you distrust in the game and that is especially important in online. That creates a lot of insecurity and mistrust in the game because you never know if you’re in same conditions as your rivals and that’s the worst thing that can happens. We need to trust in the game to know if we spin is exclusively by our fault, not because some mysterious parameter is not correctly loaded. I’ve read a lot of times in the forum the expression “the car becomes like driving on ice” and this could´t happen so dramatically when changing game modes or session. There is something wrong with the setups, temps or livetrack... that is causing all this issues.

Patch 5 didn’t solve as much thing as we would like, probably because the problems with the DLC cars needed and urgent fix, so other issues that need deeper testing wasn’t included because the premature launch. So I expect a huge step forward in next patch specially because thanks to all our work, there are many issues perfectly reported, tested, diagnosed and documented in the forum. May be too optimistic, but something else would be dissapointing.

I have an unforgivable fault in the survey because I should have added a question asking your preferences about detailed notes or faster patch. It would be very interesting for SMS future patches. I personally (and I think that most of you), would prefer detailed notes, even if that delays the approval process 1 week (not 1 month). Detailed notes help us to test the things knowing what we have to test and improve trust in the game functionalities.

Furthermore a huge patch notes like we have in patch 4, would help to value the effort of SMS fixing things and would please everyone even when we don’t know what each line means. In the other hand, simple notes looks the opposite even with same effort. Patch 5 was a bit special by the urgencies to fix the DLC problems, but detailed notes would be better for both parts.

SMS could make a public poll using the vbulletin features asking in the forum for detailed notes or faster patch. In this way, nobody could blame SMS if we have that the majority of the players prefers, and this kind of things also improves the image of the company looking for the interest of their customers. That would also end of note's and aproval delay discusions.

OMG, sorry for such a long post in my bizarre English.

Cholton82
12-05-2018, 09:18
Great work , It's things like this that make this a great community to be a part of :applause:

cpcdem
12-05-2018, 14:22
Great post and effort asturbo, just one thing, I voted for the unrealistic puddles because I thought that meant that the puddles form way too easily and fast, even with a little bit of rain. For me that's the most unrealistic thing, that we get big pools inside tracks, like a tropical storm has passed...Wondering if more people voted having this in mind.

Asturbo
12-05-2018, 14:45
@cpcdem yes, with the puddles are this two different problems. One is cruising over it that with some cars is impossible, even at a very slow speed, and other one that you've have said. But the fast formation of the puddles I think (and this is my own theory) that is caused for another issue. When you start a race for example with heavy rain, is just like the rain begins when you jump to the grid. So you have the track driveable with moderate puddles at race start. But in lap 2 after 2 minutes of heavy rain the track is flooded and totaly diferent from lap 1, that results very confusing. Also when the rain stops, the puddles remains too much time, specially in online where there isn't drying line.

MaXyM
12-05-2018, 16:18
recently someone (mod?) has mentioned that speed of flooding the track depends not only on chosen type of rain but also on how long is lasting this weather slot. Which is another completly unrealistic approach.

Mahjik
12-05-2018, 16:31
recently someone (mod?) has mentioned that speed of flooding the track depends not only on chosen type of rain but also on how long is lasting this weather slot. Which is another completly unrealistic approach.

You are going to need to explain that a bit... If I put a cup outside during a rain storm, how much rain fills the cup depends on how hard it's raining and how long it rains.

Keena
12-05-2018, 16:42
Not sure I compketely understand the modelling but does he mean that light rain has the possibility to flood the track if its a short slot because its effectively compressed? The rate is not a constant but varies with slot length so terms like 'light' are erroneous? I think i remember reading something similar but couldnt point you to it Im afraid.

Ofnir4
12-05-2018, 16:50
recently someone (mod?) has mentioned that speed of flooding the track depends not only on chosen type of rain but also on how long is lasting this weather slot. Which is another completly unrealistic approach.


That may have been me in the "British GT rain" thread, I've done a lot of testing on water since the game launched. It's the weather acceleration that breaks the deal so to speak.

As said before, water fall fate is not constant, the quantity IS. A normal slot is 1h, let's say at random 150L of water fall during that hour. If you run 2x weather acceleration, you won't get 75L over half an hour, you will get 150L over half an hour, doubling the rate at which water falls and accumulates, so you get puddle almost instantly. Look at this as "by the time the slots ends, the track must look like this with this amount of water", no matter slots length.

The thing is, how water evaporate is NOT exclusively controlled by weather acceleration as far as I can tell, so even with quick weather slots, puddles stay a long time.

Edit : And like most guys here, I believe that a particular type of rain should be linked to a flow, a fall rate, not a quantity, so whatever you run as far as slots length, it stays realistic and gives much more options in terms of weather and transitions.

Asturbo
12-05-2018, 17:20
As said before, water fall fate is not constant, the quantity IS. A normal slot is 1h, let's say at random 150L of water fall during that hour. If you run 2x weather acceleration, you won't get 75L over half an hour, you will get 150L over half an hour, doubling the rate at which water falls and accumulates, so you get puddle almost instantly. Look at this as "by the time the slots ends, the track must look like this with this amount of water", no matter slots length.
Are you sure? I thought that the type of wheather determines the rain rate, not the amount of rain. If it works how you've said (I don't doubt of you), light rain at 2x could be equivalent to rain at 1x in term of track status. Or to heavy rain at 4x. It's obviously a problem.


The thing is, how water evaporate is NOT exclusively controlled by weather acceleration as far as I can tell, so even with quick weather slots, puddles stay a long time.
Could be that the evaporation could be determined by the time aceleration, not the weather aceleration? If water needs at 1x weather 30' to evaporate we need to know if at 2x weather or time progression it reduces to 15'.

Ofnir4
12-05-2018, 18:06
Are you sure? I thought that the type of wheather determines the rain rate, not the amount of rain. If it works how you've said (I don't doubt of you), light rain at 2x could be equivalent to rain at 1x in term of track status. Or to heavy rain at 4x. It's obviously a problem.

From what I've experienced and the few dev videos I've seen about the driving line and exposition to direct sunlight, it seems to work that way for a given rain type, it will simply be condensed into the length you chose.
For different types of rain that I'm not certain, it's pretty hard to judge. A certain rain type could certainly have a cap that dictates that no more standing water or puddle can form (the driven wetness value) to make sure rain type has an identity, so that no matter how condensed light rain is, you can never have as much puddle or standing water as in rain, making sure they is no overlap, just degrees of rapidity in the transition from fully dry to "full light rain" or "full rain". I'm not sure on that and I don't know how I can test that.

To help a bit : https://www.youtube.com/watch?v=3yjgO0yylhc

If light rain is let's say 0.6 driven wetness and rain is 0.8, slot length will just dictate how fast you go from 0 to 0.8. With rain level capping at 0.5 (rain level value) for light rain and 0.8 for rain will mean puddle are capped. That is the theory anyway.


Could be that the evaporation could be determined by the time acceleration, not the weather acceleration? If water needs at 1x weather 30' to evaporate we need to know if at 2x weather or time progression it reduces to 15'.

There is the time acceleration and the weather acceleration. Time acceleration will impact with direct sunlight exposition and varying track and ambient temperatures (that means less hot air because days are shorter and temps fall more quickly once the sun is down), Weather will control how fast the racing line dries up. For the puddles, you have both and then circulation on the track. I used to do 1h30 races with 30min slots of rain/overcast (to slow down the drying of the track) and clear. At the end of the race, the track is bone dry but puddles are still present.

So in your example yes, if you give the game 30 minutes instead of an hour to make the track dry, it happens twice as fast. From 0.8-0.8 to 0-0 to use the previous values.

cpcdem
13-05-2018, 01:54
That may have been me in the "British GT rain" thread, I've done a lot of testing on water since the game launched. It's the weather acceleration that breaks the deal so to speak.


I run a few tests without weather acceleration and light rain and I think the forming of puddles is still exaggerated. With light rain I would expect that the track just becomes wet, instead there were puddles forming that I had to drive around to keep the car on track. I would expect that from thunderstorm or even "normal" rain, but definitely not with light rain.

MaXyM
13-05-2018, 06:44
Exactly what you guys are describing. It's not even about time acceleration set for a session but it looks like rain rate is depending on time which time slot is allocated for. So if you have single rain slot for 2h race, you will get slower water accumulation than for 1h race. If you have 4 slots for 1 hour race, and one of them is light rain, then you effectively get one slot of heavy rain. Which is of course wrong (not intuitive, misleading etc). It's hard to believe it has been initially invented this way. That's why I would call it a bug.

Probably it's also the reason why sometimes bestline under light rain is not drying having even 30 cars on track. I notified about it in the past but as usually got some evasive answer, like this:


You are going to need to explain that a bit... If I put a cup outside during a rain storm, how much rain fills the cup depends on how hard it's raining and how long it rains.

Thank you for your constructive answer. Important, you got a like from another mod ;)

Asturbo
13-05-2018, 10:23
I can confirm that @cpcdem @ofnir4 and @MaxyM have said about the raint rate. The same amount of rain looks concentred in the slot duration. So, if light rain is for example 5L per hour, with a weater acceleration of 10x this amount of rain falls in 6 minutes. That is an efective rain rate of 50L per hour, the same as heavy rain and causes fast flooded track and big puddles. That's obviously wrong.

If the rain rate would be the same with any weather progression (as it should be) and weather aceleration only affects the duration of the slots (as it should be), after 5 minutes of light rain we must have the same track conditions. But if you see the captures below, we get a very different track:

254399

254400

Both pictures are in Spa with light rain. In the first one, after 5 minutes you have wet track but not puddles with real slot duration. The second picture is the same conditions but with time aceleration 5x. The puddles appears after 1 minute and after 5 minutes the track has a lot of water (remember, also light rain). So looks that with real weather progression is right, but with any weather aceleration, the things goes weird. With higher acelerations, I didn't see bigger puddles, but it appears inmediatly. Perhaps weather slots aceleration also acelerates Livetrack?

I think that we have to divide the puddles issue in the list in two parts: One related to the driveability and the other one to the rain rate and puddles formation with acelerated weather slots.

MaXyM
13-05-2018, 10:59
I wouldn't name the 2nd issue after puddles formation speed. This issue for sure affects thickness of water layer on the road before puddles even appear.

Also I might consider that accelerated weather intentionally scales up the build-up rate of water layer. But then drying/evaporating effects should be also scaled (which is not happening). Maybe scaling-up the intensity should be optional (checkbox) to make it clear.
But for 'scale to race' and 'real time' weather modes, the multiplying of rain rate should not happen at all. IMO this modes are dedicated to setup an appearance time of the slot, not its intensity.

Konan
13-05-2018, 11:14
Probably it's also the reason why sometimes bestline under light rain is not drying having even 30 cars on track. I notified about it in the past but as usually got some evasive answer, like this:



Thank you for your constructive answer. Important, you got a like from another mod ;)


recently someone (mod?) has mentioned that speed of flooding the track depends not only on chosen type of rain but also on how long is lasting this weather slot. Which is another completly unrealistic approach.

Seemed like a perfectly reasonable follow up post IMO (hence my "like")
So to you it's unrealistic that the water will rise depending on how long it rains?

MaXyM
13-05-2018, 11:29
It's unrealistic that water rising speed depends on how long it rains.


recently someone (mod?) has mentioned that speed of flooding the track depends not only on chosen type of rain but also on how long is lasting this weather slot.

Please read other posts... probably you find better explanation of the issue.

Konan
13-05-2018, 11:37
It's unrealistic that water rising speed depends on how long it rains.



Please read other posts... probably you find better explanation of the issue.

Yes i do now but your innitial post was a bit confusing...that's why Mahjik answered the way he did...nothing unconstructive about it was my the point i was trying to make.
Back on topic....

Edit: Actually it's not unrealistic that water rises faster if it rains longer....drains get overflooded.

Ofnir4
13-05-2018, 11:56
Edit: Actually it's not unrealistic that water rises faster if it rains longer....drains get overflooded.

It is, because some aspects are scaled up by weather acceleration and some are not. 15 minutes of light rain should not create massive puddles and aquaplaning, nor should it overwhelm the drains.

Effectively, the only realistic way to have weather is 1h slots.

In an ideal situation, realistically it would be slots only control the duration, not the amount, "à la" rF2. Personally I would want my water to drop and evaporate at a constant rate and maybe have another slot that dictate the state of the track at the start of the race. But at least if it's not doable, at least everything should be affected by weather acceleration.

Keena
13-05-2018, 12:02
Just me having a bit of mischievous fun..
https://youtu.be/_wGeM3JFAhU

Tank621
13-05-2018, 13:50
Edit: Actually it's not unrealistic that water rises faster if it rains longer....drains get overflooded.

Yes and once the surface becomes saturated with water it can no longer absorb anymore which means water remains on the suface instead
Whilst the track surface doesn't absorb very much water at all, the surrounding soil in grassy areas and gravel traps etc will become saturated and water will run across the surface instead.
And as water always follows the path of least resistance and the concrete/tarmac offers the least resistance water will naturally end up here

Obviously there are many other variables at play here, but assuming a constant rate of rainfall puddles will grow at a faster rate the longer it has been raining

Of course I have no idea how well this is applied in the game but as a principle it makes sense, plus accelerated weather creates a whole new set of variables to confuse everything

Never thought I'd need to use my geography A level in these forums but at least it's useful for something I guess :rolleyes:

cpcdem
13-05-2018, 13:57
Yes, of course, when it keeps raining, it gets more wet, unless the rate that water can be removed is equal of the water that gets dropped...
But, in any case, I think we can all agree that light rain never creates lakes of water in real life within ten minutes :)

Keena
13-05-2018, 14:47
This was an interesting find..
https://youtu.be/ZGG9T_G1KMI

I just wish the Ai would spin out as well. In the meantime its the pause replay resume method of drainage for me. Still super fun and every time i get home and get into game, its a great feeling leaving the pits :)

sloppysmusic
13-05-2018, 16:03
I think it's fantastic that we even HAVE realistic looking rain at all (windscreen wipers work!). So the very fact that we can discuss ways of making it function even better is amazing. It's kinda like being given a skeleton key to Fort Knox then suggesting a bigger truck would be able to get more gold out. I think the future looks very exciting for Project Cars Track and hopefully other publishers and game devs will license technologies out. Imagine an industry standard weather engine! Not just racing games/sims ALL games would benefit.

Keena
13-05-2018, 16:29
Absolutely. I have an absolute blast in the rain. Its a victim of its own success in many ways. We can see the potential on the horizon, and that shouldnt detract from the great stuff we have in front of us.

Ofnir4
13-05-2018, 16:33
My only gripes with water are what we have discussed at length above and the fact that the windscreen gives the game away. :cool: (Other than that it's probably the best wet weather in sim, from the feel to the visuals.)

For those who haven't noticed, at the start and end of slots, water keeps falling but has no drop impact on the windscreen, telling you you are now in the transition phase between rain and any "non water producing" weather.

Atak Kat
13-05-2018, 17:00
Personally I have had both terrible, and fantastic results in rain.
Consider that all my comments are in carreer races.
-prevously I had very poor experience in rain races in the GT3 career races. It simply was impossible and seems something wrong.
-recently I finished GT3, and moved on to TC (last tier of career). Here it was very fair and as I would expect. As the rain built, I slowed, but also the AI slowed as well. I was losing several seconds per lap as the track got more wet, but so was the AI. Picking the right line, and learning not to go through pools with full throttle is important. And the gap was similar. When the track started to dry, times improved for both myself and the AI. I was seriously impressed considering my previous experience.

So I'm of the opinion that when working correct, rain is fantastic. Even in downpour. But there is something else that somehow is at work that can make the difference AI simply not fair and not as expected. When it happens it is clear.

Sentry87
13-05-2018, 18:30
Is it certain tracks or cars then where a.i. is too fast in rain? If like to get those narrowed down

PostBox981
13-05-2018, 18:44
For the last two weeks I have been practicing for a race on Nurburgring Combined, 2:25h, with four weather slots, first of them light rain plus three dry weather slots following. I restarted this race multiple times for practice purposes without changing any of the settings and guess what. Every time I got a slightly different amount of water on the track, even varying in different areas of the ring with vaying amount of rain coming from above.

So you never get exactly the same. And that´s how I like it. :)

I must admit though that my picture of light rain is generally less water per time and smaller drops more like drizzle. But I am still very happy with what we have.

Brainbug
13-05-2018, 20:59
- I can not load any ghost for Nürburgring combined

- class selection for online lobies is not going to be saved when revisiting online section

- replays in tv mode needs no DOF camera effect in vr

blinkngone
13-05-2018, 21:31
- I can not load any ghost for Nürburgring combined

- class selection for online lobies is not going to be saved

- replays in tv mode needs no DOF camera effect in vr
Hi, Nurburging combined. I guess you are not really on PC... First go ahead and load the Combined track. Quit the game. Restart the game so TT takes you back to the track then select the Ghost you want. Sorry, sometimes I just can't see. I should always put on my computer glasses. You are right no ghosts available.
254426
254427
254428

Gix916
14-05-2018, 09:14
If you get a speeding in pitlane penalty the warning message stays on screen the whole race (or until you get another penalty). not normally too much of an issue as you can just ignore it, but in VR this message comes up just where the rear view camera screen is thus blocking your view of chasing cars. (in lambo GT3 and possibly others)

Asturbo
14-05-2018, 09:39
You are right no ghosts available.
You confirm the issue then? I'm a bit confussed with the captures at RBR track...


If you get a speeding in pitlane penalty the warning message stays on screen the whole race (or until you get another penalty)
Is already in the list:


Popup warnings not disappearing. Link (http://forum.projectcarsgame.com/showthread.php?60447-Penalised-for-speeding-in-pit-lane)

blinkngone
14-05-2018, 12:16
You confirm the issue then? I'm a bit confussed with the captures at RBR track...


Is already in the list:


Popup warnings not disappearing. Link (http://forum.projectcarsgame.com/showthread.php?60447-Penalised-for-speeding-in-pit-lane)


Yes Asturbo, there are no Ghosts available at the Combined Circuit. I guess I could have deleted my mistake with RBR screenshots but it is sometimes to easy to just delete a mistake and instead I chose to live with mine.:o

cluck
14-05-2018, 12:35
At least one dev is aware of the lack of ghosts at Nords Combined - I pointed it out to Yorkie at the end of last week between the 2 streams he ran :)

cpcdem
14-05-2018, 14:13
At least one dev is aware of the lack of ghosts at Nords Combined - I pointed it out to Yorkie at the end of last week between the 2 streams he ran :)

It's the same issue with Azure Coast and California Highway, almost no ghosts there at all, either. I think the same problem exists for those tracks also in PC1.

If they can fix it, I am hoping it might be the same issue with the problem I am having, since two weeks ago none of my ghosts save anymore for any car and track combo: http://forum.projectcarsgame.com/showthread.php?62941-Hide-setup-on-world-hot-lap&p=1508967&viewfull=1#post1508967

pimpi84
14-05-2018, 19:43
Hi.
today I did some additional testing regarding "ps4 framerate drop/inconsistency between sessions and game modes".
This time I set "enhanced framerate".
1)started TT session, smooth framerate, consistent handling
2)started offline race, quitted before starting
3) started private practice. Framerate is very low, handling is bad.
4) joined online lobby. Framerate better but not smooth (guess 30fps) and handling not consistent
5)startedTT session again. Smloth framerate (60fps), consistent handling
6) joined online lobby, smooth framerate, consistent handling, wonderful race!

Again, it seems that sometimes the game "loads bad" and framerate/handling is consequently bad.
It seems though that loading a TT session kind of "resets" this behavior.

Can someone try this with a ps4pro to confirm?

Unfortunately I don't know how I could analyze fps on ps4.

Paolo

mea_culpa
15-05-2018, 08:15
Hi.
today I did some additional testing regarding "ps4 framerate drop/inconsistency between sessions and game modes".
This time I set "enhanced framerate".
1)started TT session, smooth framerate, consistent handling
2)started offline race, quitted before starting
3) started private practice. Framerate is very low, handling is bad.
4) joined online lobby. Framerate better but not smooth (guess 30fps) and handling not consistent
5)startedTT session again. Smloth framerate (60fps), consistent handling
6) joined online lobby, smooth framerate, consistent handling, wonderful race!

Again, it seems that sometimes the game "loads bad" and framerate/handling is consequently bad.
It seems though that loading a TT session kind of "resets" this behavior.

Can someone try this with a ps4pro to confirm?

Unfortunately I don't know how I could analyze fps on ps4.

Paolo


I had many times the feeling that frame rate drops was present also navigating in the main menus just starting the game and moving on the menus (e.g. from single player menu to multiplayer menu). I simply saw visible tearing and slowdown.
I can confirm that even on my PS4 PRO I saw frame rate drops but I didn't investigate the causes as all of you have done.

pimpi84
15-05-2018, 08:26
I had many times the feeling that frame rate drops was present also navigating in the main menus just starting the game and moving on the menus (e.g. from single player menu to multiplayer menu). I simply saw visible tearing and slowdown.
I can confirm that even on my PS4 PRO I saw frame rate drops but I didn't investigate the causes as all of you have done.

Yes I did not mention it, but surely the menu navigation (and also car selection) was not smooth at all in between steps 2-3, 3-4, 4-5.

simsimsheree
15-05-2018, 12:54
Anyone noticing some weird speeds from the AI when set to <80 strength? That is supposed to give them the same stock setup as you, right? Manual says they tune from 80 upwards.

Did a vintage Lotus F3 Type 51 race against the AI at 79 (I don't tune, so I want to race against untuned AI) at Historic Spa. Lots of huge flat out sections.

The AI were easily outpacing me by up to 15mph at top speed, out of the draft. I could only JUST keep up with their top speeds in close on the draft, and certainly not enough to overtake. Now, a full lap, yes, I could beat them, but this is not the first time I've noticed much higher top speed for the AI on default tunes. Seem to recall Ginetta GT5's blasting past me at Rouen Les Essarts on the long sectors.

So, what's happening? Please don't tell me exit speed, I'm FAR faster than them out of the corners. And don't tell me drafting, I stay off of their line and they still leave me standing.

Why is their stock tune faster than me?

Mahjik
15-05-2018, 12:57
Anyone noticing some weird speeds from the AI when set to <80 strength? That is supposed to give them the same stock setup as you, right? Manual says they tune from 80 upwards.

No, the AI doesn't necessarily use the same default setup. SMS at times will need to adjust the AI setup differently since they have a different tire model. That's the tuning Doug has to do with every car, tire, track, weather combination (which is a daunting task).

blankfile
15-05-2018, 12:58
Probably because the AI runs on verry simplified physics compared to the player. Probably the drag/slipstreaming is different.

Keena
15-05-2018, 13:07
No, the AI doesn't necessarily use the same default setup. SMS at times will need to adjust the AI setup differently since they have a different tire model. That's the tuning Doug has to do with every car, tire, track, weather combination (which is a daunting task).

If theres anything we can do tell him he just needs to ask. I'd be happy to run through car, track combinations although its only the ginetta juniors, rookie, etc that I'd be any good at. 100% difficulty is not touched these days for consistency. To his credit I know he said before the last patch that he was going to take a look at those lower formula cars and its obvious where he's been. I can be literally inside the AI tailpipe and sustain that for lap after lap, same braking zones etc. I guess its the changeable conditions that are the real problem for him to balance up.

Like I said- if there's anything we can do just ask. He does great work, and I for one massively appreciate the outstanding work he is doing. It makes my life better in that I can have a rubbish day, come up to my study and close the door and hey presto- I am smiling again ;) Multiply that by however many and its not a bad thing to be making so many people happy :)

Mahjik
15-05-2018, 13:22
He does read this forum (specifically the "On the topic of AI" thread), so do post up combinations that are seen as not working well.

Keena
15-05-2018, 13:29
Willco. I restarted career on 100 for consistency and have sworn that im not moving it. I come first more than often with that. If im 3 seconds a lap quicker or slower so be it. Anything ridiculous (like 7+ seconds) I'll post so that others can test and make sure its not me. Ill only do this with track and car combinations that i know really well. I think that last point is important- i just jumped in another car to test something and was 10 seconds quicker 1 hour later once i understood the car better..
Currently in ginetta juniors so dont hold your breath for feedback ;)

Brainbug
15-05-2018, 18:42
Somebody mention visual dirt build up in replays should sync with race lenght.

Now dirt builds up and start again and again, in fix time not related to race.

mea_culpa
16-05-2018, 08:38
Hi.
today I did some additional testing regarding "ps4 framerate drop/inconsistency between sessions and game modes".
This time I set "enhanced framerate".
1)started TT session, smooth framerate, consistent handling
2)started offline race, quitted before starting
3) started private practice. Framerate is very low, handling is bad.
4) joined online lobby. Framerate better but not smooth (guess 30fps) and handling not consistent
5)startedTT session again. Smloth framerate (60fps), consistent handling
6) joined online lobby, smooth framerate, consistent handling, wonderful race!

Again, it seems that sometimes the game "loads bad" and framerate/handling is consequently bad.
It seems though that loading a TT session kind of "resets" this behavior.

Can someone try this with a ps4pro to confirm?

Unfortunately I don't know how I could analyze fps on ps4.

Paolo


I tested your scenario in my PS4 PRO and I got the same results. The problem is not related to the quality option you selected (so it's present in enhanced framerate, resolution and visual).
The problem is caused by the custom offline or online race only. In particular when you are in the race phase (not in the free practice or qualifying phase; in case you setup the offline race with them). If you leave the race without moving on the track, so even if you press the "start" button and then you leave the race without the pre-race intro movie is completed (so before you are on the track with your car waiting the green flag countdown), the fps remains set to 30. I think fps is set to 30 for rendering the intro movie.
After the intro movie is completed, so you are on the track waiting the green flag, the fps is correctly set to 60 and the bug is avoided.

When raised, the bug affects also the menu (main menu etc...).

In order to fix the problem it is enough that you make another offline/online race waiting to be on track before leaving the race or you make a race (even in this case you need to move on the track with you car) in the "community menu" (so a TT or community event race).
With the exception of the offline and online race causing the bug, the other races in the "quick race" menu (so free practice races) don't set fps to 60 even when you move on the track with your car.

I think the bug is present only on consoles where the intro movie (such as also replays) are rendered at 30fps (maybe it's even set to 25fps). On a PC the bug should not be present (but for this a PC gamer can quickly provide his feedback).

@asturbo if pimpi84's and my analysis can help the devs to fix the bug please add this post in your list

EDIT: The bug is introduced even by online race. Above description was modified reporting proper analysis

Asturbo
16-05-2018, 08:45
@asturbo if pimpi84's and my analysis can help the devs to fix the bug please add this post in your list
Of course. What title do you propose? "PS4 framedrop after quiting videos"?

Bealdor
16-05-2018, 08:50
I tested your scenario in my PS4 PRO and I got the same results. The problem is not related to the quality option you selected (so it's present in enhanced framerate, resolution and visual).
The problem is caused by the offline race only. In particular when you are in the race phase (not in the free practice or qualifying phase; in case you setup the offline race with them). If you leave the race without moving on the track, so even if you press the "start" button and then you leave the race without the pre-race intro movie is completed (so before you are on the track with your car waiting the green flag countdown), the fps remains set to 30. I think fps is set to 30 for rendering the intro movie.
After the intro movie is completed, so you are on the track waiting the green flag, the fps is correctly set to 60 and the bug is avoided.

In order to fix the problem it is enough that you make another offline race waiting to be on track before leaving the race or you make a race (even in this case you need to move on the track with you car) in the "community menu" (so a TT or community event race).
With the exception of the offline race causing the bug, the other races in the "quick race" menu (so multiplayer and free practice races) does not set fps to 60 even when you move on the track with your car.
I think the bug is present only on consoles where the intro movie (such as also replays) are rendered at 30fps. On a PC the bug should not be present (but for this a PC gamer can quickly provide his feedback).

@asturbo if pimpi84's and my analysis can help the devs to fix the bug please add this post in your list

Great, detailed testing mate!
Reported to the devs.

pimpi84
16-05-2018, 09:01
I think fps is set to 30 for rendering the intro movie.


Brilliant idea mea_culpa ! Good job mate! Thanks for completing my rough testing!


The problem is caused by the offline race only.


Are you sure it does not happen also if you quit an online race before the intro movie is compelted? I did not test this scenario, but I remember experiencing bad framerate and bad handling during online races now and then, but I think I never did an offline race before doing these tests, so I am afraid that there are also other things triggering this behavior.
This evening I will test it in case needed.

davidt33
16-05-2018, 10:19
@Asturbo (http://forum.projectcarsgame.com/member.php?62916-Asturbo) please include.
Gears settings/ratios change in-between sessions

http://forum.projectcarsgame.com/showthread.php?63206-Gears-settings-ratios-change-in-between-sessions&p=1509715&viewfull=1#post1509715

Asturbo
16-05-2018, 12:03
@Asturbo (http://forum.projectcarsgame.com/member.php?62916-Asturbo) please include.
Added.

Also created the "Settings" section in the list and moved there many issues.

mea_culpa
16-05-2018, 13:00
Of course. What title do you propose? "PS4 framedrop after quiting videos"?

Maybe it's better "PS4 menu/race locked to 30fps instead of 60fps"

Remember that the bug affects also the menu (main menu etc...). Probably not so evident on a LCD/LED TV but visible on a plasma TV as mine

mea_culpa
16-05-2018, 13:10
Brilliant idea mea_culpa ! Good job mate! Thanks for completing my rough testing!



Are you sure it does not happen also if you quit an online race before the intro movie is compelted? I did not test this scenario, but I remember experiencing bad framerate and bad handling during online races now and then, but I think I never did an offline race before doing these tests, so I am afraid that there are also other things triggering this behavior.
This evening I will test it in case needed.

I didn't test it. I simply joined online races, moved on track during qualifying session and verified that the bug was present also racing. Same result joining an already started online race (so watching the race).
However I think devs have enough info to verify if the bug can occur also in an online race phase.

mea_culpa
16-05-2018, 15:34
Maybe it's better "PS4 menu/race locked to 30fps instead of 60fps"

Remember that the bug affects also the menu (main menu etc...). Probably not so evident on a LCD/LED TV but visible on a plasma TV as mine

@asturbo Bug "[NEW] Frame drop after TT [PS4]. Link" is the same as the one verified by pimpi84 and me. It should be better to mix them only in one. As text I would use the one proposed by me (it better identifies the problem)

Asturbo
16-05-2018, 15:40
@asturbo Bug "[NEW] Frame drop after TT [PS4]. Link" is the same as the one verified by pimpi84 and me. It should be better to mix them only in one. As text I would use the one proposed by me (it better identifies the problem)
Agree. I was in doubt if it was same issue. Removed and issue title updated.

cpcdem
16-05-2018, 17:24
Do you agree that by now it is safe to assume that Sport tyres being much faster and grippier than the Slicks (which are the default) in Formula C is a bug?

http://forum.projectcarsgame.com/showthread.php?63197-Having-trouble-with-sliding-(Formula-C)&p=1509887#post1509887

Keena
16-05-2018, 17:54
Do you agree that by now it is safe to assume that Sport tyres being much faster and grippier than the Slicks (which are the default) in Formula C is a bug?

http://forum.projectcarsgame.com/showthread.php?63197-Having-trouble-with-sliding-(Formula-C)&p=1509887#post1509887
For Gods sake dont get rid of the Sports and leave us thiose 'slicks'!!! One will not be amused..

cpcdem
16-05-2018, 18:05
For Gods sake dont get rid of the Sports and leave us thiose 'slicks'!!! One will not be amused..

I meant that IMO it's a bug that the slicks are bad, not that it's a bug that the sports are good! :)

Asturbo
16-05-2018, 18:34
After reading the thread I agree that there is a problem, but I don't know if it's a physics problem or a naming problem. If the sports tire is faster than slicks as planned, the name results confusing, and the default tyre must be the sports tire. Many people would be struggling with the wrong tyre thinking that is the best option.

Keena
16-05-2018, 18:58
I think its more than just a name issue. The physics of the car are so different on the 'slick' tyre, and the control and temp issues so severe, that I would assert strongly that there is a more significant underlying issue with that tyre.
The 'sport' tyre makes corrections to setup function in a predictable way, which is why i would suggest that is the intended tyre model.
If you introduce a tyre and get random responses and diabolical performance, then introduce another tyre and get predictable responses and satisfactory performance consistent with your settings from other series- well the evidence begins to stack up at that point...
My solution (for what its worth)- remove the slick file, rename the sports file and decrease wear slightly. Simples.

Edit- i think by the way that your name needs to go in the credits Asturbo. Youre going above and beyond with this thread :)

cpcdem
16-05-2018, 19:10
After reading the thread I agree that there is a problem, but I don't know if it's a physics problem or a naming problem. If the sports tire is faster than slicks as planned, the name results confusing, and the default tyre must be the sports tire. Many people would be struggling with the wrong tyre thinking that is the best option.

Either case, I think one way or another, this is a bug which should be logged and then it's up to the devs to decide if it is a naming or a physics problem. If you do add an entry for this, please include a link also to a previous thread about this issue:

http://forum.projectcarsgame.com/showthread.php?62671-Formula-C-difficulty-comparison-need-your-experience-and-thoughts&highlight=sport+slick+formula

I think almost everybody there agrees it is a bug and that they are happy to have found this workaround with sports tyres.

Asturbo
16-05-2018, 19:17
Now I can remember that I uploaded a video of the Formula C in Mount Panorama with the beta of PCARS2. It was part of the videos that members were authorized to share in public during the final testing process. As you see in the video (please forget the AI, because in that stage was horrendous), it was uploaded in July, two months before of the official launch. It was recorded with default setups and the car was very fun to drive, and no special issues with handling.

https://www.youtube.com/watch?v=sV16jCd4SNQ

In the past months, surprisingly I received some messages in YT asking to share my setup, because viewers can’t drive in the same way as me, neither doing my lap times. I didn't understand, because it was not a video to show "my skills" with no special fast times, it was only share the actual footage of the game. But after your post I’m beginning to understand everything. Probably my default tire in July was correct, and was different to the default tire now, that is probably wrong.

In these betas, it was also a problem with the tires that didn’t match in Setup/Strategy/ICM and probably when it was renamed/fixed before launch, there was a mistake with the default tire or the tire names, can't be sure.

I’ll try this weekend to confirm if feels different, but it looks very suspicious.

Added to the list in the car section.

Seelenkrank
16-05-2018, 19:44
there are other cars with some weird tires.
once i got the Ford RS1600 (street modell) online and choose the street tires.
complete horror... not able to brake or cornering even with 50 km/h.
take the all weather tires --> different like day and night

Asturbo
16-05-2018, 20:28
Edit- i think by the way that your name needs to go in the credits Asturbo. Youre going above and beyond with this thread :)
As member of WMD2, my name could be yet in the credits if I had checked that option on time. Anyway thanks to all of you. We're doing a brilliant job together. Let's hope it's also helpful.


I think almost everybody there agrees it is a bug and that they are happy to have found this workaround with sports tyres.
Yes its a good workarround, because this car was one my favourites in PC1 (the old FC with secuential shift, was even better IMHO). Still a problem for leagues with mandatoy default setups, because we can't change default tires, so this car can't be choosed ATM.


there are other cars with some weird tires.
May be same issue. I discarded some cars for my league (we play fixed), because I didn't feel good with them when I tested. But now I think it could be also the a wrong default tire. I think we've to find cars with very wrong default tires to add it to the list, but testing all the tires of all the cars is a very hard job.

mea_culpa
17-05-2018, 07:54
I didn't test it. I simply joined online races, moved on track during qualifying session and verified that the bug was present also racing. Same result joining an already started online race (so watching the race).
However I think devs have enough info to verify if the bug can occur also in an online race phase.

I tested also the online race phase. As for the offline race, the bug is present in case you leave the race before the intro movie is completed. I will update my previous thread (reported by asturbo in his list)

Nathan Bell
17-05-2018, 09:37
I’ve closed the issues survey. We have a good number of votes that are enough to have a good picture of the problems that worry the players of Project CARS 2. People have taken seriously, because those who don’t play online, didn’t vote in that section. Thanks to everyone.

One thing I want to remark is that the votes are representing the biggests problems for each player, but issues that don’t have many votes, don’t mean that are not relevant. It only means that there are other 5 issues more important for them (remember that only 5 votes per section allowed). Here is the most voted issues:




65%
Irrealistic puddles


55%
Different fuel load with mandatories


51%
Clutch not working


45%
Handling discrepancies between game modes


45%
Random weather too rainy


45%
Objets in Virtual mirrow too small


44%
Relative HUD not accurate


43%
Host migration issues


40%
Setups Disappearing


40%
Fuel mapping not working


40%
Delta time issues


40%
Setups disappering


38%
Wrong race results


37%
No drying line online


36%
Default Setups


35%
Delta Widget disappearing


35%
Saving online setting corrupts lobby options


33%
Real weather issues


32%
Pit ocuppied during pit stops


32%
No starting lights online


32%
Assist transfered to next car


32%
Pit occupied during pit stop


30%
Game don't giving penalties


Complete results (https://docs.google.com/forms/d/e/1FAIpQLSf74PE1OqZ43v_qYy2SR6MVDclSg6Mm46Z1nxLZve3zQb2CYA/viewanalytics)

Looking to results, the most annoying problem is the unrealistic puddles. It’s obvious that a race car with rain tires must be drivable at 50khm over the puddles, and now it’s almost impossible. And we are not talking about racing, it happens in a slow driving like our moms/wifes do going to the supermarket. But this problem is even worse when you race with AI, because they are not affected by the puddles. IMO the puddles effect is exaggerated, and must be revised. We can understand aquaplaning in a flooded track at 200kmh, but not losing the car at 30Khm over a small puddle. Looks that aquaplaning isn't sensible to your speed.

Other group of problems are things that don’t work as it should probably by a design decision. For example the random weather that is too rainy that is not usable. The only random thing is the amount of rain you have without taking into account the track or the season. Adding another weather style called “authentic” or "logical" that takes in count the country, the season, the month, and the hour would help to have a more realistic scenarios and could be a perfect solution, especially for consoles that doesn’t have real weather.

Other group of issues are problems that looks forgotten features. It’s like it was added to the game but not functional. For example the relative HUD, the fuel mapping or the clutch. Yes, are there, but its operation has nothing to do with real life. It’s very strange, because the time gaps are right in the leaderboard but not in the relative. The clutch worked in PC1 as it should do, but not in PC2. These are the kind issues that translate the impression of "unfinished" that we've read lots of times.

There’re other problems of adjustment that is annoying a lot of people. I.E. the FOV of the virtual mirrors or the blurry out track cameras in replays. You can see your car unfocus 90% of the time in a track camera view, and only along one second correctly focused. And you also can see one car perfectly focused, and the car next to him totally blurry. I know that there many cameras and could be difficult adjust perfectly all of them, but please, add an option to remove the focus effect in replays. I really don’t care about camera effects that could look pretty if it would work properly, but now that aditional and unwanted effect is ruining the replays.

But the most of the issues comes from the UI, the load/save options and the defaults values of each part of the game. I.E. the corrupted online settings when you save lobby options, the host migration issues, the default setups that could be different for each player or the setups disappearing. This group of problems is the biggest worry for most players because we can’t assure that everybody is in the same conditions. That the cars feels different with the default loose than after loading loose (supposedly the same) or after changing session, makes you distrust in the game and that is especially important in online. That creates a lot of insecurity and mistrust in the game because you never know if you’re in same conditions as your rivals and that’s the worst thing that can happens. We need to trust in the game to know if we spin is exclusively by our fault, not because some mysterious parameter is not correctly loaded. I’ve read a lot of times in the forum the expression “the car becomes like driving on ice” and this could´t happen so dramatically when changing game modes or session. There is something wrong with the setups, temps or livetrack... that is causing all this issues.

Patch 5 didn’t solve as much thing as we would like, probably because the problems with the DLC cars needed and urgent fix, so other issues that need deeper testing wasn’t included because the premature launch. So I expect a huge step forward in next patch specially because thanks to all our work, there are many issues perfectly reported, tested, diagnosed and documented in the forum. May be too optimistic, but something else would be dissapointing.

I have an unforgivable fault in the survey because I should have added a question asking your preferences about detailed notes or faster patch. It would be very interesting for SMS future patches. I personally (and I think that most of you), would prefer detailed notes, even if that delays the approval process 1 week (not 1 month). Detailed notes help us to test the things knowing what we have to test and improve trust in the game functionalities.

Furthermore a huge patch notes like we have in patch 4, would help to value the effort of SMS fixing things and would please everyone even when we don’t know what each line means. In the other hand, simple notes looks the opposite even with same effort. Patch 5 was a bit special by the urgencies to fix the DLC problems, but detailed notes would be better for both parts.

SMS could make a public poll using the vbulletin features asking in the forum for detailed notes or faster patch. In this way, nobody could blame SMS if we have that the majority of the players prefers, and this kind of things also improves the image of the company looking for the interest of their customers. That would also end of note's and aproval delay discusions.

OMG, sorry for such a long post in my bizarre English.

Hi everyone,

Just wanted to start by thanking everyone for the detailed feedback here, we are grateful that you’ve taken the time to quantify this list of publicly-reported issues. It’s actually really helpful as well as we do precisely the same thing internally, and I can confirm that the majority of issues that have been listed here are also on our own internal list as well.

I’m also happy to report that most of them have either been corrected or vastly improved with Update 6.

A few notes:

To start with, we have slowed down the AI in wet conditions so they aren't impossible to catch, and we have also introduced changes to the wet tyres to reduce loss of speed through puddles. (Having spoken to production at length on this issue, it’s safe to say this is an ongoing process, and will only further improve over time.)

The relative HUD issue has also been improved, and the fuel mapping issue has now been fixed.

We've had our handling guys looking at the clutch for some time now, and I can confirm that it’s functioning as designed. Casey Ringley will share more information on this shortly.

The issue with loading the wrong settings after host migration has been improved in Update 6, too.

Now moving on to the Forced Tuning setups being different per user, or large handling differences between sessions.

We’ve spent a considerable amount of time trying to reproduce these issues, but to no avail. That doesn’t mean we’re giving up on it, though. It’s clear from what you guys have reported, and what we have seen reported, that this issue is one that needs looking at, and once we are able to repro’ it, you can be sure we will work on it immediately. We have also had reports of assists changing between sessions which may be the likely cause of the large handling differences, and this has, I can confirm, been both repro’d and fixed with update 6.

On the topic of generalised/detailed patch notes. Unfortunately I can't go into detail as to why, but what I can say is that producing generalised update notes is really a far more efficient system for us internally in terms of both our internal QA and our internal build process. This is actually a better system for us, and for you guys, as it shrinks the time it takes to get our updates out into your hands.

Again, we thank you guys for your input. Your feedback is heard. Happy racing.

Asturbo
17-05-2018, 09:40
Thanks a lot for the excelent news, Nathan !!!

Glad to see that many issues are now internaly fixed.

If you need further reports, tests or videos of any of the issues listed that you couldn't repro, please comment. We'll help all we can.

I'm impatient to stick things in the list :p

Zaskarspants
17-05-2018, 09:47
there are other cars with some weird tires.
once i got the Ford RS1600 (street modell) online and choose the street tires.
complete horror... not able to brake or cornering even with 50 km/h.
take the all weather tires --> different like day and night

I think I read that the street tyres for that car are contemporary road tyres and as such are somewhat ungrippy.

I do agree that forumla c sport tyre is faster than the slick. I have some good tt times with that car and can place with the AI at 120/100 but only on the sport tyres. I am 1-2 sec per min per lap slower with the slicks.

I don't find the slicks un drivable, just too hard in most circumstances. Some changes are needed as currently we appear to have super hard ( slicks) and intermediates (sport). If they were both a bit softer it may be better so then the slicks would be more useful.

I struggle to find grip with the slicks currently and I find the sport tyres can be near half worn in 10 laps.

Keena
17-05-2018, 09:50
Great feedback Nathan. Appreciate it :)

Raklodder
17-05-2018, 10:01
I'm looking forward to what he has to say about the clutch... but in the meantime, thank you for the acknowledgment, it feels good to know that someone is listening.

Asturbo
17-05-2018, 10:04
New thread of people asking for patch 6 launch date, starting in 3,2,1...

MaXyM
17-05-2018, 10:12
yesterday they pushed about 8 commits to steamdb. I would expect the patch even this week

Seelenkrank
17-05-2018, 10:25
I think I read that the street tyres for that car are contemporary road tyres and as such are somewhat ungrippy.

i know they are road tires, but they should be able to drive corners and brake.
not so fast cornerspeeds and short brake distance, but drivable.