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Thread: How does Project Cars 2 compare to other sims?

  1. #1
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    How does Project Cars 2 compare to other sims?

    So strictly talking about physics & FFB is it in anyway similar to anything else out there including pcars1?
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    GT5 Pilot Fanapryde's Avatar
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    Quote Originally Posted by rosko View Post
    So strictly talking about physics & FFB is it in anyway similar to anything else out there including pcars1?
    I read a quote saying pCars 2 is a more polished RF2 with much better FFB...
    If that is correct, it will be the ultra sim for me...
    To top it off, R3E sounds would be welcome too...
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    Moderator +WMD 1/2 Member Roger Prynne's Avatar
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    Quote Originally Posted by rosko View Post
    So strictly talking about physics & FFB is it in anyway similar to anything else out there including pcars1?
    Nope, it's miles better, but then I'm biased.
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    WMD Member Mad Al's Avatar
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    Quote Originally Posted by rosko View Post
    So strictly talking about physics & FFB is it in anyway similar to anything else out there including pcars1?
    That depends entirely on if, "can I get it to feel like AC" is your definition of similar, or if you trust the devs to get real life drivers opinion of cars and then try (as bloody difficult as that is) to get every wheel to at least give a sense of that feedback (for obvious reasons, there are massive differences in the characteristics of different wheels, so a gear drive feels different to belt to DD, etc.).
    FFB is, to a large extent, personal taste (it really shouldn't be and you should just have to learn to live with the feel of each car, not try to make them all feel the same)
    I'll also add, how much of the "added extras" you have in something like AC will define that as PC2 may not have all those (having seen people insist on turning slip effects to 100 and tick enhanced understeer and swear blind that somehow that's how they think it feels IRL?!?...)

    Overall, will you like the FFB, I've no idea... will it feel like a.n.other game/sim.. yes/no/maybe.. depends on how you have the other game/sim setup and if you can match that with a few adjustment to the few sliders in game, or by using custom FFB, which is still available and I'm sure Jack Spade will come up with some stuff to satiate those who crave whatever it was they liked about previous versions for PC1.

    Physics wise, it's fine.. some of the stuff is carried over from PC1 in terms of the maths and solvers used (chassis), but there are changes in plenty of areas (dampers, drivetrain and tyres immediately spring to mind) that will make everything feel better and react more accurately to setup changes (as well as removing as many exploits as it's humanly possible to find...)

    All I can say is, buy it, try it.. give it a fair crack of the whip..


    Maybe I should add the disclaimer.. SMS have given me money.... and I have two Project CARS shirts..

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  5. #5
    Moderator +WMD 1/2 Member Roger Prynne's Avatar
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    I think my reply was better

    Not really.
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  6. #6
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    Quote Originally Posted by Fanapryde View Post
    I read a quote saying pCars 2 is a more polished RF2 with much better FFB...
    If that is correct, it will be the ultra sim for me...
    To top it off, R3E sounds would be welcome too...
    Oh yeah sure that would be the ultimate, but I only read that from PRC contributors who happen to be SMS employees.
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  7. #7
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    Quote Originally Posted by Mad Al View Post
    That depends entirely on if, "can I get it to feel like AC" is your definition of similar, or if you trust the devs to get real life drivers opinion of cars and then try (as bloody difficult as that is) to get every wheel to at least give a sense of that feedback (for obvious reasons, there are massive differences in the characteristics of different wheels, so a gear drive feels different to belt to DD, etc.).
    FFB is, to a large extent, personal taste (it really shouldn't be and you should just have to learn to live with the feel of each car, not try to make them all feel the same)
    I'll also add, how much of the "added extras" you have in something like AC will define that as PC2 may not have all those (having seen people insist on turning slip effects to 100 and tick enhanced understeer and swear blind that somehow that's how they think it feels IRL?!?...)

    Overall, will you like the FFB, I've no idea... will it feel like a.n.other game/sim.. yes/no/maybe.. depends on how you have the other game/sim setup and if you can match that with a few adjustment to the few sliders in game, or by using custom FFB, which is still available and I'm sure Jack Spade will come up with some stuff to satiate those who crave whatever it was they liked about previous versions for PC1.

    Physics wise, it's fine.. some of the stuff is carried over from PC1 in terms of the maths and solvers used (chassis), but there are changes in plenty of areas (dampers, drivetrain and tyres immediately spring to mind) that will make everything feel better and react more accurately to setup changes (as well as removing as many exploits as it's humanly possible to find...)

    All I can say is, buy it, try it.. give it a fair crack of the whip..


    Maybe I should add the disclaimer.. SMS have given me money.... and I have two Project CARS shirts..
    Well AC is quite distinctive in its FFB & handling like all sims feel different to me so i wondering it has any similarities not really if it is better. I guess what Austin says about the FFB got me wondering if anyone else shared those thoughts.

    Do i trust the devs to get it right? tbh no. Thats not to say i think they are not putting a huge effort into getting it right they clearly are, I just didn't rate the first game & they did the same with pro driver & complex tyre model that time so there is no guarantee based on that for me.

    The changes made to the tyre model & drive train sounds like the right improvement to take things forward & could make all the difference. I expect it to have more grip levels than other sims & that's fine as long as the lap times are not way too fast like in the first game.

    FFB in pcars one i declared broken in the end as i just couldn't get what i thought felt normal. I would say most of my 400 hours in pcars 1 was endlessly trying to get the ffb to work. Something was always missing or just felt odd. Most of the issues were around how grip was portrayed or simply wasn't which is very important in a simulator. This to me is why rfactor2 ffb is above the rest as you feel you can use the limit more, in pcars the limit is a murky place. So i hope this is addressed although i understand there are no changes to the ffb engine so i hope i'm wrong about it being broken.
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  8. #8
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    At the end of the day, no matter what anyone writes in this thread, you are going to have your own opinion when it's released. Someone could tell you it's the best thing since time travel, but maybe to you, it's not.
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  9. #9
    WMD Member Mad Al's Avatar
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    Quote Originally Posted by rosko View Post
    Well AC is quite distinctive in its FFB & handling like all sims feel different to me so i wondering it has any similarities not really if it is better. I guess what Austin says about the FFB got me wondering if anyone else shared those thoughts.

    Do i trust the devs to get it right? tbh no. Thats not to say i think they are not putting a huge effort into getting it right they clearly are, I just didn't rate the first game & they did the same with pro driver & complex tyre model that time so there is no guarantee based on that for me.

    The changes made to the tyre model & drive train sounds like the right improvement to take things forward & could make all the difference. I expect it to have more grip levels than other sims & that's fine as long as the lap times are not way too fast like in the first game.

    FFB in pcars one i declared broken in the end as i just couldn't get what i thought felt normal. I would say most of my 400 hours in pcars 1 was endlessly trying to get the ffb to work. Something was always missing or just felt odd. Most of the issues were around how grip was portrayed or simply wasn't which is very important in a simulator. This to me is why rfactor2 ffb is above the rest as you feel you can use the limit more, in pcars the limit is a murky place. So i hope this is addressed although i understand there are no changes to the ffb engine so i hope i'm wrong about it being broken.
    That's where a distinction between FFB and the way the tyre gives up grip can be very confused...

    Take a vehicle and drive it on two different makes of tyre, one may feel really edgy on the limit, the other may just go into a gentle slide as it goes over the limit and you really can't tell where the limit is.. in the end potentially the exact same maximum grip in the same conditions.. but feel wise they can be a mile apart.

    And can I ask if you had to dig under the hood to get AC feeling how you wanted it to... and do you wind up any of the sliders for the "extras" (and please don't tell me you've ticked the understeer fade )

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    Second machine used for additional testing. i7-4790T - Asus H97-Plus - 16G DDR3 PC-12800 - EVGA RTX2060 - iiyama Prolite E2607WS - Oculus Rift CV1 - W10 Pro (64 bit) - xbox360 pad or Logitech DFP (all at stock speeds)

    HTPC - For testing of Steam Big Picture Mode (Hopefully from Media Portal 2) - i5-4590S - ASUS H81M-C - 8G DDR3 PC-10666 - Gigabyte GTX1050Ti - Windows 10 Home (64 bit) - xbox360 pad
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  10. #10
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    Quote Originally Posted by Mad Al View Post
    That's where a distinction between FFB and the way the tyre gives up grip can be very confused...

    Take a vehicle and drive it on two different makes of tyre, one may feel really edgy on the limit, the other may just go into a gentle slide as it goes over the limit and you really can't tell where the limit is.. in the end potentially the exact same maximum grip in the same conditions.. but feel wise they can be a mile apart.

    And can I ask if you had to dig under the hood to get AC feeling how you wanted it to... and do you wind up any of the sliders for the "extras" (and please don't tell me you've ticked the understeer fade )
    No understeer in ac. road effects 0%. Slip 20%.

    I run a LUT file that i manually edited although i'm thinking of ditching it.
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