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Thread: Indycar Ovals Undriveable

  1. #21
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    Quote Originally Posted by Ofnir4 View Post
    They pull to the left, by 4 or 5 time the amount they are supposed to, strong enough for you not to have to turn.
    This is me NOT turning, solo practice (see backstraight and turn 3)
    http://xboxclips.com/ofnir4/278d04e8...1-b3a05a5ef92e

    Then this is me, still not turning in a 32 car field :
    http://xboxclips.com/ofnir4/91d2dbea...c-fbe381c0157f
    http://xboxclips.com/ofnir4/628dc6aa...d-e57d1103412a

    Tires are hot on the out lap, burning the rest of the way.
    tis is exactly the issue. it is like the car is constantlpy thinking it is mid oval corner.

    Quote Originally Posted by DECATUR PLAYA View Post
    Oval IndyCars have oval setups. A oval setup is designed to go left. The car does pull left you have to use some countersteer to the right to get the car to go straight in straights. It is these elements in the setup that helps it maintain high speeds through a turn.

    The car will not even begin to handle properly until you get the speeds up. It is not designed to go 40 mphs it is designed to go 225 mphs. You have to be very tender with it at low speeds because it isnt designed to drive at low speeds. The speed is actually what makes it drive better.

    If you remove the parts of the setup that make it maintain speed through the turn then it will actually get slower through the turns and kill your lap times. Fast oval cars are fast because of the speed through the turns much like road car racing.
    i know oval cars have a 'slight' left pull but as per the videos above this is alot more than a 'slight pull'

  2. #22
    Superkart Pilot Zeem's Avatar
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    Some extra video to illustrate the issue -

    Several laps in practice just to make it clear that I can consistently control the car.

    Several attempts at the first lap in a race - all ending in failure. The car does not want to be controlled.

  3. #23
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    I'm still getting the snap oversteer out of corners at Daytona.

  4. #24
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    I felt the need to register and chime in here. The feel of the car is dramatically different between a 16 and a 32 car field. It's not difficult to replicate the scenario and it's as consistent as can be. Running Fanatec 2.5, with V3 inverted. I fully without a doubt understand the importance of car balance, smoothness, and preciseness in IndyCar oval racing. I've spent countless hours testing at Indianapolis and have gotten down to the 38.6 to 38.7 range. Experience and understanding is clearly not an issue here as my first experience with oval sim racing came from Papyrus some 25 years ago. It's disappointing to have been advertised the ability to race a field of 32 real life IndyCars, but to have reality be much different.

    Quite simply, on the XBOX One original, with a full field, the car is wrecking loose from the drop of the green flag. Like really, really bad wrecking loose. I don't know, to me it seems pretty obvious that it's a hardware issue and not a bug. The system just can't handle it. I guess props for trying to make an awesome sim for consoles. What's the fix besides going PC or One X? Nerf the sim for the XBOX? I hope not, as they've nailed so many things correctly. The aero loose and push at Indy (depending on setup and weather) is just awesome. We've all played it and seen where the sim shines, (well, besides AI carnage in IndyCar, but that's another story). I'd hate to see some of the sim aspect removed from the XBOX version in order to allow fuller fields. It sucks if one has to limit field size, but it is what it is. The short comings of the original XBOX One isn't exactly unknown to the consumer after a number of years. At the same time though, SMS should have known that going in and maybe limited fields on this version. One will never convince me that so many of the XBOX issues went unnoticed in testing. At the end of the day, a shout out to SMS for the effort they've put in to make a sim racer with so many different disciplines and real world liveries. Awesome job in so many areas. I'm sure it wasn't easy.

    Waiting for the cost of graphic cards to come down to run PC2 in VR on PC.
    The following 3 users likes this Post: CourtStreetRecording, HockeyNick30, Zeem


  5. #25
    Superkart Pilot Ofnir4's Avatar
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    Kudos to SMS, they managed to get 32 cars with no physics slow down as was the case with the first project cars (track specific of course, long beach as lots of it). It's unfortunate instability is the trade off. (I ran the Pirelli World Challenge in career, 31 AI, felt like driving a car from the 30's, for every steering input, you have to catch the car at least twice)

  6. #26
    Superkart Pilot Zeem's Avatar
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    So, any thoughts on the videos? It all seems to be pointing towards there being a problem here.

  7. #27
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    I have the exact same problem at the ovals, mostly the banked ones. In practice at Texas I was absolutely killing it, had a really good line for each end of the track, way faster than the AI for sure. Then I started the race and 7 restarts later got so fed up I had to go grab a beer. Usually either at the entry or middle of turn 1 just a full on snap loose, no cars behind me either. Finally I just started slowing down considerably at the start and let tons of cars go by until I could get through the corner. If we are all starting on the same or similar tire temp then there is no way this is realistic. I have it set to be only the assists that the car has in real life. I will try again tonight when I get home and see if I can replicate it. I am glad I am not losing my mind as I have been driving sims for 20 years, it was not me turning directly left.

  8. #28
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    Someone has posted some. have you seen them yet?

    One thing worth adding, now i might be wroth but before patch 2 oval racing seemed to be ok. i could handle the car well and didnt have any pull left issues even on a full field of cars. i think something in patch 2 broke oval racing

  9. #29
    Superkart Pilot Zeem's Avatar
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    For me at least, I was definitely having the above issue in 2.0. It was one of the very first things I tested once 3.0 launched.

    I think you're right though because in 1.0 there was a car weaving issue with high car counts, which was 'fixed' in 2.0 but instead we had excessive tyre heat and slightly dodgy handling. Now in 3.0 the heat is fixed but the handling is still a little wonky under certain conditions.

    Nonetheless, good news is that in the Performance Tweaks thread there's been confirmed improvements for high AI count handling coming for patch 4, so if we're lucky we should have our ovals whenever that hits.
    Last edited by Zeem; 13-12-2017 at 20:02.

  10. #30
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    Interesting thread and thanks to all for posting. I had my first look at the Indycar at Indianapolis on Tuesday night but just in a private testing session so never had this particular problem but i'll test it out myself tonight when I am home. I'm on the original Xbox One. I sure hope this get's fixed as the inclusion of ovals for this game after never getting them in pCars1 was a big draw for me.

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