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Roger Prynne
14-07-2017, 21:10
238715
238714
No, that's a trolley you wally... ;)
In the UK maybe...but i know it as a shopping cart...i even googled "cart" and got that image...so there :p
And we are talking about a US discipline...so there again...LOL
Roger Prynne
14-07-2017, 21:24
No, that's a trolley you wally... ;)
What Konan said, and you're off your trolley anyway :bi_polo:
dault3883
14-07-2017, 21:46
No, that's a trolley you wally... ;)
in america we call them shoping CARTS LOL
DECATUR PLAYA
14-07-2017, 22:36
238714
Yep that's the racing I remember right there.
dault3883
14-07-2017, 22:55
Yep that's the racing I remember right there.
i turn every trip to THE WALMART into the Daytona 500 LOL
breyzipp
16-07-2017, 18:37
Do you guys know which disciplines use spotter in real life ? I have never heard before that this is real thing
Rallycross as well
breyzipp
16-07-2017, 18:40
question for WMD.
In SteelJockey's video when he scrolls through the tracks you don't see Sampala in the list (he was in a normal car, not RX for sure). When the Spanish funny from this video (http://forum.projectcarsgame.com/showthread.php?50655-Project-CARS-2-SMS-Approved-WMD-made-Videos&p=1345670&viewfull=1#post1345670) scrolls through it he sees Sampala. But that isn't a rallycross track right? I don't see a Joker lap. Or is it only possible to race on Sampala with RX cars?
dault3883
16-07-2017, 18:43
Do you guys know which disciplines use spotter in real life ? I have never heard before that this is real thing
Yes spotters are a real thing in NASCAR there has to be a spotter for every driver every time their car goes out on track for practice qualifing and race no matter what. No spotter up in spotter stand means your car is not going out. Some races like the Road course races nascar does they use two spotters. I actually Know a nascar spotter. when the nascar drivers go out they are putting their life in their spotters hands. Due to the fact they cant really move their heads side to side due to a combination of the race seats the haans device and many other factors.
breyzipp
16-07-2017, 18:43
And another question for WMD. When the Spanish guy is at Wildcrest he only sees 1 track, on the PCARS official track page there it's listed as 2 tracks. Which one is correct?
Sorry if this was discussed previously...
Does livetrack 3.0 have different grip levels when driving in wet conditions rubbered-wet vs non-rubbered-wet part of the track (where wet rubberer surface should be more slippery)?
Roger Prynne
16-07-2017, 21:05
^ Yes it does.
snipeme77
17-07-2017, 12:47
I just out of curiosity will project cars to have cross-play between Xbox and PC for online races?
I just out of curiosity will project cars to have cross-play between Xbox and PC for online races?
Nope.
I just out of curiosity will project cars to have cross-play between Xbox and PC for online races?
The Xbox/PC crossplay Microsoft are pushing is limited to titles through the Microsoft Store or whatever they are calling it, it's a step in the right direction for crossplay but Microsoft are locking it down to their own ecosystem which kind of limits it.
deadmeat
17-07-2017, 19:26
I have a question, i lost my Project Cars save due to the almighty cock up that was the replay save issue, lost absolutely everything, all my setups and settings, the lot, i gave up with the game pretty soon after, the rage was too much and i wanted to punch people hard in the face for allowing that to happen. Phew! Got that bit out of the way, what i'm wondering is will any of the PC1 save data be relevant or carried over to PC2? I've been relying on the fact that it won't be so i can start afresh with everyone else, i can't wait to get racing again but will i have to contend with the fury of my lost save data all over again when PC2 drops?
Thanks and please understand my frustration, i had many top 10 TT times, just asking this question is bringing it all back and i really could do without any flameage :)
Roger Prynne
17-07-2017, 19:30
I have a question, i lost my Project Cars save due to the almighty cock up that was the replay save issue, lost absolutely everything, all my setups and settings, the lot, i gave up with the game pretty soon after, the rage was too much and i wanted to punch people hard in the face for allowing that to happen. Phew! Got that bit out of the way, what i'm wondering is will any of the PC1 save data be relevant or carried over to PC2? I've been relying on the fact that it won't be so i can start afresh with everyone else, i can't wait to get racing again but will i have to contend with the fury of my lost save data all over again when PC2 drops?
Thanks and please understand my frustration, i had many top 10 TT times, just asking this question is bringing it all back and i really could do without any flameage :)
No it won't, things are saved separately now and not in just one file.
You can also save multiple car setups.
No it won't, things are saved separately now and not in just one file.
You can also save multiple car setups.
Assuming the consoles will be using the same split files..
Roger Prynne
17-07-2017, 19:43
^ I think so......
deadmeat
17-07-2017, 19:48
Thanks for the reply, but are you sure that Project Cars 2 will not have an option to migrate car setups from PC1 to the new game?
Roger Prynne
17-07-2017, 19:49
^ Yes as it's in a completely different format.
Thanks for the reply, but are you sure that Project Cars 2 will not have an option to migrate car setups from PC1 to the new game?
Yes.
To honest, with the enhancements to the physics, the way people were setting up cars for PC1 will not work the same way in PC2 (i.e. drop the car as low as possible, crank the camber the least amount of camber, etc).
Yes.
To honest, with the enhancements to the physics, the way people were setting up cars for PC1 will not work the same way in PC2 (i.e. drop the car as low as possible, crank the camber the least amount of camber, etc).
Well, they'll probably try it and then find it's not helping.. ;)
deadmeat
17-07-2017, 19:58
Thanks that's brilliant, i just want to start afresh with everyone else, losing that save was so bad, genuinely upset me, the hours and hours (weeks) of combined setup time, all gone, so unfair, and should've been flagged and bulletined to buggery but it was kept quiet and i think that is about as shameful a thing as any game company could do to someone! But it's time to move on (almost :), though i'll probably be seething forever about that :)
dault3883
17-07-2017, 20:08
Thanks that's brilliant, i just want to start afresh with everyone else, losing that save was so bad, genuinely upset me, the hours and hours (weeks) of combined setup time, all gone, so unfair, and should've been flagged and bulletined to buggery but it was kept quiet and i think that is about as shameful a thing as any game company could do to someone! But it's time to move on (almost :), though i'll probably be seething forever about that :)
when i used to make set ups for my nascar games way back when i used to write them down in a spiral note book. that could always be an option then you have a hard copy of your notes incase your computer crashes for some reason or the files get lost some how
hkraft300
17-07-2017, 22:38
... then you have a hard copy of your notes incase your computer crashes for some reason or the files get lost some how
Cloud.
dault3883
17-07-2017, 22:52
Cloud.
nothing electronic is perfectly safe and people dont always keep their back ups up to date either if you write it down like team engineers and crew chiefs do it helps to see whats changed between runs that you make adjustments to also
Cloud.
The problem here is that the "Cloud" has no intelligence, so it's possible to have a damaged profile backed up to the cloud.
dault3883
17-07-2017, 23:00
The problem here is that the "Cloud" has no intelligence, so it's possible to have a damaged profile backed up to the cloud.
exactly and it never hurt some one to have a setup book either
Well, after all the new youtube video on the net over the passed days the game is going to turn heads, in many ways
to start, the new force feedback setting are going to be so welcome to us all, gone are the long list of "i have no clue what to do settings"
next is the depth and feel of the game, is got lots to play with, i can say this will be the game that pops are eyes out
racing in all weathers, snow, ice, little details like, snow flakes hitting your windows like thay do in your own car
watching a replay of your car at Snetterton at night in the snow looks and sounds like it does, when its snowing , and the trees full of snow its like xmas eve at Snetterton
creating championships online with all the options we have, will keep are eyes and are arms in pain for a long time.. :cheerful:
Adam Mansir
18-07-2017, 00:37
Driver Arms-
In a recent video that went through all the menu options in Project Cars 2, it looks like you only have the option to turn off arms and steering wheel together. I'm hoping the day one version will allow us to have the option of turning off arms. It may be feature few would use, but it seems pretty standard in the genre.
The features and content that has been shown so far looks amazing, really looking forward it!
Driver Arms-
In a recent video that went through all the menu options in Project Cars 2, it looks like you only have the option to turn off arms and steering wheel together. I'm hoping the day one version will allow us to have the option of turning off arms. It may be feature few would use, but it seems pretty standard in the genre.
The features and content that has been shown so far looks amazing, really looking forward it!
http://forum.projectcarsgame.com/showthread.php?50847-3-questions-for-PC2&p=1345763&viewfull=1#post1345763
Does the game need to be restarted again when changing the steering rotation in the car setup menu?, was that fixed already?
hkraft300
19-07-2017, 08:12
Does the game need to be restarted again when changing the steering rotation in the car setup menu?, was that fixed already?
Game doesn't need restarting. Just need to reload the track. So exit to the menu and go back to the event it'll change to the new steering ratio.
So no, it hasn't been fixed in pc1.
I'm sure it's sorted for pc2 though.
Game doesn't need restarting. Just need to reload the track. So exit to the menu and go back to the event it'll change to the new steering ratio.
Sometimes restarting session doesn't work at all and you have to reload the game.
I'm sure it's sorted for pc2 though. Confirmation, anyone wmd?
Roger Prynne
19-07-2017, 09:01
Yes confirmed!
Will we be able to drive Le Mans with 60 cars on pc, or the same like in pcars 1? I hope nobody asked this before :rolleyes:
dault3883
19-07-2017, 12:44
Will we be able to drive Le Mans with 60 cars on pc, or the same like in pcars 1? I hope nobody asked this before :rolleyes:
i highly doubt so. Thats a lot of data for your computer/console to keep up with
Fight-Test
20-07-2017, 17:34
Sometimes restarting session doesn't work at all and you have to reload the game.
Confirmation, anyone wmd?
Always works on ps4.
Fanapryde
21-07-2017, 11:57
Can anyone of the testers/devs tell if the tyre tracks in snow/water will be visible ?
I've seen lots of video's by now, but I don't remember one of them showing this.
Can anyone of the testers/devs tell if the tyre tracks in snow/water will be visible ?
I've seen lots of video's by now, but I don't remember one of them showing this.yup was about to make a question about that.
Just add to it that I also asked if ride height changes you make on your car are now visible. Didn't get an answer, so one migt guess that silent gives consent on this one. In other words, no they aren't.
Can anyone of the testers/devs tell if the tyre tracks in snow/water will be visible ?
I've seen lots of video's by now, but I don't remember one of them showing this.
There will be limited tire tracks off track. On track for snow and water, you don't really see tire tracks per say but you can see the area of the track where the cars have been driving.
yup was about to make a question about that.
Just add to it that I also asked if ride height changes you make on your car are now visible. Didn't get an answer, so one migt guess that silent gives consent on this one. In other words, no they aren't.
Ride height is visible, however, it will be difficult to tell when you are comparing millimeters (i.e. you won't have the adjustable range to crank it way up or way down). The main vehicle it was visible on was the Funhaver.
Olijke Poffer
22-07-2017, 07:11
Question about the ingame spotter. Is it possible to fine tune this guy? With Chief Crew you can set how often the spotter will spot so to speak. And there are more settings of course. Is this also possible with the ingame spotter? Or is it on or off and that's all?
Roger Prynne
22-07-2017, 10:16
^ The Spotter and Race Engineer have 3 options each..... Off, Always and Authentic.
So no it's not possible to fine tune them.
Cholton82
22-07-2017, 12:53
I've watched lots of videos so far , not all of them though . Those that I have watched I haven't seen one yellow flag or full coarse yellow , how is it indicated on screen and are there any videos out there ? This is still an area I'm sceptical about.
I've watched lots of videos so far , not all of them though . Those that I have watched I haven't seen one yellow flag or full coarse yellow , how is it indicated on screen and are there any videos out there ? This is still an area I'm sceptical about.
No full course yellows. There will be local yellows.
Trippul G
22-07-2017, 16:27
I'm assuming no safety car either, correct? I think it's probably difficult enough to implement with only one class of cars, I can only imagine what it'd be like trying to get it working with all the multiple classes available here.
dault3883
22-07-2017, 16:36
^ The Spotter and Race Engineer have 3 options each..... Off, Always and Authentic.
So no it's not possible to fine tune them.
what are the differences between always and authentic?
More details on the Authentic please
what are the differences between always and authentic?
More details on the Authentic please
I think authentic is Rallycross & Ovals. I know it's at least those two, but not sure if anything else is covered. I've got it set to authentic and I've only ever heard him in RX (haven't raced ovals).
Cholton82
22-07-2017, 18:15
No full course yellows. There will be local yellows.
Surely a full coarse yellow on ovals is a must , are there any videos with local yellows yet ? This is one area I feel was really lacking in Pcars and I hope they have spent some more time on it this time .
I'm assuming no safety car either, correct? I think it's probably difficult enough to implement with only one class of cars, I can only imagine what it'd be like trying to get it working with all the multiple classes available here.
No safety car...
Surely a full coarse yellow on ovals is a must , are there any videos with local yellows yet ? This is one area I feel was really lacking in Pcars and I hope they have spent some more time on it this time .
No full course yellows.
Not to say that either features above will stay that way as there were a lot of talk about both. But at least right now (and day one), that's a no on both. As for local yellows, I haven't seen any videos of that yet, but I'm sure someone will create one soon.
i highly doubt so. Thats a lot of data for your computer/console to keep up with
What's the difference to pcars 1? What kind of data do you mean? Do you mean the livetrack 3.0 feature? So overall pcars2 produces a lot of more data than pcars 1? But the system requirements are nearly the same, i don't understand this :rolleyes:
Roger Prynne
23-07-2017, 09:41
what are the differences between always and authentic?
More details on the Authentic please
Authentic is only available where they are IRL, Always is always on.
Jesus Christ! He's talking about what's now being referred to as Tire Flex. This was mentioned in many reviewed including John Sabol from ISR. In the review he SPECIFICALLY says PCars2 has tire flex, and says it was something that was missing from PCars1. Why are you all pretending you don't know what he's talking about?
Yes. Grip and FFB are two different thing, but how do you detect and feel grip levels????? Through FFB. PCars1 was terrible at communicating progressive cornering forces and tire friction. That's the floaty, icy, frictionless, whatever you want to call it feel that some people have been complaining about since the game released. In fact, it's been mentioned so many times, in so many places, on so many forums and videos, that ANYONE that says they don't know what's being talked about or have never heard that before, has either been living in on the moon the past two years, or just isn't being honest.
This is one of the biggest issue that a lot of people have with PCars1 FFB. The lack of friction or tire flex or whatever you want to call it, makes it near impossible to sense when the tires are approaching threshold. In PCars, you get slip feel, that's all. The wheel lightens when the tires slip. But this leaves you reactive. Without tire flex, you can't feel the tires approaching threshold, so you can't be very proactive with your inputs. This is why PCars can seem more difficult to drive for some people. Can you still drive hard. Sure, once you learn the track and the braking points. But if you compare a first lap on a new track in PCars to a first lap on a new track in AC, it's usually much easier to get up to speed in AC, because you have a much better feel for the tire's threshold limits. And no, it's not FFB settings. I've messed with it for more than a year, and tried settings from just about everyone, including people who claim to have progressive cornering feel and good subtle threshold sensation. They simply don't.
If you play PCars long enough, the issue fades into the background as you get used to it. And that's actually the question/issue a lot of people have with the reviews of PCars2. The information coming from inside the bubble is sometimes skewed, because they aren't playing anything else, or have been playing PCars for so long, they no longer see the feel as being off. But it's hard to deny that when compared to other sims (AC, rF2, AMS, iRacing, and R3E) PCars1 FFB feels like an oddball. Hopefully, PCars2 fixes this, because it's what makes the game feel "meh" to a lot of people.
Unfortunately, the constant denial or refusal to address the questions like these about known issues--issues that have been talked about in depth in the past--is what creates the skepticism around PCars2. Hopefully, PCars2 is better in these areas. But, only time will tell. For a lot of people the trust was broken with PCars1. So they are in a wait-and-see mode now for PCars2. And I hope these are resolved. Because if they're not, no one but the fanboys, the uninformed, and the gullible will believe anything from the inside again.
To be honest, from a project standpoint, SMS doesn't need that type of feedback at this stage. The feedback they are focused on right now is from true racing professionals and the engineers from the various manufacturers they are working with. That is the feedback they want at this stage. The "random forum people" can make up their minds after/on September 22nd.
Then why do you/they care about conversations in the public forums? Why not go talk to your professionals in a private setting? Public forums are what? Public. Which makes them open to all comments. Why try to control conversation in a public thread and assign value to comments?
Jesus Christ! He's talking about what's now being referred to as Tire Flex. This was mentioned in many reviewed including John Sabol from ISR. In the review he SPECIFICALLY says PCars2 has tire flex, and says it was something that was missing from PCars1. Why are you all pretending you don't know what he's talking about?
Because ISR is not within WMD2 so he is "guessing" as to what is better from his playing perceptions. Myself and the others are in WMD2.
Then why do you/they care about conversations in the public forums? Why not go talk to your professionals in a private setting? Public forums are what? Public. Which makes them open to all comments. Why try to control conversation in a public thread and assign value to comments?
Why do you mean "care about public conversations"? I don't understand what point you are trying to make.
Olijke Poffer
23-07-2017, 15:17
Bummer to read there are only 3 options with the spotter. I think he just talks a bit to much. Would love to see more fine tune options..
thanks nevertheless
Bummer to read there are only 3 options with the spotter. I think he just talks a bit to much. Would love to see more fine tune options..
thanks nevertheless
Before being bummed, wait to try it out. I think you'll find you really don't need the fine tuning you might think you want.
Because ISR is not within WMD2 so he is "guessing" as to what is better from his playing perceptions. Myself and the others are in WMD2.
Why do you mean "care about public conversations"? I don't understand what point you are trying to make.
What???? Sabol said played PCars1. Sabol played PCars2. Sabol said, PCars2 has tire flex, something that was missing from PCars1. What is he guessing about? That was his experience. Is there something more important than perception when talking about FFB? He tried them both and gave his opinion on the feel. How does being in WMD make you or anyone else an expert on what he felt? And, isn't that kind of the point here, that insider information is sometimes a little bubble-born?
A lot of WMD people said PCars1 had great FFB and, for some strange reason, didn't feel the lack of progressive cornering weight or tire flex/friction. Hell, some still can't feel the difference. And yet, so many other experienced sim racers felt it from day one. Sometimes being inside the box is part of the problem.
You said that wasn't the kind of feedback SMS was looking for right and that they wanted feedback from professionals at this point. Fine, but then why are you in the public forums admonishing people for their laymen's feedback? Does SMS not have a private place to get the pro feedback they're looking for? I would assume so. Public is public. If you're want controlled feedback from a specific group, then a public forum isn't the place to look for it. If he had been providing feedback in a private forum, then fine. But your comment makes no sense in a public forum.
Edit: Also... I hope you're not saying Sabol is wrong about that, because that would be a major flaw/oversight in PCars2. Having tire flex is a good thing. That's not his perception. Just about every other sim has it. I seriously hope you're not saying his perception of it being in PCars2 is wrong.
What???? Sabol said played PCars1. Sabol played PCars2. Sabol said, PCars2 has tire flex, something that was missing from PCars1. What is he guessing about? That was his experience. Is there something more important than perception when talking about FFB? He tried them both and gave his opinion on the feel. How does being in WMD make you or anyone else an expert on what he felt? And, isn't that kind of the point here, that insider information is sometimes a little bubble-born?
Edit: Also... I hope you're not saying Sabol is wrong about that, because that would be a major flaw/oversight in PCars2. Having tire flex is a good thing. That's not his perception. Just about every other sim has it. I seriously hope you're not saying his perception of it being in PCars2 is wrong.
I'm saying what you guys are referring to as "grip" and "floaty feel" has nothing to do with "tire flex". You guys are like Cole Trickle trying to talk race engineering terms and mixing things up.
Project CARS' SETA tire model has had tire flex from the beginning. It was in PC1, it's in PC2. But that's not really what we are discussing here. What Sabol is referring to is that he said he can "feel" the tires more in PC2. This was giving him more confidence in driving and being able to understand the car's limits better than he had for PC1. That's FFB folks.
He's not part of WMD2 and he was not part of ISR when PC1 was developed. Darin and Shawn were in WMD1 and did drive some of the build through development. They didn't post much, but they were in the WMD1 forums. ISR is not in WMD2 so they are not "in the details" of what is making things better for PC2. They are posting their "subjective take" based on what they have played. I'm trying to give you some of the behind the scenes information.
You said that wasn't the kind of feedback SMS was looking for right and that they wanted feedback from professionals at this point. Fine, but then why are you in the public forums admonishing people for their laymen's feedback?
Admonishing? So providing the correct information so people understand what is going on is now called admonishing? Mmmkay..
Does SMS not have a private place to get the pro feedback they're looking for?
Yep! Even WMD doesn't always see/hear all of the pro feedback. In fact, WMD only sees a fairly small amount.
I would assume so. Public is public. If you're want controlled feedback from a specific group, then a public forum isn't the place to look for it. If he had been providing feedback in a private forum, then fine. But your comment makes no sense in a public forum.
Who's asking for feedback from a public forum? I think you have this backwards. You need to read the comments back a little bit.. morpwr was suggesting SMS "should" get public feedback by letting some non-WMD members try the builds. They are not looking for public feedback at this stage which is why they are not doing something like that. They will be looking for public feedback after September 22nd.
What???? Sabol said played PCars1. Sabol played PCars2. Sabol said, PCars2 has tire flex, something that was missing from PCars1. What is he guessing about? That was his experience. Is there something more important than perception when talking about FFB? He tried them both and gave his opinion on the feel. How does being in WMD make you or anyone else an expert on what he felt? And, isn't that kind of the point here, that insider information is sometimes a little bubble-born?
A lot of WMD people said PCars1 had great FFB and, for some strange reason, didn't feel the lack of progressive cornering weight or tire flex/friction. Hell, some still can't feel the difference. And yet, so many other experienced sim racers felt it from day one. Sometimes being inside the box is part of the problem.
You said that wasn't the kind of feedback SMS was looking for right and that they wanted feedback from professionals at this point. Fine, but then why are you in the public forums admonishing people for their laymen's feedback? Does SMS not have a private place to get the pro feedback they're looking for? I would assume so. Public is public. If you're want controlled feedback from a specific group, then a public forum isn't the place to look for it. If he had been providing feedback in a private forum, then fine. But your comment makes no sense in a public forum.
Edit: Also... I hope you're not saying Sabol is wrong about that, because that would be a major flaw/oversight in PCars2. Having tire flex is a good thing. That's not his perception. Just about every other sim has it. I seriously hope you're not saying his perception of it being in PCars2 is wrong.
Simple question.. how does your car feel when you have let 2/3 of the air out of the tyres so they have less support and therefore a lot more flex....... planted and connected to the road or floaty and disconnected..
that's probably more than I should have said
Now can we try and live up to
World 'Sim-Peace Day'
What's the difference to pcars 1? What kind of data do you mean? Do you mean the livetrack 3.0 feature? So overall pcars2 produces a lot of more data than pcars 1? But the system requirements are nearly the same, i don't understand this :rolleyes:
SMS spent a lot of time optimizing a lot of the rendering and physic calls which gained them the overhead to add in the new functionality without too much of a hit. Yes, it will be a little more taxing than PC1 given all the new things, but it won't be substantial where if you had a good system for PC1 you need a new one now.
However, those users who were using laptops for PC1 that were on the edge of being able to run it, may be out of luck for PC2.
dault3883
23-07-2017, 16:41
However, those users who were using laptops for PC1 that were on the edge of being able to run it, may be out of luck for PC2.
if thats the case for me and my HP 15 laptop i will just have to bit the bullet and get the HP orion Gaming laptop i want
I'm saying what you guys are referring to as "grip" and "floaty feel" has nothing to do with "tire flex". You guys are like Cole Trickle trying to talk race engineering terms and mixing things up.
Project CARS' SETA tire model has had tire flex from the beginning. It was in PC1, it's in PC2. But that's not really what we are discussing here. What Sabol is referring to is that he said he can "feel" the tires more in PC2. This was giving him more confidence in driving and being able to understand the car's limits better than he had for PC1. That's FFB folks.
He's not part of WMD2 and he was not part of ISR when PC1 was developed. Darin and Shawn were in WMD1 and did drive some of the build through development. They didn't post much, but they were in the WMD1 forums. ISR is not in WMD2 so they are not "in the details" of what is making things better for PC2. They are posting their "subjective take" based on what they have played. I'm trying to give you some of the behind the scenes information.
Admonishing? So providing the correct information so people understand what is going on is now called admonishing? Mmmkay..
Yep! Even WMD doesn't always see/hear all of the pro feedback. In fact, WMD only sees a fairly small amount.
Who's asking for feedback from a public forum? I think you have this backwards. You need to read the comments back a little bit.. morpwr was suggesting SMS "should" get public feedback by letting some non-WMD members try the builds. They are not looking for public feedback at this stage which is why they are not doing something like that. They will be looking for public feedback after September 22nd.
I think you're the one mixing it up. No one is confusing grip and FFB. And Sabol was talking about Tire Flex, and I know this, because... he specifically said Tire Flex.
https://youtu.be/tgi4aadWN6s?t=2m10s
Now, tell me again how he's not talking about tire flex. It doesn't matter if he's in WMD or not. He drove PCars1, then tried PCars2, and he shared his opinion. Being WMD doesn't matter. If it did, then by your logic, the opinion of anyone who plays PCars2 at release and compares it to their experience in PCars1 is just irrelevant, because they aren't, as you say, "in the details of what is making PCars2 better". And I gotta say... that's an odd statement, because details alone don't make it better. The details are indicative of the attempt to make it better. If those details don't translate into it actually feeling better to the consumer, then they don't really matter, do they? Case in point: According to you, the details are that Tire Flex was in the PCars1 tire model. If the details were all that matter, then why are do many people criticize the title for not having tire flex? Uh... that would be because they can't feel it. When people say it didn't have tire flex, they not commenting about the code or details. They are talking about what they can feel. That's all that matters to the consumer. If you put tire flex into the model, but people can't feel it, it's pretty much the same as it not being there. And telling people it is when they can't feel it, doesn't make things better or improve anything.
Are you honestly saying that you can feel tire flex in PCars1 the same way you do in other sims?
Simple question.. how does your car feel when you have let 2/3 of the air out of the tyres so they have less support and therefore a lot more flex....... planted and connected to the road or floaty and disconnected..
that's probably more than I should have said
Now can we try and live up to
I honestly don't understand how this question relates to anything said about tire flex. Yes, letting the air out would change the feel, but that's not even--remotely--what we're talking about. With the tires properly inflated, PCars1 has no feeling of tire flex, compared to properly inflated cars in other sims. No one is talking about driving on tires with 1/3 of standard pressure.
RacingAtHome
23-07-2017, 16:56
Now THAT is food for another thread...:cool:
I'd rather have a massive buffet. :p
Are you honestly saying that you can feel tire flex in PCars1 the same way you do in other sims?
I'm saying that someone saying they can "feel tire flex" is just for the most part technically incorrect. Tire flex in itself is a spring. Spring is part of the suspension. You can't really tell the difference between how much a tire is flexing verse how much the car's suspension is working. It's a misnomer. I'll copy a little of something you can find on the internet (and you can search for more if you like):
The sidewall of a tire is flexible. If it weren’t, it would not steer around corners with very much speed. Every tire has a sidewall spring rate, which is affected by the design, construction method and the pressure used in the tire. Changing from one brand of tire to another, or when the manufacturer comes out with a new tire design, you can be pretty sure that the sidewall construction is different, and that means that the spring rate of the sidewall will be different at a given tire pressure. In fact, you can take two identical tires from the same manufacturer and the will likely have slightly different sidewall spring rates.
If you have been contemplating this as you read, you may already understand the issue here. If the tire sidewalls have a spring rate, it must work in conjunction with the springs and antiroll bars, and therefore will have an effect on the roll couple distribution, or handling balance of the platform. And this is true and the core of the problem.
Since most of the roll couple on a car is distributed to the front, usually in the 60 to 85 percent range on a production-based racecar, then a change in tire sidewall spring rates that is the same front to rear will alter the roll couple percentage front to rear. This will change the handling balance. And this will require a change to the antiroll bar rates and possibly the springs rates as well.
The way a tire sidewall works is all in conjunction with the springs, dampers and the rest of the suspension. Saying you can pick out one thing in that whole mix as "the problem" or "the thing" would make you better than The Stig.
In short, saying "tire flex" is fixing the "floaty feeling" is not correct. Now, I'm not suggesting that SMS working with the spring rate of the tire side wall doesn't have an effect that could be translated into FFB, but that's trying to tie to many things together. It's more than tire flex that is making the FFB better which is the point. PC1 had tire flex. PC2 has tire flex. With that, it cannot solely be "tire flex" that is making things better.
I'm saying that someone saying they can "feel tire flex" is just for the most part technically incorrect. Tire flex in itself is a spring. Spring is part of the suspension. You can't really tell the difference between how much a tire is flexing verse how much the car's suspension is working. It's a misnomer. I'll copy a little of something you can find on the internet (and you can search for more if you like):
The way a tire sidewall works is all in conjunction with the springs, dampers and the rest of the suspension. Saying you can pick out one thing in that whole mix as "the problem" or "the thing" would make you better than The Stig.
In short, saying "tire flex" is fixing the "floaty feeling" is not correct. Now, I'm not suggesting that SMS working with the spring rate of the tire side wall doesn't have an effect that could be translated into FFB, but that's trying to tie to many things together. It's more than tire flex that is making the FFB better which is the point. PC1 had tire flex. PC2 has tire flex. With that, it cannot solely be "tire flex" that is making things better.
See... this is the problem that a lot of people have with some of the WMD guys. Since the game came out, people have complained that the PCars has a floaty disconnected feel to it. Not a few poeple. A LOT OF PEOPLE. It's something you hear over and over. The insider response was basically, "We don't feel it. It feels fine to us. What do you mean by floaty?" People tried to explain that, using various words like, frictionless, icy, floatiness, progressive weight, etc. Again, insiders claim they don't know what people are talking about. A claim that is frustratingly absurd, because if you play PCars1, and then play rF2 or AC, you can immediately feel the difference. And what makes it seem like you guys are playing games is, regardless of the fact that the laymen consumer doesn't know the exact word to describe this feeling, the absence of it can clearly be felt. AC, rF2, AMS, and R3E all do it. Differently. But you can clearly feel that similar feeling that is completely absent in PCars1. But instead, you all (or at least most) seem determined to play this word game, like you can't acknowledge the lack of friction (or whatever), unless the laymen consumer can actually define it in engineer terms. It's like refusing to help a man dying of thirst, because he asked for a glass of that cool, refreshing, clear liquid that sustains life on Earth, instead of asking for a glass H2O.
Tire Flex, to my knowledge is a more recent term being used to describe the feel. I know the term isn't new, but in the years since PCars1 released, I don't recall it being used so prevalently. Maybe I missed that. Either way, the point--and this is what frustrates so many people--is that, there's a clear difference in feel. So, call it whatever you want. It's there. So....
Tire flex or not... whether it's more than one thing that contributes to the feel or not... it's an issue to be addressed.
The fact that the laymen doesn't know the word or the parts involved... IS IRRELEVANT. It's very easy to feel the difference, and at this point, many people are convinced that you all know exactly what is being referred to. So please stop with the semantics game. If PCars1 had tire flex or whatever combination of things create that feeling, it did not do it well. Period. The question a lot of people would like to know is, has it been fixed or improved in PCars2. And the fact, that you can't get a straight answer about it, makes me wonder. That's all.
Of course, we'll all find out come September. It's either there, or it isn't. And I'm totally buying PCars2 when it drops. After I try it out for a day or two and decide for myself, maybe I'll swing by the forums, so you can tell me how I should to interpret my experience.
The fact that the laymen doesn't know the word or the parts involved... IS IRRELEVANT.
Maybe for you, but it's not relevant. You can't have a dialog unless the two sides speak the same language using the same terms. If one side is using the wrong terms, what they are asking about is going to not provide the same desired outcome. This is not the difference of pronouncing tomato. Using terms that mean something completely different will just confuse people (as what's happening here).
Tire Flex isn't new, but deformation is relatively new to sim racing. Although it had been sort of "simulated" in the past, it's not like air where people believed it was happening even though they couldn't see it. When rF2 came out, they displayed it visually which the official tech name is "deflection". PC1 had this as well, but it was only during real-time on the user's car (so essentially almost impossible to see). Because you couldn't see it, people "thought" (and still do) it didn't have it.
I believe what Jon is trying to say is that he feels like the tire is "digging in" on the corner. Most racers call it "setting". i.e. the car is no longer turning in, the weight transfer has happened, and the car is now at full grip in the corner. It's "set" in the corner. Jon is suggesting that the feeling of the car being "set" in the corner is the tires "digging in" and "deflecting" to the corner. This is why he believes it's "tire flex".
Moved to the general thread since this part of the discussion is no longer based on anything media related...
Maybe for you, but it's not relevant. You can't have a dialog unless the two sides speak the same language using the same terms. If one side is using the wrong terms, what they are asking about is going to not provide the same desired outcome. This is not the difference of pronouncing tomato. Using terms that mean something completely different will just confuse people (as what's happening here).
Tire Flex isn't new, but deformation is relatively new to sim racing. Although it had been sort of "simulated" in the past, it's not like air where people believed it was happening even though they couldn't see it. When rF2 came out, they displayed it visually which the official tech name is "deflection". PC1 had this as well, but it was only during real-time on the user's car (so essentially almost impossible to see). Because you couldn't see it, people "thought" (and still do) it didn't have it.
I believe what Jon is trying to say is that he feels like the tire is "digging in" on the corner. Most racers call it "setting". i.e. the car is no longer turning in, the weight transfer has happened, and the car is now at full grip in the corner. It's "set" in the corner. Jon is suggesting that the feeling of the car being "set" in the corner is the tires "digging in" and "deflecting" to the corner. This is why he believes it's "tire flex".
What??? I guess that's why so many companies who take customer feedback have been able to improve their products and services, right? You think the people that call and write these companies about problems are using technical terms? No. They describe their experience. What's happening when they use the product. They tell them what they hear, see and or feel and the engineers then use that information to zero in on the problem. They don't ask the customers to explain things in technical terms. Why? Because that would be ridiculous, and that's exactly how it sounds when you argue that point.
And I honestly don't know why you're talking about visual indicators. We talking about a lack of feeling in the FFB. So... :confused:
As for Sabol. Great!!!!! Let's say that's what he's talking about--digging, deflecting, or whatever. It was a feeling that was absent from PCars1. The question is... Doesn't PCars2 have it?
Moved to the general thread since this part of the discussion is no longer based on anything media related...
Just answer that last question and I'm done. Because it's either yes or no.
What??? I guess that's why so many companies who take customer feedback have been able to improve their products and services, right?
They have market research teams that focus on just that, turning vague feedback into usable data. However, that's a strawman argument so I'm not going to continue down that path...
And I honestly don't know why you're talking about visual indicators. We talking about a lack of feeling in the FFB. So... :confused:
You didn't understand why Tire Flex is something "recent" or "new". I gave you history to hopefully provide that insight.
As for Sabol. Great!!!!! Let's say that's what he's talking about--digging, deflecting, or whatever. It was a feeling that was absent from PCars1. The question is... Doesn't PCars2 have it?
You will have to see for yourself. I can say yes, but it won't matter if you can't feel it for yourself using your hardware.
They have market research teams that focus on just that, turning vague feedback into usable data. However, that's a strawman argument so I'm not going to continue down that path...
You didn't understand why Tire Flex is something "recent" or "new". I gave you history to hopefully provide that insight.
You will have to see for yourself. I can say yes, but it won't matter if you can't feel it for yourself using your hardware.
Still... they turn it into usable data. Why? Because the customer can't be expected to know all the technical terms. That was the point, not how they translate it. You keep trying to spin stuff away from the point. And it's not a strawman argument. It's the truth. It's a fact. That's one way companies turn user feedback into actionable data. That's only strawman, if you're hell-bent on avoiding dodging the question.
Fine. Now I know the history. Again... whether the term was recent or not... wasn't...the...point. Why do you keep drifting from it?
Of course, and that's kind of what I said earlier. But I've got a decent wheel, so it's not a limitation of my hardware. And, as I and others have mentioned, we can feel it other sims. So, again, not a hardware issue. It's just missing from PCars, no matter what settings I used. In fact, you would think that, if it was there, you'd be able to feel it with the default settings. Otherwise, why would ship it that way. But, if not, then at least with Jack Spade, which might as well be considered the second default. It's not present in either, or any other settings I've tried.
In fact, I think I asked you this before, but never saw an answer.... Are you saying that you can feel tire flex in PCars1 the same way you do in other sims?
In fact, I think I asked you this before, but never saw an answer.... Are you saying that you can feel tire flex in PCars1 the same way you do in other sims?
So, I'll throw this out there....
What people are calling "tire flex" is not "tire flex". What most sims do is tie a tightening to the FFB with the car's lateral g-forces. What this does is as the car loads up in a corner, the steering begins to tighten. The more g's the more it tightens. If the car suddenly has grip loss (something like understeer), the tightening effect goes away as there are no lateral g-forces. This gave drivers the perception of being able to tell where they were with the available amount of grip the car could provide, and provide what people coined as "weight".
Technically, this is not how (most) cars work but this was a way that many sims used to provide the "seat of the pants" feeling. It was also a limitation of older wheels as there was only so much you could do with them originally. Also, I say "most" as high downforce cars are different so I'm referring to street/touring/GT type cars. PC1 provided pure steering rack forces with only limited non-rack forces. In short, you could get some of this behavior from the rack, but not to the level a lot of people wanted who were used to how other sims provided this in the past.
PC2, there are more non-rack forces being used.
So, I'll throw this out there....
What people are calling "tire flex" is not "tire flex". What most sims do is tie a tightening to the FFB with the car's lateral g-forces. What this does is as the car loads up in a corner, the steering begins to tighten. The more g's the more it tightens. If the car suddenly has grip loss (something like understeer), the tightening effect goes away as there are no lateral g-forces. This gave drivers the perception of being able to tell where they were with the available amount of grip the car could provide, and provide what people coined as "weight".
Technically, this is not how (most) cars work but this was a way that many sims used to provide the "seat of the pants" feeling. It was also a limitation of older wheels as there was only so much you could do with them originally. Also, I say "most" as high downforce cars are different so I'm referring to street/touring/GT type cars. PC1 provided pure steering rack forces with only limited non-rack forces. In short, you could get some of this behavior from the rack, but not to the level a lot of people wanted who were used to how other sims provided this in the past.
PC2, there are more non-rack forces being used.
So... again. You didn't answer the question. But, whatever... I'm kind of giving up on that, as it's become obvious you are intentionally ignoring it. Forget the fact that a simple yes or no would end this conversation.
And, although I understand what you're describing above, that's not what I'm talking about. And I don't think it's what other are either. Reason being, the friction (or whatever) isn't just during corner load. That's why people differentiate between the progressive cornering forces (which is the laymen term for what you're talking about above) and the icy/frictionless feel of the FFB. In other sims, you feel the grip returning to the wheel on corner exit, as the steering angle opens up and the rear wheels get behind the car. And the lack of this in PCars is the problem. It means that when coming out of a corner, all I have is the feeling of slip, the lightening of the wheel that occurs when I go over the limit. The feeling I'm talking about, the firmness that seems to return to the wheel as you track out, is how, in sim racing, you can tell when and how much you can get back on the throttle. PCars doesn't have that feeling. It also occurs on corner entry. When I brake in other sims, I can feel a pull on the tires, like a stretching or flexing, that occurs as they approach threshold. I don't feel that in PCars. It just goes from grip to slip. Some tunes do allow you to feel the braking affect through the FFB. But it's still a more binary feel (grip or slip) coming from the tires.
So... again. You didn't answer the question. But, whatever... I'm kind of giving up on that, as it's become obvious you are intentionally ignoring it. Forget the fact that a simple yes or no would end this conversation.
I cannot answer something I never felt or had an issue with... This why I said you'll have to find out for yourself.
What you are describing is not what everyone is describing (which is why started by saying having the same vocabulary begins to solve the issue, but you seem to be very hostile to anyone trying to fix that problem).
I mentioned earlier that the work on the driveline model makes the biggest difference with acceleration and braking. You will get some of what you mentioned via the enhancements in that space (along with the other FFB enhancements). Will be it exactly what you are referring to? Again, I cannot answer that directly unless we are the same person. PC2 is better within many areas including this topic, but I cannot say it will be "enough" for you.
snipeme77
23-07-2017, 20:07
Have you guys seen the SUGO Super GT race? If you haven't you need to, a perfect example of how weather can effect the outcome of a race. I wish Super GT would come to Pcars, it's absolutely the best racing in the world.
breyzipp
23-07-2017, 21:17
Have you guys seen the SUGO Super GT race? If you haven't you need to, a perfect example of how weather can effect the outcome of a race. I wish Super GT would come to Pcars, it's absolutely the best racing in the world.
link to the full race :
https://www.youtube.com/watch?v=WHZaoVmn0F4
I'll watch it myself one of the next days if it's so good to watch. :)
link to the full race :
https://www.youtube.com/watch?v=WHZaoVmn0F4
I'll watch it myself one of the next days if it's so good to watch. :)
I only managed to see the last 5 laps but it was certainly exciting. Hopefully one day we will get to see that LMP vs GT500 battle that has been teased for so many years.
One of the reasons I was hoping the DTM Merc would return is because it was the closest thing we had to a GT500, would have been fun the improvise some multiclass races between it and the GT3 field. That being said we have more than enough multiclass possibilities to keep me happy
I cannot answer something I never felt or had an issue with... This why I said you'll have to find out for yourself.
What you are describing is not what everyone is describing (which is why started by saying having the same vocabulary begins to solve the issue, but you seem to be very hostile to anyone trying to fix that problem).
I mentioned earlier that the work on the driveline model makes the biggest difference with acceleration and braking. You will get some of what you mentioned via the enhancements in that space (along with the other FFB enhancements). Will be it exactly what you are referring to? Again, I cannot answer that directly unless we are the same person. PC2 is better within many areas including this topic, but I cannot say it will be "enough" for you.
Dude... I'm not hostile, or angry. Stop assuming. Tone is hard to read in text. I'm just writing quickly, and I don't have time for the spin and games you seem to keep playing.
I don't know what everyone you're referring to, but that's exactly what I've seen other people described and have discussed with them.
If you say you haven't felt it (or the lack of it) then fine. But if you would answer this one simple simple question it would totally help. And, tbh... the fact that you won't is what, if anything, is a bit frustrating, because I'm not asking you to tell me what other people feel. I'm asking you to tell me what you feel in comparison to other games. It's a simple yes or no question.
Are you saying that you can feel tire flex (Sabol's version), digging, cutting, or whatever you choose to call it in PCars1 the same way you do in other sims?
If you could answer this, that would really be helpful, because that's where I get lost when you guys claim you don't feel the lack of friction. I believe there's a noticeable difference in feel between PCars1 and other sims. While the other sims all communicate that feeling slightly differently, it's presence is unmistakable. But it seems to be completely absent from PCars. Again, the question is do you feel a difference, not will I feel one. So please don't dodge it again with the "I cannot answer directly" song. We don't have to be the same person in order for you to answer that. In fact, if we were, that would make the answer moot. This is why I say you seem to be playing spin and games. Because you turn things just enough to avoid addressing the specific questions. Or at least that's how it seems. Anyway... answer please?
Are you saying that you can feel tire flex (Sabol's version), digging, cutting, or whatever you choose to call it in PCars1 the same way you do in other sims?
lol, you keeping trying to get me to "admit" something like I'm on trial.
First, I'm not comparing any sim to any other sim. There is no point. I compare each sim to real life. With that, yes I do have "similar" sensations in PC1 as I do in real life. It's not perfect, but it's better than some of the older sims have brought before (including "RealFeel" which was a load of crap). I think PC2 is inching closer and they are fine tuning things as we type (they as in SMS, Jack Spade, bmanic, and the others who were very passionate about PC1 FFB).
If other sims are offering things that you don't feel in real life, then I'm probably not your guy to corroborate your mission.
lol, you keeping trying to get me to "admit" something like I'm on trial.
First, I'm not comparing any sim to any other sim. There is no point. I compare each sim to real life. With that, yes I do have "similar" sensations in PC1 as I do in real life. It's not perfect, but it's better than some of the older sims have brought before (including "RealFeel" which was a load of crap). I think PC2 is inching closer and they are fine tuning things as we type (they as in SMS, Jack Spade, bmanic, and the others who were very passionate about PC1 FFB).
If other sims are offering things that you don't feel in real life, then I'm probably not your guy to corroborate your mission.
Jesus, man. You're not on trial. I just asked you simple question. The feeling you culled from Sabol's description--digging/cutting--is that something you feel in other sims, and, if so, do you feel it in PCars? There's no trial. I'm just asking if you feel it or not. Why are you being so difficult about it.
And why do you always try and spin something in a way that makes it seem like what I'm asking is ridiculous?
If other sims are offering things that you don't feel in real life, then I'm probably not your guy to corroborate your mission.
You know exactly what other sims I was talking about. I named them. Do you think rF2--which beyond a doubt has better FFB than PCars--is offers "things you don't feel in RL?" Again, you're just being difficult and avoiding a simple question, and then trying to deflect. I don't have a mission. But obviously you do.
Jesus, man. You're not on trial. I just asked you simple question. The feeling you culled from Sabol's description--digging/cutting--is that something you feel in other sims, and, if so, do you feel it in PCars? There's no trial. I'm just asking if you feel it or not. Why are you being so difficult about it.
I already told you how other sims do it. That's what I feel, with respect to what you are asking, in those other sims which is the g-force lateral load tightening (which I dislike). It's not a digging or cutting, but just a pure linear progression of force as that's how it's implemented.
Olijke Poffer
24-07-2017, 03:34
Before being bummed, wait to try it out. I think you'll find you really don't need the fine tuning you might think you want.
Sure. I will try it of course. :D
Eric Everfast
24-07-2017, 05:18
On the topic of lateral g's and tire load, has anybody watched the imsa weathertech series at Lime Rock this weekend? Some teams were putting softs on the left and mediums on the right for qualifying given all the right turns and the lone left of the track. This is definitely something I want try out in PC2 if there's a track or tracks that justify it.
Do you think rF2--which beyond a doubt has better FFB than PCars
See that's the thing about FFB, that statement isn't true for everybody. Have I learnt to enjoy the RF2 FFB? Yes, but do I think it does a better job communicating what the car is doing than pCARS1? No not really.
Fanapryde
24-07-2017, 07:02
See that's the thing about FFB, that statement isn't true for everybody. Have I learnt to enjoy the RF2 FFB? Yes, but do I think it does a better job communicating what the car is doing than pCARS1? No not really.
There is another factor playing along. The rF2 FFB differs massively between cars. Some are just great while others are meh...
Personally, on my setup, I do like rF2 FFB. It is mostly a bit overdone but in some cars it feels exactly like what I would expect. Not that it equals the feel of the real car, but it gives extra info on what the car is doing, something that you would feel IRL through SOP and g-forces. Unless you have a very high end motion rig, you need to get that info through the wheel and that is what rF2 does rather well, AMS too (though it feels a bit different). R3E feels good from the start, but after a while you (I) can feel things that are not really supposed to be there.
In pCars all forces feel more "pure" but a bit underwhelming (don't know how to describe the exact feeling). I must have tried every possible setting and though it feels satisfying now, it still is a bit on the weak side. Trying to get the forces a bit stronger always seem to result in messing up something else.
On the other hand: all sims feel different, but switching between them only takes a few laps (and changing the profile on my Fanatec V2, to get on pace.
I have really high hopes for pCars2 in that domain, having read (true or not) that it will be a polished rF2 with better feedback.
SMS spent a lot of time optimizing a lot of the rendering and physic calls which gained them the overhead to add in the new functionality without too much of a hit. Yes, it will be a little more taxing than PC1 given all the new things, but it won't be substantial where if you had a good system for PC1 you need a new one now.
However, those users who were using laptops for PC1 that were on the edge of being able to run it, may be out of luck for PC2.
Thank you for your answer, but which brings me to my original question, why we aren't able to drive with 60 cars (or 56 cars in pcars1) in Le mans now? Playstation and xbox were limited in pcars1 due to limited hardware but i don't understand the reason for pc now. Like dault3883 said its a lot of data but in pcars1 too? :confused: So pc's which were able to handle 56 cars in pcars 1 wouldn't be able to do the same in pcars 2 is this correct?
See that's the thing about FFB, that statement isn't true for everybody. Have I learnt to enjoy the RF2 FFB? Yes, but do I think it does a better job communicating what the car is doing than pCARS1? No not really.
Your entitled to your opinion. But which sim is widely used in professional and OEM simulators? That's not because it doesn't do a good job of communicating what the car is doing.
Play PCars long enough, you get used to it, and then other sims feel weird. But, IMO, the other sims all feel somewhat similar, and PCars is the oddball, but not in a good way. It's definitely not setting any standards in the area of FFB.
Often heavily modified though isn't it?
But I wasn't trying to say pCARS had the best FFB or that the RF2 FFB is "worse". I don't think pCARS has the best FFB it has some areas that it doesn't feel that great in but so does RF2, and AC from the times I have tried it.
Often heavily modified though isn't it?
But I wasn't trying to say pCARS had the best FFB or that the RF2 FFB is "worse". I don't think pCARS has the best FFB it has some areas that it doesn't feel that great in but so does RF2, and AC from the times I have tried it.
Yep... it's call rF2 Pro, but it's the physics that are the most modified, adding more complexity and support for more output of data types. But I believe even the consumer version of rF2 is more widely used in pro simulators than PCars. No sim has perfect FFB, but PCars' FFB is second to last for me--just above Forza. Anyway... I really don't care anymore and should have used better word choice. Change "beyond a doubt" to "widely believed" and you've got a far more accurate statement. But, to each his own. If you like it, you should stick with it.
Thank you for your answer, but which brings me to my original question, why we aren't able to drive with 60 cars (or 56 cars in pcars1) in Le mans now? Playstation and xbox were limited in pcars1 due to limited hardware but i don't understand the reason for pc now. Like dault3883 said its a lot of data but in pcars1 too? :confused: So pc's which were able to handle 56 cars in pcars 1 wouldn't be able to do the same in pcars 2 is this correct?
I have no idea. I would imagine the limitation is down to a few things:
Multi-class support (more varied car models at the same time require more memory)
Animated pit crews
I haven't seen a definitive response in this space...
IceShaft
24-07-2017, 23:00
I was wondering, and sorry if it has been asked before, let's say I reached a certain level of skill on PC1 and considering all the new stuff about physics and car handling, would I find it easier or harder to reach the same level on PC2 when I start playing for the first time?
For example: on that track X I can make some good and consistent laps with that car Y, will I be able to reach that same level right away on PC2 on the same track with the same car?
I mean, there will be a sort of learning curve also for those who played PC1 already? And how steep will it be?
I know it's something very personal and depends on various factors, but... on a larger scale I was trying to imagine what could happen the first time I will play PC2.
Either way it would be ok anyway, learning is part of the fun!
hkraft300
25-07-2017, 00:08
I think a little learning curve would still be there but, with more realism and better ffb, better gamepad support I assume you'd get up to speed quick.
Invincible
25-07-2017, 07:34
I was wondering, and sorry if it has been asked before, let's say I reached a certain level of skill on PC1 and considering all the new stuff about physics and car handling, would I find it easier or harder to reach the same level on PC2 when I start playing for the first time?
For example: on that track X I can make some good and consistent laps with that car Y, will I be able to reach that same level right away on PC2 on the same track with the same car?
I mean, there will be a sort of learning curve also for those who played PC1 already? And how steep will it be?
I know it's something very personal and depends on various factors, but... on a larger scale I was trying to imagine what could happen the first time I will play PC2.
Either way it would be ok anyway, learning is part of the fun!
There will be a learning curve, but not too steep if you knew what you're doing in pcars 1. On one side, you'll feel right at home but on the other hand, you'll need to learn the new turn-in behavior and all the other uprated physics-stuff.
Also don't expect to hit either the same laptimes (some cars in pcars 1 were a tad too fast compared to their RL counterparts) nor the same Ai difficulty.
When I recently tried a 100% ai in pcars 2, they crushed me, whereas I was about par in pcars 1.
Cheesenium
25-07-2017, 08:01
I was wondering, and sorry if it has been asked before, let's say I reached a certain level of skill on PC1 and considering all the new stuff about physics and car handling, would I find it easier or harder to reach the same level on PC2 when I start playing for the first time?
For example: on that track X I can make some good and consistent laps with that car Y, will I be able to reach that same level right away on PC2 on the same track with the same car?
I mean, there will be a sort of learning curve also for those who played PC1 already? And how steep will it be?
I know it's something very personal and depends on various factors, but... on a larger scale I was trying to imagine what could happen the first time I will play PC2.
Either way it would be ok anyway, learning is part of the fun!
The learnign curve is still there. For me, I find it slightly easier than Pcars 1 because of the controller improvements that gives you better feedback. And I find the physics in more progressive than pcars 1 in regards of grip changes. The physics also feel less twitchy for me but this could be from the improvements from the controllers.
The controller calibrations are much more improved for me than the mess Pcars 1 is now.
IceShaft
25-07-2017, 08:57
Thanks people, good to hear that!
The thing that I'm actually really looking forward to is the possibility to have a little more control over the loss of grip in PC2.
In PC1 as we all know it was extremely punishing and you have to be very careful, sometimes making your performance worse than it could be because you know that if that happens your race is ruined.
I'm not saying I want it to be easier or not realistic, I just want to have a chance to actually avoid ending in the gravel 100% of the times!
Invincible
25-07-2017, 09:11
Thanks people, good to hear that!
The thing that I'm actually really looking forward to is the possibility to have a little more control over the loss of grip in PC2.
In PC1 as we all know it was extremely punishing and you have to be very careful, sometimes making your performance worse than it could be because you know that if that happens your race is ruined.
I'm not saying I want it to be easier or not realistic, I just want to have a chance to actually avoid ending in the gravel 100% of the times!
Don't worry then mate. Tankslappers can still happen, but you won't loose control over your car as quick as in the first iteration and you'll find that you can recover your car from a slide instead of "gone in 0,00001 seconds".
@Haiden
You said: "The feeling I'm talking about, the firmness that seems to return to the wheel as you track out, is how, in sim racing, you can tell when and how much you can get back on the throttle. PCars doesn't have that feeling."
While I agree with you on something fishy going on with FFB, the vague, disconnected feeling, which is what other sims seem to convey well and gives you that feeling of mass and planted feeling, I have to say that I do get that feeling from some cars (probably correctly tweaked per car FFB ones). So it's not all cars that have this problem. Or, if the system does work, some cars just haven't been worked on as thoroughly, if that thing can happen.
For example, I find the F3.5 and FRookie or some LMPs to have really good feel about pretty much all the info I would expect from the FFB, mid-corner and on exit. Then again others, like say a lot of GT3s or the FC etc, are really numb mid corner, it's just a constant force wether you are turning the wheel less or more.
So I guess the system does work, but cars need to be tweaked to exhaustion. And to top that, for your wheel specifically... I started with JackSpade files, but I quickly realised my wheel needed alterations. Most cars are too Fz or Mz heavy (Mz mostly) so i adjusted those downwards. Some cars are really nice now, others not to much, but better than before.
So you are not entirelly right, the feeling can be there, but this free FFB system is setting us up for disasters + there might be something wrong with tire model too, but of course they would never admit something like this.
@Haiden
You said: "The feeling I'm talking about, the firmness that seems to return to the wheel as you track out, is how, in sim racing, you can tell when and how much you can get back on the throttle. PCars doesn't have that feeling."
So you are not entirelly right, the feeling can be there, but this free FFB system is setting us up for disasters + there might be something wrong with tire model too, but of course they would never admit something like this.
Perhaps. IMO, the open FFB system is just an excuse. It's easy to hide behind, because it facilitates the unicorn concept--that good feel is out there, if you tweak it. That basically makes any criticism beyond "it's overly complex" indefensible. But how many sims force you to tweak individual car FFB to get a decent feel? Other than in-car gain settings, most other sims have very simple global settings, and yet still deliver that feeling, while maintaining the individual car characteristics. It's not hard. PCars1 just makes it hard. If PCars2 has resolved this, great. If not, I'll quickly grow tired of it, like I did it's predecessor. I purchase sims to race, not tune FFB. I'm not going down that rabbit hole again with Project Cars.
Thanks people, good to hear that!
The thing that I'm actually really looking forward to is the possibility to have a little more control over the loss of grip in PC2.
In PC1 as we all know it was extremely punishing and you have to be very careful, sometimes making your performance worse than it could be because you know that if that happens your race is ruined.
I'm not saying I want it to be easier or not realistic, I just want to have a chance to actually avoid ending in the gravel 100% of the times!
I would say it's more challenging in this aspect. It's much easier to lose control with the car compared to PC1. PC1 allowed some not so desirable driving habits that PC2 will not reward. You can push too hard in PC2 in which PC1 allowed most people to drive flat out without thinking about it. In PC2, you will have to think a little more about pushing hard and possible consequences.
I would say it's more challenging in this aspect. It's much easier to lose control with the car compared to PC1.but the recovery window became way larger, as well as the physics that allow the very recovery of the car became more forgiving.
I know some of you don't like this to be called "drift physics". But you know, only drifting physics allow such things to happen. Big recovery windows granted by physics that allow sliding on categories like GT3, where sliding should not happen that easily, can only be explained by such thing to be part of the tyre model now.
Perhaps the loss of control in modern racing cars using slick tyres, such as GT categories, experienced in PC1 was the realistic thing actually. You can not recover a GT3 car the GT Sports-way I mean. The loss of traction in cars like those, similar to open wheelers, should result in a spin imho.
Another different story is for the road cars in pc2. Now this is where the new "drifting physics" should come as way more realistic approach (which is the the opposite thing to assetto corsa road cars physics), which will of course result in some inevitable epic fun
PC1 allowed some not so desirable driving habits that PC2 will not reward.Until some glitched setups are again discovered. I mean I think that happened, specially in categories like GT3 because the people finally found setup glitches to be exploit. Not because there was a problem in the physics.
And there were the other aspects that weren't eventually fixed allowing the score of alien lap times by some individuals; such as the use of hard slicks in stock cars being way superior to the soft compound, and the much larger etc we all know enough about, without even entering the zero camber glitch which was just the icing on the cake.
This all leading to the question..., how are setups working this time?. Any glitching already discovered in pc2 that we should be ware of when the game launches?
IceShaft
25-07-2017, 15:20
I know some of you don't like this to be called "drift physics". But you know, only drifting physics allow such things to happen. Big recovery windows granted by physics that allow sliding on categories like GT3, where sliding should not happen that easily, can only be explained by such thing to be part of the tyre model now.
Perhaps the loss of control in modern racing cars using slick tyres, such as GT categories, experienced in PC1 was the realistic thing actually. You can not recover a GT3 car the GT Sports-way I mean. The loss of traction in cars like those, similar to open wheelers, should result in a spin imho.
Well if this is true, it doesn't sound as good news in my opinion... :(
Changing a crucial aspect of the game "just" to facilitate another, making the former less realistic, shouldn't be the solution.
The 'not so desirable driving habits' that Mahjik refers to are not related to setup exploits, he is talking about the style of driving. Overly aggressive driving styles are far less forgiving than they are in pCARS1. As one of those types of drivers, I have had to adjust my driving style, applying a little more finesse in accelerating, braking and turning, in pCARS2. You can still use the "balls to the wall" approach but you won't get away with it for long :).
dault3883
25-07-2017, 16:40
The 'not so desirable driving habits' that Mahjik refers to are not related to setup exploits, he is talking about the style of driving. Overly aggressive driving styles are far less forgiving than they are in pCARS1. As one of those types of drivers, I have had to adjust my driving style, applying a little more finesse in accelerating, braking and turning, in pCARS2. You can still use the "balls to the wall" approach but you won't get away with it for long :).
Dang looks like i have to modify my driving style too tis a shame LOL GO BIG OR GO HOME LOL
F1_Racer68
25-07-2017, 17:21
The 'not so desirable driving habits' that Mahjik refers to are not related to setup exploits, he is talking about the style of driving. Overly aggressive driving styles are far less forgiving than they are in pCARS1. As one of those types of drivers, I have had to adjust my driving style, applying a little more finesse in accelerating, braking and turning, in pCARS2. You can still use the "balls to the wall" approach but you won't get away with it for long :).
LOVE IT!! That means PC2 plays right into my hands, as I am very much an "Old School Endurance" driver ;)
I pretty much live by hkraft300's signature.... "Slow is smooth. Smooth is fast" ;)
dault3883
25-07-2017, 17:28
LOVE IT!! That means PC2 plays right into my hands, as I am very much an "Old School Endurance" driver ;)
I pretty much live by hkraft300's signature.... "Slow is smooth. Smooth is fast" ;)
i pretty much live opposite of Juan Pablos "In like a Gentleman out like an animal" LOL
Serial Corner Dive Bomber
hkraft300
25-07-2017, 18:15
i pretty much live opposite of Juan Pablos "In like a Gentleman out like an animal" LOL
That's how I drive in real life. Doesn't last me long though. The Mrs gets cranky :rolleyes:
dault3883
25-07-2017, 18:24
That's how I drive in real life. Doesn't last me long though. The Mrs gets cranky :rolleyes:
i drive that way too iv had people tell me riding with me is like going on a carnival ride LOL...i dont have a mrs to worry about LOL
LOVE IT!! That means PC2 plays right into my hands, as I am very much an "Old School Endurance" driver ;)
I pretty much live by hkraft300's signature.... "Slow is smooth. Smooth is fast" ;)
My signature is also pretty accurate to my driving- except with more panic and screaming of course
but the recovery window became way larger, as well as the physics that allow the very recovery of the car became more forgiving.
I wouldn't say the recovery window is larger per say.. Yes, there has been work on the tires as to how they behave just under and over the limit. Basically, the tires are still controllable just over the limit, however, the when the falloff happens it's actually much more severe than PC1. It does translate into a wider controllable range, but that was not directly the intent. ;)
Until some glitched setups are again discovered. I mean I think that happened, specially in categories like GT3 because the people finally found setup glitches to be exploit. Not because there was a problem in the physics.
And there were the other aspects that weren't eventually fixed allowing the score of alien lap times by some individuals; such as the use of hard slicks in stock cars being way superior to the soft compound, and the much larger etc we all know enough about, without even entering the zero camber glitch which was just the icing on the cake.
This all leading to the question..., how are setups working this time?. Any glitching already discovered in pc2 that we should be ware of when the game launches?
The 'not so desirable driving habits' that Mahjik refers to are not related to setup exploits, he is talking about the style of driving. Overly aggressive driving styles are far less forgiving than they are in pCARS1. As one of those types of drivers, I have had to adjust my driving style, applying a little more finesse in accelerating, braking and turning, in pCARS2. You can still use the "balls to the wall" approach but you won't get away with it for long :).
Cluck, as usual, is correct in what I was referring to...
Here's an example, using a GT car without TC..... A half a second difference in a corner when applying the throttle could be the difference between spinning out or powering out of the corner without incident.
When you are trying to chase down that rival in front of you, trying to apply the power just that little bit sooner in a corner is not going to be so simple. Trying to outbrake your rival into a corner is not going to be the same either. You'll have to think more about where you can push the cars as well as where you can make clean passes. IMO, it brings more consideration to a driver other than just going flat out. ;)
dault3883
25-07-2017, 19:00
brings more of a challenge going to be so frustrating at first but then so rewarding when you figure it out
brings more of a challenge going to be so frustrating at first but then so rewarding when you figure it out
I've gotten mad at myself more than once for hitting the throttle a tad too early. ;)
dault3883
25-07-2017, 19:13
I've gotten mad at myself more than once for hitting the throttle a tad too early. ;)
i do it when i miss a corner by just enough even on F1 games its so precice especially F1 2014 im going to by F1 2016 once the refund money from the failed purcheses of F1 2010 and 2011 go through to my steam wallet (steam wouldnt accept the Activation keys they them selves gave me so i requested refund)
The controller calibrations are much more improved for me than the mess Pcars 1 is now.
In PCars2 can we change controller settings through the pause menu or in the pits or do we need to leave the track and go back to the main menu like in PCars1?
dault3883
25-07-2017, 23:25
im taking from this video we can skin the Mclaren 650s gt3 car or is this an official livery? i would like to know as i grew up less than 20 minutes from this teams shop
https://www.youtube.com/watch?v=7R5cADFI_xI#t=18.278624
In PCars2 can we change controller settings through the pause menu or in the pits or do we need to leave the track and go back to the main menu like in PCars1?
You can change in the pause menu while on track.
You can change in the pause menu while on track.
That's great news!
That and the lack of in-game info on how to setup controller were my biggest complaints in PCars1, both things have been improved in PCars2, nice work SMS!
I figured this would be appreciated in this thread as well- anyone care to speculate?
Interesting DLC news
https://www.redbull.com/int-en/project-cars-2-interview
"Are there any particular cars you still want to capture that have eluded you?
We have some cars coming for DLC that are these one-off million dollar race cars, of which there are three in the world type of thing. I can't tell you the name of the cars, but there are some that we really had to work hard to find private owners who'd let us run their cars."
VelvetTorpedo
26-07-2017, 15:22
ferrari p4/5 competizione :)
the Ferrari breadvan would be cool too, or maybe more time-attack cars...
banner77amc
26-07-2017, 16:10
I am thinking a Ford GT40 to go with the P4/5 and perhaps maybe a Porsche 917 in Gulf livery?
F1_Racer68
26-07-2017, 21:28
im taking from this video we can skin the Mclaren 650s gt3 car or is this an official livery? i would like to know as i grew up less than 20 minutes from this teams shop
https://www.youtube.com/watch?v=7R5cADFI_xI#t=18.278624
That is an official Pirelli World Challenge Livery. Specifically, the Bob Stallings/Gainsco Red Dragon from last season. They switched to Porsche this season I believe.
dault3883
26-07-2017, 21:42
That is an official Pirelli World Challenge Livery. Specifically, the Bob Stallings/Gainsco Red Dragon from last season. They switched to Porsche this season I believe.
yes they did i know what team it is like i said thier shop is like 20 minutes or less from the town i grew up in in texas
joelsantos24
28-07-2017, 17:10
Forgive me, if this was already addressed around here, but I have a doubt concerning the type of information available and given to us, in real-time, by our race engineer.
I hated the fact that, in the first game, whenever the weather changed, opposing the forecast given at the start of a race, the engineer wouldn't say a word about it. The AI already knew the weather was going to change, and anticipating it, they'd stop for new tyres, sometimes leaving us oblivious of those weather changes until it was too late to actually matter.
Will the race engineer now be able to give us real-time information about possible weather changes throughout the race?
Trippul G
29-07-2017, 00:39
Forgive me, if this was already addressed around here, but I have a doubt concerning the type of information available and given to us, in real-time, by our race engineer.
I hated the fact that, in the first game, whenever the weather changed, opposing the forecast given at the start of a race, the engineer wouldn't say a word about it. The AI already knew the weather was going to change, and anticipating it, they'd stop for new tyres, sometimes leaving us oblivious of those weather changes until it was too late to actually matter.
Will the race engineer now be able to give us real-time information about possible weather changes throughout the race?
To kind of go along with that question, do we know if SMS are planning on making more in-game info available over UDP for third-party apps such as Crew Chief? Some kind of weather info would be hugely appreciated.
While I do appreciate SMS improving the race engineer and adding a spotter functionality, in all honesty I see myself continuing to use Crew Chief instead...mainly for the sheer amount of customizability which won't be available in game.
Spitfire_88
29-07-2017, 04:50
The game needs wind sound effect, i think, it would be great.
^Wind effects would be for chase perspective?
Fanapryde
29-07-2017, 08:53
^Wind effects would be for chase perspective?
For open cockpit cars ?
joelsantos24
29-07-2017, 13:38
Seriously, no one knows anything new about the race engineer?
Steeljockey just put up a video where the race engineer notified him about possible rain.
Roger Prynne
29-07-2017, 14:32
Forgive me, if this was already addressed around here, but I have a doubt concerning the type of information available and given to us, in real-time, by our race engineer.
I hated the fact that, in the first game, whenever the weather changed, opposing the forecast given at the start of a race, the engineer wouldn't say a word about it. The AI already knew the weather was going to change, and anticipating it, they'd stop for new tyres, sometimes leaving us oblivious of those weather changes until it was too late to actually matter.
Will the race engineer now be able to give us real-time information about possible weather changes throughout the race?
http://forum.projectcarsgame.com/showthread.php?50655-Project-CARS-2-SMS-Approved-WMD-made-Videos&p=1348203&viewfull=1#post1348203
joelsantos24
29-07-2017, 14:38
http://forum.projectcarsgame.com/showthread.php?50655-Project-CARS-2-SMS-Approved-WMD-made-Videos&p=1348203&viewfull=1#post1348203
Thank you, that's awesome.
Spitfire_88
29-07-2017, 18:04
For open cockpit cars ?
Yeah, or external cameras, or cars with low engine sound, IMO.
Project Cars 2 is live streaming on Twitch at 8pm BST
https://twitter.com/projectcarsgame/status/893092012496474112?s=09
Don't know how much about career mode is out in the wild so far. It's the one element, while I want to know everything about it, I also want it to be somewhat of a surprise, so haven't paid as much attention to career mode info. That being said, one question I do have is whether or not every location, not necessarily string, but location is represented in career this time around. Is this a known at this point? Always disappointed me that Cadwell wasn't represented in career in any format in pCars. As such, I still have never been on that track as I tend to gravitate towards personal favorites when running QRWs.
Schnizz58
04-08-2017, 00:15
I always wondered why Cadwell was in the game at all. My understanding is that it's more of a motorcycle track these days because it's so narrow. My only guess is that it sort of came along for the ride with the other MSV tracks.
To address your question, if not answer it, I haven't heard whether all of the tracks will be featured in career events of one sort or another.
ETA: To be clear, I'm not knocking Cadwell in any way. It's a lovely track.
Cheesenium
04-08-2017, 02:49
I always wondered why Cadwell was in the game at all. My understanding is that it's more of a motorcycle track these days because it's so narrow. My only guess is that it sort of came along for the ride with the other MSV tracks.
To address your question, if not answer it, I haven't heard whether all of the tracks will be featured in career events of one sort or another.
ETA: To be clear, I'm not knocking Cadwell in any way. It's a lovely track.
It is a fun track for Clios, Ginettas and road cars. Just for variety at the end of the day as you can have F1 grade tracks like COTA or Spa, then, you have more of the grass roots tracks like Cadwell or Ruapuna.
F1_Racer68
04-08-2017, 11:02
I just realized...... Ruapuna isn't returning is it. Or did I miss it on the list?
I just realized...... Ruapuna isn't returning is it. Or did I miss it on the list?
You missed it. (http://www.projectcarsgame.com/the-tracks.html?lang=en) ;)
It is a fun track for Clios, Ginettas and road cars.
How could you forget the Formula Rookie, one of the best combinations in my opinion.
Trippul G
07-08-2017, 02:49
I just want to say that I really, REALLY hope the AI behavior, particularly for open wheels is VASTLY improved over what we currently have in PCARS1.
Just now, I was attempting to do a 15 lap sprint race at Donington, in a Formula B, during a thunderstorm, starting from P16. I can't even remember how many times I restarted the race because some idiot smashed into me like I wasn't even there and destroyed my suspension or ripped my wheels completely off. It's to the point where I can't even attempt to late brake and pass someone on the inside, because the AI never yields the corner and will invariably chop right across your nose, with complete disregard for either car. At one point I finally got to lap 12 of 15, and got taken out coming out of the pits by some guy who came barreling down the straightaway and thought driving THROUGH my gearbox was the fastest way around the track. :livid:
I'm pretty sure I recall people saying that the AI is improved for PCARS2, and I sure as $#!@ hope they're right, because honestly, AI like this is game breaking for me. It's to the point where the only consistent way to advance is to dominate qualifying and tear off into the sunset in the race. But I don't want to do that, I may as well just run hot laps. I want to have close, competitive, fair, respectful open wheel racing. I know it's possible, as I've done it with very few problems in F1 2016.
Sorry, I just needed to vent. I really hope SMS gets this right. :dread:
Project Cars 1 AI was indeed terrible in this regard. However, we have now the so much missed in pc1 AI aggression parameter at our disposal. This should do it. We can for instance put the AI to 100%, but the aggression (retardation) to 20% or so, so she doesn't ram you so many times like in pc1, and gain more awareness.
F1_Racer68
07-08-2017, 13:49
I just want to say that I really, REALLY hope the AI behavior, particularly for open wheels is VASTLY improved over what we currently have in PCARS1.
Just now, I was attempting to do a 15 lap sprint race at Donington, in a Formula B, during a thunderstorm, starting from P16. I can't even remember how many times I restarted the race because some idiot smashed into me like I wasn't even there and destroyed my suspension or ripped my wheels completely off. It's to the point where I can't even attempt to late brake and pass someone on the inside, because the AI never yields the corner and will invariably chop right across your nose, with complete disregard for either car. At one point I finally got to lap 12 of 15, and got taken out coming out of the pits by some guy who came barreling down the straightaway and thought driving THROUGH my gearbox was the fastest way around the track. :livid:
I'm pretty sure I recall people saying that the AI is improved for PCARS2, and I sure as $#!@ hope they're right, because honestly, AI like this is game breaking for me. It's to the point where the only consistent way to advance is to dominate qualifying and tear off into the sunset in the race. But I don't want to do that, I may as well just run hot laps. I want to have close, competitive, fair, respectful open wheel racing. I know it's possible, as I've done it with very few problems in F1 2016.
Sorry, I just needed to vent. I really hope SMS gets this right. :dread:
Based on all the videos that are already out there, the AI in pCARS2 looks fantastic. Very human like in fact, signs of nervousness, anger, and even making real mistakes. Much more realistic behaviours all around.
Be sure to take a look at some of those videos. I'm pretty sure you will be pleased.
AI is a tricky thing..... Most of the time it's either too aggressive or too robotic (i.e. just follows a line and never actually does any 'racing'). Trying to hit the sweet spot is near impossible. IMO, the PC2 AI is much improved over PC1. Is it perfect? Probably not, as people will nitpick and find flaws in anything. I will say I've been very pleased with what SMS has focused on with the AI and truly believe they are going in the right direction.
All I hope is that, when lowering the aggression slider, the AI cars aren't as retarded as they're in pc1 and display some awareness of my current position. Here's also hoping that when I lower that slider, the AI quits making a lot of stupid things they usually do too when taking some corners borderline kamikaze, specially when I'm in the middle of the apex, and quit crashing into my back and sides.
That's the improvement I hoping for in this area.
Trippul G
07-08-2017, 15:41
I understand it's never going to be a perfect thing, I just really want them to have better situational awareness, as right now, it's pretty poor IMO, so much so that it severely (negatively) impacts how I'm able to race them.
I'm actually curious to know what type of behavior the "aggression" slider affects, and the difference between the two extremes of the slider's range (while keeping the difficulty value constant). Come to think of it, that's probably one of the first things I'll test when the game is released.
Schnizz58
07-08-2017, 15:56
The main issues I had with AI in PC1 were:
- You have to be all the way alongside them if you try to pass on the inside in a corner. If you're not, they'll turn in on you.
- They seem to be able to brake harder than I can so you have to be very careful following closely behind them in a braking zone or else you'll get the Vettel treatment.
- Corner cutting. This was by far the most frustrating aspect of AI behavior. You follow an AI car for 2-3 laps, determine where you can make a move and then execute the pass perfectly only to be re-overtaken in the next corner when the AI car cuts through the grass.
- They don't seem to be affected as much (speed-wise) when going off-track.
If we could get the corner cutting issue resolved, I could work with the rest of it.
Pisshead30
07-08-2017, 19:28
Will I be able to choose a favourite race number for career/online racing which will be displayed on the car?
Kelderek
07-08-2017, 19:49
Will I be able to choose a favourite race number for career/online racing which will be displayed on the car?
Race number comes with the livery... so it will always depend on your selection of livery for your car.
dault3883
07-08-2017, 20:25
unless you make your own liveries
F1_Racer68
07-08-2017, 21:07
Here is a pretty good example of the AI in a race. Actual race starts at the 4:40 mark.
Formula Rookies around Long Beach. Clear examples of the AI recognizing the player is there and allowing room. Every video I have seen so far has shown a clear and marked improvement in the AI's overall race craft.
https://www.youtube.com/watch?v=cINHPKPhJXI
dault3883
07-08-2017, 21:31
i love that paint job on the formula rookie the yellow and black and the design of the black is cool
Will I be able to choose a favourite race number for career/online racing which will be displayed on the car?
Nope
Cheesenium
08-08-2017, 03:41
Will I be able to choose a favourite race number for career/online racing which will be displayed on the car?
Just to addon on what was mentioned, having licensed liveries also does not allow SMS to change the car number.
dault3883
08-08-2017, 03:43
will we be able to put custom skins on some cars like we could on pcars1?
will we be able to put custom skins on some cars like we could on pcars1?
Yes.
dault3883
08-08-2017, 06:05
Yes.
will pcars1 skins work on their respective cars on pcars2? so for instance will a skin for the corvette c7r from pcars1 work on the corvette c7r on pcars2>
will pcars1 skins work on their respective cars on pcars2? so for instance will a skin for the corvette c7r from pcars1 work on the corvette c7r on pcars2>
As most things have been updated / remodeled / rejigged etc, I would assume not....
One month to go
AAAARRRGGH IT'S TOO LONG
It's the only thing I have ever pre-ordered, I just can't wait to play it
Slitensofagris
21-08-2017, 21:06
Will there be a more advanced online filter search? You can for example only choose from short to long sessions where the sessions can vary from 15 min qualifying to 2 hours or more, but You cant know that before You have entered it. And also if You want to join a session where no assists are allowed there is no filter for that. (Sorry for my bad english, my first thread post ever. Looking forward to join a leauge in the near future)
Will there be a more advanced online filter search? You can for example only choose from short to long sessions where the sessions can vary from 15 min qualifying to 2 hours or more, but You cant know that before You have entered it. And also if You want to join a session where no assists are allowed there is no filter for that. (Sorry for my bad english, my first thread post ever. Looking forward to join a leauge in the near future)
I think they cover that in this livestream, sorry I don't have a timestamp or anything but I think it's a bit later on in the video
http://youtu.be/z3B5JKMpPiU
Slitensofagris
22-08-2017, 13:50
I Will look at it when i Get the time for it. Thanks for your reply. I would also like them to fix the option of inviting a friend before entering a game. Istead of go into a game then invite. But i am sure SMS have done a good job to refine this game. Looking forward to try it
AAAARRRGGH IT'S TOO LONG
It's the only thing I have ever pre-ordered, I just can't wait to play itand the switch paddles in my thrustmaster gte wheel begin to fail now, just bgefore a month to release... Anyone, what can I do to fix it?, or better replace the inside switchers with others that are higher quality or something?
Fight-Test
22-08-2017, 15:14
and the switch paddles in my thrustmaster gte wheel begin to fail now, just bgefore a month to release... Anyone, what can I do to fix it?, or better replace the inside switchers with others that are higher quality or something?
This is what I used in the F1 rim for my t300
https://www.amazon.com/ELECTRONIC-COMPONENTS-B3F-5050-TACTILE-SPST-NO/dp/B00MMZGEH4/ref=sr_1_fkmr1_2?s=industrial&ie=UTF8&qid=1503414735&sr=1-2-fkmr1&keywords=OMRON+ELECTRONIC+COMPONENTS+B3F-5050+SWITCH%2C+TACTILE%2C+SPST-NO%2C+50mA%2C+THD+%2810+pieces%29
that is only for one, I ordered a 10 pack on the cheap but wasn't a picture so I sent both links. There is a tutorial on how to install on youtube.
https://www.amazon.com/ELECTRONIC-COMPONENTS-B3F-5050-TACTILE-SPST-NO/dp/B00MMZGFZK/ref=sr_1_1?s=industrial&ie=UTF8&qid=1503414735&sr=1-1&keywords=OMRON+ELECTRONIC+COMPONENTS+B3F-5050+SWITCH%2C+TACTILE%2C+SPST-NO%2C+50mA%2C+THD+%2810+pieces%29
and the switch paddles in my thrustmaster gte wheel begin to fail now, just bgefore a month to release... Anyone, what can I do to fix it?, or better replace the inside switchers with others that are higher quality or something?
What's the issue? Double shifts or missing shifts?
If it's double shifts you don't need to worry. You can set a minimum shift time in the controller settings to avoid this.
What's the issue? Double shifts or missing shifts?
.The later. Paddles (the switchers underneath) have trouble to "click".
They have lasted two years only. TM indeed run some serious quality control on their hardware I can see now.
Thank God I always run soft FFB effects, because the servo-base may be just as weak in quality components as the inners of the gte wheel are too
In the online championship mode, will we be able to select circuits without garage (like Mojave, Barcelona club ...)? Thank you
In the online championship mode, will we be able to select circuits without garage (like Mojave, Barcelona club ...)? Thank you
Hmm good question, I'd say if you are doing practice/qualifying definitely not but races only I don't know
What will ffb setting be like in the game, will it be similar to original with having to enter different settings for each car?
Will any of the settings from original be transferable?
What will ffb setting be like in the game, will it be similar to original with having to enter different settings for each car?
Will any of the settings from original be transferable?
No and no.
It's been improved so that there are three overall settings for general ffb.
AFAIK individual ffb settings per car are no longer required, but an WMD2 member who has tested the game can give you more information.
Roger Prynne
27-08-2017, 15:28
What will ffb setting be like in the game, will it be similar to original with having to enter different settings for each car?
Will any of the settings from original be transferable?
http://www.youtube.com/watch?v=wwIeeKRjyN0
Thanks for the ffb feedback!
took me until may this year to get the ffb right on original and wasn't sure if was going to have to go through all of it again.
peterCars
28-08-2017, 02:57
Here is a pretty good example of the AI in a race. Actual race starts at the 4:40 mark.
Formula Rookies around Long Beach. Clear examples of the AI recognizing the player is there and allowing room. Every video I have seen so far has shown a clear and marked improvement in the AI's overall race craft.
I like the way the text messages stay there for long enough to read them.
peterCars
28-08-2017, 03:12
I just want to say that I really, REALLY hope the AI behavior, particularly for open wheels is VASTLY improved over what we currently have in PCARS1.
Just now, I was attempting to do a 15 lap sprint race at Donington, in a Formula B, during a thunderstorm, starting from P16. I can't even remember how many times I restarted the race because some idiot smashed into me like I wasn't even there and destroyed my suspension or ripped my wheels completely off. It's to the point where I can't even attempt to late brake and pass someone on the inside, because the AI never yields the corner and will invariably chop right across your nose, with complete disregard for either car. At one point I finally got to lap 12 of 15, and got taken out coming out of the pits by some guy who came barreling down the straightaway and thought driving THROUGH my gearbox was the fastest way around the track. :livid:
I'm pretty sure I recall people saying that the AI is improved for PCARS2, and I sure as $#!@ hope they're right, because honestly, AI like this is game breaking for me. It's to the point where the only consistent way to advance is to dominate qualifying and tear off into the sunset in the race. But I don't want to do that, I may as well just run hot laps. I want to have close, competitive, fair, respectful open wheel racing. I know it's possible, as I've done it with very few problems in F1 2016.
Sorry, I just needed to vent. I really hope SMS gets this right. :dread:
I am finding with PCARS1 that the AI are also very good at getting back on track, through sand, whatever, they hardly slow down. hopefully this will be better in PCARS2. perhaps a slider for "recovery"
jimmyb_84
28-08-2017, 23:05
Hi all,
I searched the threads to no avail, hunted online and tweeted to PCARS team but I still cannot find/get an answer to the most anticipated question regarding tyres in a practice session.
I'd like to know if you can have the option to keep the same tyres on after going back to the pits or selecting an option to start a practice session on used/scrubbed tyres.
Thanks in advance, cannot wait until the 22nd.
Trippul G
28-08-2017, 23:29
^Good question. Certainly would be interesting if we had to manage a finite number of sets of tires. I'd imagine this could get tricky to implement with so many different styles of motorsport. My gut instinct would be that I'd be surprised if this was implemented, though I'd love to be proven wrong.
Yes you can select to not change tires during a pitstop. It s a no for the rest.
Yes you can select to not change tires during a pitstop. It s a no for the rest.Not what jimmy_b was asking. He means during practice, or even qualifying. when you enter the pits. He asks whether or not this time in pc2 we can decide exiting with the same used tyres.
I'd also like to ask anyone of the wmd who can post videos to post a video, like the one with the mustang or the 720 hard drifting but with tyres telemetry activated, so see how temps work. I'm yet to see a single red tyre in any of the videos posted.
Roger Prynne
29-08-2017, 09:50
Hi all,
I searched the threads to no avail, hunted online and tweeted to PCARS team but I still cannot find/get an answer to the most anticipated question regarding tyres in a practice session.
I'd like to know if you can have the option to keep the same tyres on after going back to the pits or selecting an option to start a practice session on used/scrubbed tyres.
Thanks in advance, cannot wait until the 22nd.
Nope, sorry.
jimmyb_84
29-08-2017, 13:17
Nope, sorry.
OK no problem thanks for the reply, won't stop me enjoying the game.
I've never really messed with 2x, 4x tire wear in PC1, so I'm clueless here.. If we set tire wear to 4x for example, does the temp and pressures rise/fall 4x faster as well?
It's only tied to the wear rate. Temperature and pressure still function at the same speed.
It's only tied to the wear rate. Temperature and pressure still function at the same speed.
Any info on why that is? Seems like tire wear should be tied to temps and pressures, as well as engine temps and brake temps, maybe more.
If I'm doing an hour endurance race at normal wear and i pit once, my brake temps and water temps are only going down so much.
If that same race has crazy high tire wear, I'm pitting 4 or 5 times. My brakes and engine are cooling down much more often, so I can effectively run brake ducts and radiator with a smaller opening, all due to increased tire wear setting.
IMO this doesn't simulate RL conditions very well, and it would be better if more items were packaged into that setting.
It's only tied to the wear rate. Temperature and pressure still function at the same speed.
Do you know how much wear we can have in PCars2?
In PCars1 it goes up to 7x but I remember one of the developers saying he'd prefer to have up to 4x at most and mentioned issues with tyre wear 5x-7x.
Also, can we have accelerated fuel consumption in PCars2? I think it's kind of odd how in PCars1 we can speed up tyre wear but not fuel consumption.
Any info on why that is? Seems like tire wear should be tied to temps and pressures, as well as engine temps and brake temps, maybe more.
The changes would happen too fast for users to be able to deal with them. You could go from usable tires to unusable in a split second which would make the use of the function, not very useful. It's is calls "tire wear" for a reason, as it solely effects "tire wear".
EDIT:
Do you know how much wear we can have in PCars2?
In PCars1 it goes up to 7x but I remember one of the developers saying he'd prefer to have up to 4x at most and mentioned issues with tyre wear 5x-7x.
Also, can we have accelerated fuel consumption in PCars2? I think it's kind of odd how in PCars1 we can speed up tyre wear but not fuel consumption.
I will check for you a little later when I'm near my home PC. I believe tire wear verse accelerated time/weather may have different rates.
You could go from usable tires to unusable in a split second
I see your point but I have a hard time believing grip/no grip situations can change that quickly. If at 4x tire wear you can go to unusable in a second, that means at 1x wear the same should happen over 4 seconds. I havent encountered a situation IRL or in a sim where tires go from usable to unusable in 4 seconds barring a blowout or something like that
TexasTyme214
29-08-2017, 20:06
Well tire wear calculations use pressure, temperature, etc to come to a final value in real time. If you bumped up tire wear multiplier by 4 along with heating rates by 4, you might get a final wear rate of 16x normal for example. There are many variables in play at one time for tires, so it wouldn't be fun for the player if all of them were 4 times as aggressive.
Well tire wear calculations use pressure, temperature, etc to come to a final value in real time. If you bumped up tire wear multiplier by 4 along with heating rates by 4, you might get a final wear rate of 16x normal for example. There are many variables in play at one time for tires, so it wouldn't be fun for the player if all of them were 4 times as aggressive.
Why do they build on each other? Those values should work in conjunction with each other, not increase exponentially.
You alluded to the fact that wear calcs use pressure, temps, etc... so if you only increase tire wear by 4 what happens to the other variables? The equation becomes dominated by tire wear while temps and pressure take a back seat. But that can't work in the real world because you can't calculate proper tire wear without also including proper temps and pressure changes, which as you said is part of the equation.
When you run 4x wear rates as it stands now, you get into tricky situations. How is tire wear calculated on a cold lap vs hot lap if wear rates aren't linked to temps? Same goes for pressures.
The more I think about it the more "unnatural" wear rates become when you single out just that one variable.
I see your point but I have a hard time believing grip/no grip situations can change that quickly. If at 4x tire wear you can go to unusable in a second, that means at 1x wear the same should happen over 4 seconds. I havent encountered a situation IRL or in a sim where tires go from usable to unusable in 4 seconds barring a blowout or something like that
You are confusing two different things. I'm referring to temperature (making the car unusable), I'm not referring to wear. The temperature of the tire directly relate to the usability of the tires. i.e. too cold or too hot, and they don't perform well. Increasing that can cause a little slide of the car to overheat the tires in a split second (i.e. super heat the tires). Same thing if you have done a night race when the tires cool down too much... That could happen in just a few seconds which would make the user extremely unhappy.
hkraft300
30-08-2017, 00:09
I see your point but I have a hard time believing grip/no grip situations can change that quickly... barring a blowout or something like that
Try a big slide in the FRenault3.5 once you've worn the tyres down below 40%. At 1x wear you'd have bugger all grip left. At 4x you'll have to crawl back to pits.
F1_Racer68
30-08-2017, 01:02
We ran our first 2 seasons using 3x wear, and this season using 2x wear. Primarily to force pit stop strategies, as we are simulating endurance events. All of our races also use 2x, 5x or 10x time acceleration.
Actual races are 1.5 to 2.4 hours in length. 1.5 hour events at 2x simulate 3 and 6 hour races. 2.4 hours at 5x and 10x simulate 12 and 24 hour events. Between the 3 seasons (spanning the 2+ years of PC1) we have run ~48 formal events and countless practice sessions as our seasons are designed around racing every second Saturday.
We have never had any issues with the tire wear acceleration. The tires do not heat up any faster, but they do wear out faster. If you consider GT3 Softs, they will still take 2 - 3 laps to get to optimal temp/pressure, but on 2x wear they will only last 15 laps instead of 30 on real wear. If you do 3x wear, they will only last 10 laps instead of 30, etc.
Of course, actual mileage on the tires will vary as it is very dependant on the driver and car setup. Some drivers such as myself tend to be very smooth and therefore very gentle on the tires (and also slower), while others tend to be much more aggressive with their inputs and therefore harsher on the tires.
Now with that said, if you have accelerated wear on, then yes, the tires will lose a LOT of rubber if you slide/spin. It's not unheard of for a driver to lose 30 - 50% rubber in a single spin.
Tire wear is related mostly to tire "scrub", and not temp. If you overheat the tires, they will get very slippery. The more you slide, the faster you will wear out the tires. As the tire wear acceleration goes up, the rate at which the tread rubber is worn off of the tread is accelerated. As a result, a single instance of overheating the tires can lead to a large amount fo tread wear, not because of the heat directly, but because of the excessive sliding caused by the overheated tires. The same is true with tires that have too high a pressure. Grip level is based on pressures. If the pressures are too high, then you are racing on too small of a tread area, and therefore lack grip. That lack of grip leads to sliding and "scuffing" of the tread, tearing off chunks of the rubber.
Damn F1 Racer68, I was about to go revisit my go-fast book, but you pretty much summed up what I wanted to find anyway haha.
I was enjoying my good-night herb just now, and I had an aha! moment. I was confusing the rate of wear and total tire wear. It all makes sense now that I got those 2 sorted.
Disregard sober ramm21s ramblings from earlier :)
I've never had any issues with increased tyre wear rate (2x,4x etc), other than usual "I race only under California sunny conditions, with no damage and real tyre wear. If other conditions then that is no racing" type of shameful players that consider themselves as racers, leaving the lobby in a hurry the moment they realize there's weather and increased tyre wear. Not to mention when assists are off too.
In other words only the ladies don't like it. In my already long experience with pc1, increased tyre wear affects wear only, and when you slide of course increased temps and wear kick in, but so do in real setting. You lose grip sooner because the tyre go down faster, as expected.
Vettel-ish
30-08-2017, 14:28
Kind of a side question but do you think/know if PC2 team and the F1 team talk to each other. F1 is the overall best "SIM" I feel for that kind of car. Wonder if they share info and data.
PC2 is getting some pretty big hype. I cant wait for this to come out. I took off of work for it. Going to get a case of water and hit my rig hard for the day!
If you want to know more about the Racing Licence here's an article explaining it all
http://www.projectcarsgame.com/competitive-racing-license.html?lang=en
hkraft300
30-08-2017, 15:04
Kind of a side question but do you think/know if PC2 team and the F1 team talk to each other.
Do you mean SMS (of Project Cars fame) and Codemasters (F1 franchise)?
Some say Codemasters do a mean F1 experience simulation...
And that Project Cars Formula A is a more accurate depiction of an F1 car.
All we know is: Stig has driven them and he would know.
The Safety Ranks system is as follows: U (lowest, and also the starting point), F, E, D, C, B, A, S (highest)
Not a big fan of this random letter system, but everything else seems great!
Anyone know if rankings take multiclass into account? If you beat a GT3 with a GT4 car, will you get extra points?
F1_Racer68
30-08-2017, 18:09
The Safety Ranks system is as follows: U (lowest, and also the starting point), F, E, D, C, B, A, S (highest)
Not a big fan of this random letter system, but everything else seems great!
Anyone know if rankings take multiclass into account? If you beat a GT3 with a GT4 car, will you get extra points?
Don't know for sure, but I would hope NOT. Since you aren't "racing" against that car, because it is a different class, I wouldn't think that would factor. It certainly doesn't factor into points awarded for race results/championship points. Don't see why it would factor into driver's license ratings.
I mean, in reality a GT3 car SHOULD beat a GT4 car...... Why reward you for doing what you are expected to do?
EDIT: If you look at IMSA, WEC, 24 Hour Series, etc. cars/drivers earn points based on finishing order within their class. PC2 is setup the same way as far as I know. You may be shairng a track with a lower category car, but you are not "racing" that car. Therefore your finsihing position in relation to that car doesn't really factor into the results. Yes, there is an overall finishing order, but that has no bearing on what points teams/drivers earn. As such, I see no reason why it would have a bearing on driver ratings either.
Don't know for sure, but I would hope NOT. Since you aren't "racing" against that car, because it is a different class, I wouldn't think that would factor. It certainly doesn't factor into points awarded for race results/championship points. Don't see why it would factor into driver's license ratings.
I mean, in reality a GT3 car SHOULD beat a GT4 car...... Why reward you for doing what you are expected to do?
EDIT: If you look at IMSA, WEC, 24 Hour Series, etc. cars/drivers earn points based on finishing order within their class. PC2 is setup the same way as far as I know. You may be shairng a track with a lower category car, but you are not "racing" that car. Therefore your finsihing position in relation to that car doesn't really factor into the results. Yes, there is an overall finishing order, but that has no bearing on what points teams/drivers earn. As such, I see no reason why it would have a bearing on driver ratings either.
And why shouldn't it be taken into account, you finish ahead of what it supposed to be a faster car, you should get more kudos for it.. it's nothing to do with individual races or championship points, it's about tracking how good you are as a racer. If you are beating what are supposed to be faster cars, why shouldn't that be recognised by the system?
GenBrien
30-08-2017, 18:45
a GT3 car SHOULD beat a GT4 car...
.
I think you misread what he wrote
he was asking for a slower car that beat a faster one
GT4 that beat a GT3
not the way you wrote :)
F1_Racer68
30-08-2017, 18:53
I think you misread what he wrote
he was asking for a slower car that beat a faster one
GT4 that beat a GT3
not the way you wrote :)
Yep, I did misread that. However, my point still stands. You're not racing against that GT3 car in your GT4 car. It's happened many, many times in real life that lower category cars beat higher category ones on the track for various reasons. Heck, there was even a thought than an LMP2 could take an overall win at Le Mans this year.
But guess what..... they don't gain anything extra for that, other than bragging rights. No additional trophy. No additional cash bonus. No extra Rolex watch.
Far too many factors play into it. Did the GT3 car have an accident and suffered damage that meant it retired? Did it spend hours in the garage undergoing repairs? Did the driver have to park the car to answer a phone call? Did the guy rage quit?
Again, I come back to the fact that the only race being counted is the one within your own class. The other cars might as well not even be on the track. They are just obstacles you need to deal with.
GenBrien
30-08-2017, 19:24
game should be about to get GOLD fairly soon now(should be next week (if we compared that to Pcars1)).
Will there be an anoncement? ;)
Roger Prynne
30-08-2017, 20:01
It's been gold for some time now.
GenBrien
30-08-2017, 20:18
It's been gold for some time now.
Pcars1 went gold 3 weeks before release
seems that Pcars2 went gold at least 5 weeks before.
nice :cool: :victorious:
(means less show-stopper/ important bugs to be ironed out)
mmmh, how come a GT4 can beat GT3?. I've seen old Rally 2000cc cars (front wheel drive) from 1998 to 2001 beating WRCs here at the Spain rally, but that's because we had a rally tarmac driver God called Jesús (Chus) Puras, capable of beating old 1998-2002 cars on tarmac with a lesser car like the Xsara fwd. (He beat them all; Sainz; McRae, etc in a lesser car lol), and I lived such glorious days first hand. What a bunch of wins against the old WRC cars with a fwd car!!
But from there a gt4 beating a gt3..., is that even believable?. Aren't GT3 cars miles above little gt4, like worlds apart I mean?
And Project Cars 2 should've entered Gold status for a while already.
OddTimer
30-08-2017, 20:25
It's been gold for some time now.
as SMS keeps working on the game, I imagine D1 patch will be pretty big, maybe not in size, but in fixes, tweaks etc.....having said that, I'd assume that the gold version is already pretty good and stable as it will be the version printed on disk.
Roger Prynne
30-08-2017, 20:40
as SMS keeps working on the game, I imagine D1 patch will be pretty big, maybe not in size, but in fixes, tweaks etc.....having said that, I'd assume that the gold version is already pretty good and stable as it will be the version printed on disk.
Yep, loads and loads.
mmmh, how come a GT4 can beat GT3?. I've seen old Rally 2000cc cars (front wheel drive) from 1998 to 2001 beating WRCs here at the Spain rally, but that's because we had a rally tarmac driver God called Jesús (Chus) Puras, capable of beating old 1998-2002 cars on tarmac with a lesser car like the Xsara fwd. (He beat them all; Sainz; McRae, etc in a lesser car lol), and I lived such glorious days first hand. What a bunch of wins against the old WRC cars with a fwd car!!
But from there a gt4 beating a gt3..., is that even believable?. Aren't GT3 cars miles above little gt4, like worlds apart I mean?
And Project Cars 2 should've entered Gold status for a while already.
Yes, GT4 cars beating some GTE and GT3 in multiclass will happen. All it takes is for you to run a clean race. At the lower skill levels there will be plenty of people spinning out their faster-class cars, thus your little GT4 car will finish ahead of cars in faster categories. And I think it would be cool if we are rewarded for it
GenBrien
30-08-2017, 22:12
https://cdn.meme.am/instances/61951843/good-good-release-your-software.jpg
hkraft300
31-08-2017, 00:10
If you beat a GT3 with a GT4 car, will you get extra points?
The way I read it: you get more points for beating a driver with a higher ranking. I don't think it has anything to do with what car you're driving.
You could be in an MC race where a high ranked driver is in a GT3 and you're in a GT4. You could beat him, but your race results are in different classes so it might not trigger the rank boost.
Yes, GT4 cars beating some GTE and GT3 in multiclass will happen. All it takes is for you to run a clean race. At the lower skill levels there will be plenty of people spinning out their faster-class cars, thus your little GT4 car will finish ahead of cars in faster categories. And I think it would be cool if we are rewarded for itoh ok you folks were talking game not real life heheh.
Well I guess for that to happen in the game it would be necessary that the GT4 driver was a good consistent one, and the gt3 driver a novice. It's the only way.
The Safety Ranks system is as follows: U (lowest, and also the starting point), F, E, D, C, B, A, S (highest)
Not a big fan of this random letter system, but everything else seems great!
Not so random methinks? 'U' is probably Unranked, then you go alphabetically from F to A, and the ultimate end-goal rank is 'S' to distinguish it from the stepping stones towards the final level. For sure 'A' could have been the highest rank, but I think the way they did it now isn't very hard to remember :)
Not so random methinks? 'U' is probably Unranked, then you go alphabetically from F to A, and the ultimate end-goal rank is 'S' to distinguish it from the stepping stones towards the final level. For sure 'A' could have been the highest rank, but I think the way they did it now isn't very hard to remember :)
LOL I wasnt worried about remembering, just seems odd they would throw the U and S in there. What is S? Superstar? Stig-ish?
Fanapryde
31-08-2017, 15:33
LOL I wasnt worried about remembering, just seems odd they would throw the U and S in there. What is S? Superstar? Stig-ish?
The S from Super license, like in F1, sounds real enough...
F1_Racer68
31-08-2017, 16:00
I'm just glad they didn't go with FIA rankings.... I'm in that 50+ crowd and would be limited to Silver for life..... :D
Fanapryde
31-08-2017, 18:07
I'm just glad they didn't go with FIA rankings.... I'm in that 50+ crowd and would be limited to Silver for life..... :D
I'm even in the 60+ 'crowd' ... :eagerness:
So almost the entirety of the carlist is within your lifetime, that is so wierd to me, even the GT1s are before my time
Do you know how much wear we can have in PCars2?
I will check for you a little later when I'm near my home PC. I believe tire wear verse accelerated time/weather may have different rates.
In PC2, you have three options for Tire Wear: Off, Authentic, Accelerated
Fuel Usage is: Off, Slow, Real
Trippul G
01-09-2017, 03:48
"Accelerated"? That seems like a strange choice. Why not leave it as a number e.g. 2x, 4x, etc. so we know exactly HOW accelerated?
"Accelerated"? That seems like a strange choice. Why not leave it as a number e.g. 2x, 4x, etc. so we know exactly HOW accelerated?
Can't answer that, but that's how it will be..
Perhaps tied to time progression?
hkraft300
01-09-2017, 05:57
Can't answer that, but that's how it will be..
Guess we'll have to test it and find out how much it's accelerated. Did SMS think we're not nerdy enough to tyre test in every and all conditions and fight about it here on this forum :rolleyes:
Why not leave it as a number e.g. 2x, 4x, etc. so we know exactly HOW accelerated?
I would've preferred this too.
So far I just bump up tyre wear to 4x or 6x to test tyre wear and then math to work out pit strategy / stints. Saves me doing an hour long stint to see how quickly I kill the rubber.
Trippul G
01-09-2017, 08:50
Guess we'll have to test it and find out how much it's accelerated. Did SMS think we're not nerdy enough to tyre test in every and all conditions and fight about it here on this forum :rolleyes:
I would've preferred this too.
So far I just bump up tyre wear to 4x or 6x to test tyre wear and then math to work out pit strategy / stints. Saves me doing an hour long stint to see how quickly I kill the rubber.
We'll show them, won't we, fellas?! *rolls up sleeves, adjusts his glasses and pocket protector*
...fellas...? :nonchalance:
We'll show them, won't we, fellas?! *rolls up sleeves, adjusts his glasses and pocket protector*
...fellas...? :nonchalance:
Man...that really made me laugh...(and think about "revenge of the nerds") :cool:
F1_Racer68
01-09-2017, 10:56
We'll show them, won't we, fellas?! *rolls up sleeves, adjusts his glasses and pocket protector*
...fellas...? :nonchalance:
Why do you think I took the 22nd and 25th off work? Guess what I will be doing....lol
OddTimer
01-09-2017, 11:46
In PC2, you have three options for Tire Wear: Off, Authentic, Accelerated
Fuel Usage is: Off, Slow, Real
I think this is a good way to avoid bugs, especially with the ai...fingers crossed
F1_Racer68
01-09-2017, 12:56
"Accelerated"? That seems like a strange choice. Why not leave it as a number e.g. 2x, 4x, etc. so we know exactly HOW accelerated?
That's my question too. This is key for leagues.
We run accelerated time for our events. If the tire wear is tied to that, it will cause issues. As an example, our simulated 24 Hour events run a 10x time acceleration. IF tire wear is tied to that, then I am guessing for that race tire wear would also be at 10x. That will be a nightmare. More pit stops than race laps if that is the case....... (I know, I am exaggerating, but it will FEEL that way).
So, I guess I am not kidding about the 22nd and 25th being days off in order to test this stuff. I need to make sure I have a solid understanding of the tire wear and the weather settings. Specifically, how doe shte new "real" weather work now? I saw it listed as "Forecast" in the recent article (screenshot showed it). But how does it actually work? THat will need to be known in order to implement it properly for our league.
We run accelerated time for our events.
They are NOT the same. "Accelerated Time" is completely different. What my post was about is that the "options" for "Tire Wear" have the following "values": Off, Authentic, Accelerated. This are NOT related to "Accelerated Time" at all.
'Accelerated' tyre wear in pC2 is 2x, I just learned.
F1_Racer68
01-09-2017, 13:35
They are NOT the same. "Accelerated Time" is completely different. What my post was about is that the "options" for "Tire Wear" have the following "values": Off, Authentic, Accelerated. This are NOT related to "Accelerated Time" at all.
Thanks for confirming that they are NOT tied together. Note that I did say "If" ;)
Sep 22nd will prove very busy as we all come to terms with the new settings/options/impacts. It will be interesting to see what the "Accelerated" option really equates to in value. As in how fast do the tires then wear compared to authentic.
EDIT: Was typing this as Remco was posting. Thanks for the confirmation Remco.
hkraft300
01-09-2017, 14:22
'Accelerated' tyre wear in pC2 is 2x, I just learned.
Spoilsport.
:p
Good afternoon ladies and gentleman. I don´t know if these questions were brought before (if were, I´m sorry), but I want to ask three things for the WMD guys (if they can answer):
1- The AI got improved to race in Azure Circuit? In the first they could do a good qualifying time, but in the race we always ended in a traffic jam;
2- The AI setup for Circuit de La Sarthe got improved? Even with the AI in 100%, is too easy to win a race against them, I think it´s mostly because the setup;
3- Tyre pressures are measured in BAR or PSI? Since in Brazil we use PSI, to mess with tyre pressures in Pcars 1 is soooo difficult.
Depending of the answer, I will not buy Pcars 2 :mad:...who I´m kidding, I will preorder it for sure :p!!!!
Just one more question:
239870
Leper Messiah
02-09-2017, 18:21
quick question, I pre ordered the game limited edition, it'll still install via steam though yeah? (havn't bought a physical disk for any game for yonks!!)
Roger Prynne
02-09-2017, 18:46
Yep sure will.
Leper Messiah
04-09-2017, 18:21
Yep sure will.
cheers Rog!
I was able to attend the final day of PAX on Monday, and as I looked over the list of developers, both large and small, I didn't see SMS/WMD. With the expo taking place in T10's backyard, it was a missed opportunity - or so I thought
239895
I totally forgot about Bandai Namco! Demo stations were set up with 3 scenarios - a Ferrari road car (I forget the model) on the Nurbergring GP course, Porsche GT3 in the rain at Red Bull Ring, and FR3.5 at COTA National, which is the one I tried.
I had a great experience. They had the transmission set to auto, but the handling felt "right". Not too hard, but it took me a lap to get used to it. The AI was good and did a fine job avoiding me when I made mistakes.
All in all, I had a great time and I have no regrets with preordering the game. I even managed to finish 2nd in my race!
239897
Kelderek
05-09-2017, 06:40
You beat Stephen Viljoen's AI... means you did good! :encouragement:
we still have no news about the online championship? I would like to know if it can be filled with AI. I hope we have some information before the game is released.
proterra1
06-09-2017, 15:55
I have a not very important question...
I know in pc1 the sun was accurately modelled in terms of sunrise and sunset location & time and path across the sky being accurate to location. Does anyone know if the moon was modelled in the same way, phases, rise and set time & location etc...? The reason I'm asking is I set the time, date and location to that of a solar eclipse in real life in pc1 the other day to see if an eclipse would happen. I was not surprised when one didn't!
So are the sun & moon simulated like real life in pc2? Because if they are surely something should happen unless the in-game moon is "transparent" or isn't a "solid object" as such. I have no programming knowledge so maybe this is a silly question altogether. Just wondering if eclipses are possible in pc2!
Also has the size of the moon be shrunk at all? Maybe it was just me but the moon always looked a bit big in pc1.
For a solar eclipse to happen in the game, the game needs more physics modeling than is currently done on sun and moon. Currently they are just simple textures, not physical objects.
proterra1
06-09-2017, 16:31
For a solar eclipse to happen in the game, the game needs more physics modeling than is currently done on sun and moon. Currently they are just simple textures, not physical objects.
That's sort of what I was thinking.
For a game that has aurora borealis having solar eclipse would be nice.
Renoldo1990
06-09-2017, 18:42
Will there be a 'Push-To-Talk'-Button?
PC-People have this automatically when they use Teamspeak. But for Console-Players who play in competitive leagues this feature is quite important.
hkraft300
07-09-2017, 00:49
For a game that has aurora borealis having solar eclipse would be nice.
Give them an inch... :rolleyes:
But what about other orbital objects? Will we see the ISS overhead every so often?
Oh and Meteor showers that would be pretty interesting too
I mean it's not anything to lose sleep over but that would be a nice bonus if they popped up every so often
Simulation Star gazing with project stars , hope the crew chief has a sir Patrick Moore voice option lol ;)
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