Project CARS General Discussion Thread

  • Thread starter Terronium-12
  • 20,822 comments
  • 1,468,456 views
I said it before and I’ll repeat it again:

The thing that is driving me crazy is seeing the Side View Mirrors Flapping around like doggy ears, I am not a race car driver, but I have watched lots of racing of all types with in car cams and have never seen mirrors flopping like that in real life.
Is that just me???????
It is pretty funny looking.:lol: I'm sure more than one member has brought it up and it's possible they are working on it:nervous:
 
It is pretty funny looking.:lol: I'm sure more than one member has brought it up and it's possible they are working on it:nervous:

Why create the extra workload, if side mirrors aren't suppose to shake like that? Make them fixed in the first place.

It would be much better if they'd make them reflective like in ETS2.
 
...IIRC it's part of the optional "shake effects".
Correction: It no longer is. Pretty sure it was at some point though.

I just did some testing and it does not look like that on my system at 60fps. Some of the videos where we see the swaying motion is due to aliasing (too high vibration frequency and too low framerate causing the motion seen). I also tried at ca. 20 fps, and it was still not as bad in that 98T video.
 
Do we know what the maximum number of AI Cars we can race against is, during a single player race on the XBOX One and PS4 versions of the game?
 
Are there any new build notes? :)
Yes, of course.
Build 808 (15/09/14, Team Member+)
Audio:
* Updated env sounds Dubai Karts
* Adding Wisconsin Raceway env sounds
* Adding env sounds to California Raceway
* All new AM Vantage GT3 incar and externals (no more placeholder), plus an AI version, backfires, turbo, gears, backfires, distant roll-offs and trajectory etc...
Next-Gen:
* PS4: Updated Trophies
* PS4: Fixed language detection.
* XB1/PS4: Mirror lod settings setup
* XB1: ColourCube FillPixels implemented in SSE4
* PS4: Moves colour cube update. Spreads out main render gather.
* XB1: Player label rendering enabled on a thread (align with PS4)
* XB1: Enabled achievements in the game, fixed user ID not being passed with unlock achievement requests and fixed achievement unlock check.
* XB1: Samplerstate setting optimisation - one call per draw-call to set all samplerstate! Switched back to SetFastResources over batched resources - setting with constant buffer descriptors is a net win.
Render:
* Adds a fence and volatile to an atomic.
* Dry road reflections strength scaled by 10.0
* Impostor reflections: Reading of DayLightStrengthScale corrected
* Impostor reflections: Implemented tweakable dry height scale factor
* GI RequestLightVisibilityUpdate runs multi-threaded to avoid thread stall with physics
GUI:
* Invites fix
* Added "Continue To" text
* Updated news story images
* Updated Wrong Way notifier
* MP Browse filter dialog app links
* Added Driver Network Saving prompt
* Added lap timer animation for besos
* Minor text change for 'Fill with AI'
* Add AppLinks for online browse screen.
* Achievements list and thresholds updated
* MP: Added new filter to matchmaking data
* Career Posters: Formula gulf updated with latest
* Updated pCARS executable icon to the correct one.
* New Gameplay Options AI sliders (non-functional currently)
* Updated Steam achievement descriptions from latest TextDB.
* Re-fix end of round screen. Complete end of series screen.
* FIX AR-1142, Correct applinks added to track location description
* Conditions tab no longer available if you're the host in an online lobby
* MP: Hooked up new browse and filter screens, and added filters to online support
* FIX WMD-1364, Fixed the tire changing pit strategy function to actually work as intended
* FIX WMD-1007, ?Formation Lap? set to ?Yes? in 'Quick Race Weekend' mode is reflected in online session.
* Added missing app-link to BEST TIME in leaderboard. And turned off some gui layers which aren't supposed to be visible.
* Updated automatic language detection to use user's Steam settings (available in right-click properties menu for Project CARS).
* FIX AR-2513, For Quick weekend changed possible selection of opponent vehicles from Random to Multi-Class, Text change fix for AR-2513
* All Quick Location and Quick Vehicle Select screens standardised, Lobby Settings now on the main lobby screen (old version still there during transition though), font quality improved throughout
* Various in-game menu updates & fixes: Fixed Continue to... to be "Qualifying 1, Qualifying 2" on leaderboard screen. Fixed "retire to pits" ending the race, now puts you back in the garage. Fixed the "Best Lap" column, not being shown as the correct "Race Time" ... for race sessions only.-Exit during practice or qualify round now gives you a confirmation dialog box. Added correct leaderboad to the pause menu, now from the race overview screen with the black background
Cameras:
* Vehicles: Updated camera positions
* PreRace global setup (initial cameras set)
Gameplay:
* Set default profile to use LMP P30 and Dubai International
Online/Multiplayer:
* Fix MP joing in progress hang on physics sync
* Actively close Steam p2p connections to leaving session members and to all members when leaving the session.
Characters/Animations:
* Added bones for Airgun hose
* Fixed hairline scale. LODA-LODX
* Airgun_Backpack prop for pitstops
* Missing material and textures for airgun
* Male crew EU40 head textures minor tweaks
* Pitcrew wha01: plotted anims onto skeleton
* Driver anim: BAC Mono and BMW 1M bugfixing
* Pitcrew: Added new hairline/eyebrow/beard textures
* Classic helmet textures updated to match new mapping
* Pitcrew: Wheel mechanic R 02: fixed upNode in hose rig + reexported animations
* Pitcrew: Wheel mechanic R 01: fixed upNode in hose rig + reexported animations
* Pitcrew: Wheel mechanics01,02: 01 fixced animation legnth ; 02: added hose animation
* Pitcrew: Implemented RCF material variations. Added 4 new variations to the liveries
* Pitcrew: Wheel attendant R 02: reexported for whm02 changes(position,rotation) offset
* Driver KARTS: Removed logos from main exports overall to avoid issues on with LODC distance
* Classic helmet textures updated to match new mapping, materials renamed, new matpresets created
* Pitcrew: Wheel Attendant 02:fixed stiff animations ( wha02_R_NP_done_LRW_01; wha02_R_NP_idle_LRW_01)
* Pitcrew WHM01, WHM02 : Added airbackppack, airgun hose, whm1 aiirgunhose animated, whm2 - temporary hose anim
* Updated head skin texturesmaterials/presets and added all new beard/hairline/eyebrows textures/materials/presets
AI/Pitstops:
* Clean up AI 2D Geometry tests for better AI avoidance and less contact
* Tweaked corner markers to generate data automatically and increased next threshold
* Pit Changes: Refuel started earlier 2.5 seconds after team engineer enters. Enforced maintainence_done message when team engineer exits. Prevent vehicle leaving bvefore team engineer exits
* Added a test in the lat decision process that forces a lane per side obstacle on the side of the road you are clamping on so as to prevent "lane squeezing" from AI particularly if the obstacle is on the inside of a turn
* Pit Engineer: Implemented pre-start comments. Implemented start report comments. Implemented grid incident comments. Implemented overtake comments. Implemented overtake strategy comments. Implemented race pace comments. Implemented back marker comments. Implemented qualifying results comments. Implemented practice start comments. Implemented weather forecast comments.
Career:
* News updates
* Motorsport intro videos subtitles updated
* Stripping out unneed results from simulate
* Career Contracts: LMP2 contract livery update
* Career Contracts: LMP1 contract livery update
* Fixed an invitation using incorrect eligibility
* Career text DB updated with tweaked Engineer message.
* Corrected various small issues with Accolades and Invitationals.
* Added new career intro movies for GT3, GT4, GT5, Endurance and Superkart, and setup motorsport data to trigger them
* Career team generation can now use overrides for the motorsports defaults, so series can be set up differently within a motorsport
* Extra TimedRace data added to ChampionshipSessionInfo and applied to prototype races. Code fixups to handle Races and TimedRaces in the same way
* Removed team class definitions from motorsport teams, tidied interface and debug output. Updated default team lists with new sets, to cover changes in player contracts
Physics:
* FG1000: AI tire balancing
* Formula Rookie: AI tire balancing
* Renault Clio Cup: AI tire balancing
* FA R8 Tire: Little less grip, less tipping, and more lively.
* Aston Martin Vantage GT4: Engine, aero, setup update. AI tire balancing
* Ginetta G40: Set to Junior spec. AI tire balancing. Finished heat & wear model
* Tires: New LMP & GT rain tire, tweaked BAC Mono and P Zero Corsa balance, more adhesion in Caterham Classic tire
Vehicles:
* Kart02: LOD tweaks to reduce popping
* RWD P20 LMP2: Added 2 manager liveries
* BMW M3 GT4: LOD tweaks to reduce popping
* Ford Mustange Boss 302R1: Fixed CPIT windscreen
* RWD P30 LMP1: Added 2 manager liveries + 2 works liveries
* RUF RGT-8 GT3: Added 5 manager liveries + windscreen banners
* Marek RP219d: Added winning liveries and materials setup, LOD tweaks to reduce popping
* AMR Vantage GT3: Fixed CPIT display illumination, added manager liveries + added windscreen banners
Tracks:
* Zolder: Terrain,kerbs,armco updates, texture updates
* Bathurst: Fix of garages door interior bug and fix of occluders
* Wisconsin Raceway: Fixed two bumps between corners 12 and 13, fixed microbumps I found
* Silverstone: Added grass skids, optimized kerbs, improved grass/slopes, various fixies
* California Highway: Updated with all latest works, tested, updated all around new areas
* Eifelwald GP(all): Enabled the reflection tagging code in the TRD for optimisation sweep
* Hockenheimring: Removed crowds from garages, merc logo added, several CSM fixes, floating mesh fix, mapping issues fixed
* Monza GP: Loossen up corridor funneling in Turn 1 and second chicane. New grid to match painted start spots which increases spacing by 2 meters or so.
* Besos: Added emm for small stand and add simple interiors for main stand - merged latest assets from tomt, added txt for new windows for main stand and emmisive map for stands, pit suff removed from pitlane in case it necessary in future, fixed (WMD-1102)/(WMD-565)/(WMD-1104), new grandstand emmisives, lap timer setup

Build 809 (16/09/14, Team Member+)
Next-Gen:
* XB1: StretchRect uses RECTLIST extension
* XB1: Revert back to SEQUENTIAL present mode.
* XB1: Resolve after capture, which saves 0.3ms in the capture downsample.
* XB1: Constant Buffer setting descriptor prefetch + CB setting inline variant
Render:
* Fix for bug where after 1 day the weather would go insane.
* God-Rays moved before bonnet capture (so they appear correctly in the bonnet reflection).
GUI:
* Updated exit dialog text
* Fix for shifted InGameMenu
* Fixed controller 'mode name'
* Set the in game page correctly
* Prevent users spamming create button
* Added colour setting to dynamic applinks
* FIX WMD-288, Changed the logout string once again
* DriverName list/DB updated with FormulaGulf drivers
* Fixed post race screens to update on sector crossing
* Made all quit-no-save dialogs consistent in the in-game menu
* Unneeded background texture removed from Tuning Setup screen
* Remove gamepad F1 preset access, all available from front end only
* New page header font and treatment, updated Quick Access menu section
* Update damage warning thresholds to better physics-team-estimated values
Cameras:
* Two extra camera for GT pitstops
* Pre-race Cameras: initial setup for remaining tracks
Online/Multiplayer:
* Imported first batch of achievement translations to Steam.
Characters/Animations:
* Added legends helmet LODX
* Pitcrew: Fixed fliped normals on the left shoes
Career:
* Career Invitationals: Further calendar dates tweaks.
* Career Championships: Rebalanced all Motorsport unlocking progression.
* Career Championships: All core career series reworked to ensure correct naming of sessions when there is only a single session of the type per weekend. Previously it would show Practice1 when there's only one practice. This is now fixed to show just Practice, Qualify, Race (as and where applicable).
AI/Pitstops:
* Added CollisionRecovery behavior which triggers after contact and runs on a timer. during that collision timer, the AI will be "dazed" and use default steering
Physics:
* BMW M3 GT4: AI tire balancing
* AMR Vantage GT3: Fixed engine life bug and increased radiator efficiency
Vehicles:
* Adjusted windscreen textures
* AMR Vantage GT4: Fixed livery 09
* Ginetta G40: Lens flares now yellow
* Marek RP219d: Added 1 manager livery
* Gumpert Apollo: Lens flares now blue
* Updated headlight colour and intensity
* Ford Escort RS1600: Custom dirt DDS file
* AMR Vantage GT3: Fixed cockpit display lighting
* Mercedes 300SEL AMG: Minor fix on Bonnet Cpit vibration. fixed Bonnet deformation. Fixed Body/Chassis offset position.
* Tire material RCF edits for cars which were locked before
* McLaren F1: Fixed Windscreen Material to allow Rain Droplets.
* Ford Mustang Boss 302R1: Fixed CPIT display material, fixed CPIT windscreen, fixed display material
Tracks:
* Besos: New textures
* Azure Circuit: Fixed sunken ships and boats, added 3d tyre stacks
* Jin Ding: Fixed disappearing car error in pits, applied basic puddle map on road
* Azure Coast: Updated all stuff to match latest works added by azure team, updated with all latest works, tested
* LeMans: Made the road mesh watertight, fixed WMD-971, removed crowds and cars from not autorized positions around the track

Build 810 (17/09/14, Team Member+)
Localisation:
* Drivernames : Merged in country localisations and additional languages added
* Removed localisations that are over the limit (100 characters for descriptions, 44 characters for titles), reverted text 34D in English as it was over 100 characters long.
* Removed achievement translations of texts changed in revisions 7-10 (translations seem to use revision 6). The affected texts were 14D, 16D, 20D, 24D, 34D, 39D, 40D, 48D
Next-Gen:
* Updated Xbox One and PS4 icons/backgrounds
* XB1: Updated icon for Xbox Live Games Store
* XB1: Re-enable ESRAM in Phase3 (split target)
* XB1: Added Texture support to allow split ESRAM/DRAM textures. Use for MSAA colour targets.
Render:
* Moved UpdateGUI task after BeginFrame (performance improvement)
Weather:
* Lightning updates. Also removed the environment main key light as it is no longer used.
* Added 3 new functions to the weather state. These will return phsyics friend values for water levels.
GUI:
* Historic Goal icons updated
* Fixed Quick Guide opening bug
* Fixed line overlap in quick guide menu
* Fixing new career page for localisation
* References to betting removed from social feed
* Fixing selection of play styles in the main menu
* Selecting Pro Preset now triggers the right event
* FIX WMD-1302, Correct lap count and lap reset after false starting
* Added Quick Guide to the Event Selection screen in the front-end
* Aligned the simulate exit dialogs to be consistant with the others
Online/Multiplayer:
* Add applinks to MP Create Screen
* Add different platforms specific network denied error messages
Characters/Animations:
* Crowds: Reduced flagwavers at Imola
* Character props: Added airjack long hose
* Classic helmet textures minor metal updates
* Drivers art: Updated helmet material libraries
* Drivers: helmets logos color masks minor tweaks
* Character props: Added air compressor, rig, skin
AI/Pitstops:
* Pit Engineer: Implemented defending position comments.
Career:
* Career Invitationals: Disabled team scoring in events that do not have teams.
* Career Invitationals: Prototype events location and duration rebalancing, other fixes.
* Career Invitationals: All Historic events reviewed, locations and lapcount rebalanced, participant count rebalanced.
* All invitational emails updated to clearly indicate the name of the invitational event and on which date it takes place.
* Career Invitationals: Full rework of all invitational events, implementing unified points system, consistent session format, minimum session duration, appropriate grid order dication, and correct session naming standard.
Physics:
* Physics: Drafting tweaks
* Caterham R500: Improved suspension model
* Ginetta G40 Junior: Adjusted radiator efficiency
* GT4: Some more AI and player performance balancing
* Ginetta G55 GT4: Default setup tuning & AI speed balancing
* Caterham Classic: Improved suspension model, AI speed balancing
Vehicles:
* Formula A: Added livery
* AMR Vantage GT4: LODA/B Smooth
* Audi R18: Custom dirt DDS file
* RUF CTR3 SMS-R: Loda budget reached.
* Ginetta G55 GT4: Fix LODA tire pivots
* BMW M3 GT2: Added livery windscreen banners
* Caper Stockcar: LOD tweaks to reduce popping
* BMW M1 Procar: Added livery windscreen banners
* BMW M3 GroupA: Added livery windscreen banners
* Renault Clio Cup 14: LOD tweaks to reduce popping
* Mercedes 190E Evo2: Added CPIT banners for liveries
* Ford Sierra Cosworth: Added livery windscreen banners
* Ford Mustang Cobra: Fixed RCF typo, added livery windscreen banners
* Ford Mustang Boss 302R: Adjusted headlight brightness and color, center camera position
Tracks:
* EiflewaldGP: Adding new textures for polish pass
* Azure Circuit: New textures for Institut de sport.
* Oulton Park: Various CSM fixes, repositioned tyres, fixed the crash barrier
* Monterey: Added missing tent and small power plant, fix levitate assets around the track, fix levitate assets, crowds, trees around the track
* Snetterton 200, and 300: Fixed AI not negotiating pit entrance chicane. Added special slowdowns before and edited corridors to be tighter around this area.

Build 811 (18/09/14, Team Member+)
Localisation:
* Updated Steam achievement translations.
* Removed Italian translation for text 22A as it was over 44 characters long.
Next-Gen:
* ForwardPostBlur runs on thread on XB1/PS4 (~1ms)
* XB1: Added support for creating public online multiplayer sessions - which can then be found by other players through matchmaking.
Render:
* DX9: Fix for 32bit depth problems - D32 seems to have poor driver support so use D24S8 instead
* Suppressing impostor reflection changes when driving over kerbs. Rear lights impostor reflections now disappear when lights are off
Weather:
* Wtc tweaks for lightning flash settings, applied to all conditions for blending purposes.
Cameras:
* Fixed camera jitter when colliding vehicles (fixed calculation of vehicle circumsphere)
GUI:
* Default vignette off.
* Fix glitch on upcoming event
* Font styles updated in the main menu file
* Moved main menu option enable checks to OnPageActivating
* Scoring fix for single races causing trophies not to be displayed
* Updated font with Cyrillic language support, improved bold text styles
* Fixed a bug causing the menus to be inactive on return from career session.
* Fix for the gui aysc loader not correctly cleaning up when entering the game
* Fixed a logic bug causing the weather icons not to display the current weather.
* Fix to stop career scores being updated more than once due to EOR screen changes
* Adds list handling to quick solo and time trial screens, for locations and vehicles
* Fixed up the incorrect info boxes to correctly reflect the current race, round & session info.
* Implemented GUI flow for invitations: If password is required, ask for it first. Display cancellabe "joining" dialog. Display error dialog if join fails
Characters/Animations:
* Drivers: Updated textures to new mapping
* Classic helmet textures minor metal updates
* Drivers: Updated custom player/oppoents paths
* Pitcrew Mechanic (LS): Offset+ mirrored animation
* Driver textures: Uploaded more player/opponents textures
* Driver textures: Updated player opponents textures. Upload placeholders for 70s, 80s and stock car player/opponents
* Reviewed all helmets, changed naming according to naming convention, added material presets both new and from export file
* Driver anims: New exports from 2014 + bugfixing. Fordfocus capri. Ford MK1. Ford mustang boss. Ford mustang cobra. Ford sierra. stock car 90
AI/Pitstops:
* Added behaviors for OffRoad and Damaged vehicles
* Moved end of predicted lap back 1 waypoint to match the start / finish trigger location fixing CalculateTimeIntoLap
Career:
* Invitational calendar flow
* Career Invitationals: All Road events reworked, location and duration balancing, participant count balancing, other tweaks.
* Fixed the state of the career new/load/continue and seasons menu options. Recent applink change broke the logic, so created new applinks and checks there. Fixes WMD-1498
Physics:
* GT/LMP Tires: Wet weather model updates
Vehicles:
* Sauber C9: Added CPIT banners for liveries
* Ginetta G40: Added CPIT banners for liveries
* Temporary dirt test liveries for 12C GT3, and AMG C-Class DTM
* Atom's: UV fixes for lights and brake discs, LCD material tweak
* Ginetta G55 GT4: Fixed LODA tire pivots, added animation helpers
* Ford Sierra RS500: Collision model update and headlight spot position
* Renault Clio Cup: Added CPIT banners for liveries + adjusted reflections
* Audi R18: Added dummy light flare polygons, some UV tweaks to lights, LCD material touch-ups
* AMR Rapide Hybrid: Added AO, damage, animations, fixed gearshift bones, adjusted cockpit exposure
* Mercedes SLS GT3: Added missing Alpha Channel to Misc Specular texture. Minor update on Wipers UV mapping.
Tracks:
* Eifelwald GP: Latest placement updates
* Imola: Static scene base instance count reduced
* Belgium Forest: Added rain occlusion inside pit garages
* Dubai Autodrome: Fix for issue WMD-420 - added missing collision for the tyrewalls
* Lakeville: Fix for issue WMD-90 - added missing collision for the pitwall on the left side
* Eifelwald: Turned off alpha value in karrousell to fix floating textures from extreme angle
* California Highway: Fixed jira issue 487 updated all stuff around this new area, updated all around new start rev, finish full s3, area
* Road America: CSM meshes fix - more accurate around concrete walls. Added accidentally removed tyrewalls CSM meshes, capped all concrete walls ends.
 
Sorry for a change in topics, i have not read any of the 200+ page of this thread, nor am i familiar with this "game". This is actually my first time in this section of the forum, i came to share this interesting bit of info.


The most famous Stig has unofficially endorsed PC.

Over in Jalopnik, someone was asking him about i-Racing.
Ben C replied with a "check out Project Cars"

And so i am here to check you guys out... or at least the game...
 
Sorry for a change in topics, i have not read any of the 200+ page of this thread, nor am i familiar with this "game". This is actually my first time in this section of the forum, i came to share this interesting bit of info.


The most famous Stig has unofficially endorsed PC.

Over in Jalopnik, someone was asking him about i-Racing.
Ben C replied with a "check out Project Cars"

And so i am here to check you guys out... or at least the game...
Welcome to a game that us sim racers have always wanted, this is a game that was built by us, the gamers, with help from the devs, who are also gamers. :cheers:
 
I have a feeling that the development of this game/sim had some sort of contribution from Ben C.

If so, maybe you all already knew this, i might not be bringing any new to the table.

Or maybe Ben just wanted to freely support this game.

Either way, i am sold after watching a couple of the videos. .. i will not lookt at GT6 the same way anymore... lol
 
I have a feeling that the development of this game/sim had some sort of contribution from Ben C.

If so, maybe you all already knew this, i might not be bringing any new to the table.

Or maybe Ben just wanted to freely support this game.

Either way, i am sold after watching a couple of the videos. .. i will not lookt at GT6 the same way anymore... lol


Here you go...

Former Stig Ben Collins: Onboard with Project CARS
http://www.wmdportal.com/projectnews/ben-collins/

Former Stig Ben Collin impressed with Project CARS
http://www.wmdportal.com/projectnews/former-stig-ben-collins-impressed-with-c-a-r-s/
 
I´ve read some Pcars reviews (WMD exclusive) from Ben Collings from last week. They are mostly damn positive :) But he also says what he dont like in the game and what needs some work.
 
I have a feeling that the development of this game/sim had some sort of contribution from Ben C.

If so, maybe you all already knew this, i might not be bringing any new to the table.

Or maybe Ben just wanted to freely support this game.

Either way, i am sold after watching a couple of the videos. .. i will not lookt at GT6 the same way anymore... lol
Welcome to the darkside of :gtplanet: :lol:

This is a much shorter read than this thread and gives you some insight into the physics of the game:

https://www.gtplanet.net/forum/threads/physics-thread.304191/

If you haven't seen them, check out these couple of videos:

<< mad, mad driving skills in the RGT
<< good info about the game, narrated video
<< Caterham game vs. real life
<< Lotus 49 at old Spa

These videos are from various stages of the game and don't necessarily represent the final product
 
Last edited:
"Pit Engineer: Implemented pre-start comments. Implemented start report comments. Implemented grid incident comments. Implemented overtake comments. Implemented overtake strategy comments. Implemented race pace comments. Implemented back marker comments. Implemented qualifying results comments. Implemented practice start comments. Implemented weather forecast comments. Implemented defending position comments."


images


Seriously, will there be audio options to select just some of those comments?
 
SMS is trying to please a fairly wide audience but that doesn't mean it will be dumbed down to the lowest common denominator. There are those that love Grid Autosport but hate rFactor, just as the rFactor crowd hates anything like Grid. As long as options can be toggled on/off then each type of gamer can find their comfort zone with pCARS. I like the concept of the "Pit Engineer" but I am "positive" some will like and some will not. There are only a few things in life that are certain; taxes, death, and there will never be a game that "everyone" likes :D
 
Alright so I've decided I'm going to be purchasing this game for XBONE when it does come out. I have a question regarding NASCAR though. Is there going to be anymore of it than there already is? I know they still haven't started the Fusion one, but will this be it?
 
Is there any american website that is curently offering the steel book edition for sale ??? I have yet to find one. A sales person at a local shop is not optimistic that it will make release date.... I,m starting to think the same . absolutly no press in the states. I know it's still two months out but no site has the LE listed yet. I'm getting slightly nervous​

Cant wait to see the xbox footage, also hope we get car & track reveal for consoles.....
 
Last edited by a moderator:
Is there any american website that is curently offering the steel book edition for sale ??? I have yet to find one. A sales person at a local shop is not optimistic that it will make release date.... I,m starting to think the same . absolutly no press in the states. I know it's still two months out but no site has the LE listed yet. I'm getting slightly nervous​

Unless this sales person at the shop has some serious connections I can't imagine he/she knows what they're talking about.

I find it hard to believe this game will be released and North America won't have access to the LE version. It is a bit disturbing that it's not available yet but I'm sure it will be made available before launch. How the hell can they justify exclusive content if they're not making the content accessible to all buyers?
 
Technically speaking, as much as you don't want to hear it, doesn't that make the LE version even more exclusive? :D
Don't blame SMS for this as the distributor i in charge of this. If you have an issue email the the distributor ( bandai namco)
 
Back