Project CARS General Discussion Thread

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Its not only about games in the EU.

PS4 US $399 = EU 399€ = $495
Fanatec Base US $499 = EU 499€ = $620

And almost everything else.

Ripoff
I bought my CSW v2 at the first round of ordering so at the cheapest price of AU $655, it's currently at $687.50 for those with a code and eventually it will sell for the full price of $785.

Australians get ripped too dude.

Also, my PC build cost substantially more than a similar spec one in the US simply because of location. It's a joke.
 
Project Cars should have came out today on my day off :(

For the first time, I connected my T500 to my PS4 to try it with DriveClub (and unfortunately The Crew Beta). My big mistake was doing so right after playing GT6.

I won't be reconnecting my T500 to my PS4 until pCARS comes out. PLEASE urge the devs to try a T500 and a T300 with DriveClub, just to make sure the know what NOT to do!
 
I'm sure they know what they're doing. And if you're not happy with the default ffb, there will be a lot of sliders to adjust god knows what related to FFB (in car setup screen). All will be explained on the right, don't worry :P:

2mi3kli.jpg
 
^ There will be help texts. We have a manual for the FFB tweaker system at WMD, as well as several threads discussing it. Anyway, it's probably not expected that everyone is going to be tweaking the FFB at this level, but with such an open system the FFB gurus will probably come up with lots of varieties.

In case anybody wonders, those are the forces acting on the front wheel spindle. Fx, Fy and Fz are the linear longitudinal, lateral and vertical forces, and Mz is the angular force around the vertical axis, or in practice the self centering force. There are even more parameters in the full modular FFB tweaker system, but I don't know exactly how much will be exposed in the setup menus. There's already an unprecedented level of openness and detail there - the "open source" of FFB :)

If you want to know more about this, as in doing a deep dive, you can have a look e.g. here, or google & read about vehicle dynamics (suspension and steering) in general.


P.S. And if I ever see anybody mention any of the ***cade words again w.r.t. pCARS, I will see to it that the internet get switched off, mkay... :-))
 
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I'm sure they know what they're doing. And if you're not happy with the default ffb, there will be a lot of sliders to adjust god knows what related to FFB (in car setup screen). All will be explained on the right, don't worry :P:

Do you know if all those options will be available on all platforms?

EDIT: ADDED: Will these settings be global or per car?
 
Haven't seen any build notes in a while.

Wicken has posted them on Nogripracing. Here are the ones from this week.

I've been "busy" taking pictures in Driveclub.

Build 858 (25/11/14)
Audio:
* Updating Start post pro settings
* Adding Blue flag call variants 1, 2, and 3
* Updating Advice based PTC with latest post pro
* Updating Flags PTC with latest post pro settings
* Updating Qually PTC with latest post pro settings
* Updating Results PTC with latest post pro settings
* Updating Le Mans PTC with latest post pro settings
* Updating Laptime PTC with latest post pro settings
* Updating chanpionship pit speech to latest settings
* Updating Pit stop PTC with latest post pro settings
* Updating Back Marker pit speech with laest settings
* Updating First Lap PTC with latest post pro settings
* Updating Final Lap PTC with latest post pro settings
* Updating Timing PTC woth the latest post pro settings
* Updating Race Pace PTC with latest post pro saettings
* Updating Positional PTC with latest post pro settings
* Updating Overtaking PTC with latest post pro settings
* Updating career PTC with the latest post pro settings
* Updating Weather PTC with the latest post pro settings
* Updating Warning PTC with the latest post pro settings
* Updating Roling Start PTC wiht latest post pro settings
* Updating Practice lap PTC with latest post pro settings
* Updating Damage pit to car with latest post pro settings
* Updating Defending position PTC with latest post pro settings
Next-Gen:
* PS4: Fix for photo mode colour cubes.
* PS4: Fixed user B's voice chat is audible for user A with chat restricted sub account
* PS4: Menu music switched to loading on demand, and music/speech quality reduced slightly to minimise issues with tutorial speech streaming in SlowHDD test
Render:
* Fix for Vertex Decl Layout corruption (Azure Coast was reaching the renderer limit)
GUI:
* HUD editor console changes
* Ghost selection process WMD-2408
* Fix for WMD-2962, Selected liveries don't show in-game
* Overlapping on Online Browse screen in French/Polish fixed
* Fix for WMD-2925 , replacing FindPlayerFailed placeholder text
* Video page FMVs can be skipped using select or cancel - WMD-2913
* Fixed lobby create dialog titles not being correctly localized (WMD-1864, WMD-1825)
* Reset rotation of HUD map viewed participant vehicle icon when map is rotating (WMD-2969).
* Updated Pause, Pit Box, Pit Monitor, and Edit Pit Strategy screens along with associated text updates needed for this
* Fix for WMD-1594 Incorrect rich presence ?Single Player In Replay Theater? is displayed when the user is in ?DRIVER NETWORK PROFILE? screen
Cameras:
* Fixed wrong angle passed to the helmet camera orientation.
* Replay Cameras: New real-world-style set for Le Circuit Bugatti.
Characters/Props/Animations:
* Fuel tower textures logos added
* Fixed material on fuel tower (again)replaced skintest_instanced with skintest
AI/Pitstops:
* Fix RESET functionality to use the last ONTRACK waypoint
* FindCorridors in AIW loading only processes AIW waypoints
* Fix unrealistic times AI lap Times when Time Progression is active
* Call ProcessHazards moved to the first AI call to make sure its arrays are always up to date
* Added a new Wall type obstacle to handle wall avoidance within the lat computation and handle OFFROAD and WALL differently ( you may be allowed to go OFFROAD to avoid immediate and dangerous impact, but you never ever want to drive into the wall )
Career:
* Small career bug fixes
* Email car name fix for wmd-2626
* Career Championships: Quick Guides - Corrected spelling error in Formula B guide.
Vehicles:
* Additional boost metrics
* Formula Rookie: Fixed tyre issue
* Renault Megane RS: Fixed user flags
* Ginetta G55 GT3: Improved CPIT bonnet UVs
* Ginetta G55 GT4: Better texture for rain tire tread
* FG1000: Better choice of texture swap for rain tires
* Formula C: Removed front wing shape from ambient shadow
* Caterham SP300R: Better choice of texture for rain tires
* Caterham R500: Fixed tire texture swaps for Yiro All Season option
* RWD P20 LMP2: Moved eyepoint slightly back and up for better apex visability.
* Aston Martin Vantage GT4: Changed to standard slick tread textures for tire texture swap fix.
* Alpine A450: Removed some unused files, fixed reverse tire texture swaps for intermediate and wet. polished cockpit vibration animation setup
* Oreca 03: Removed some unused files, polished cockpit vibration animation setup, fixed tire issues, some bad normals on LODX and missing part in CPIT
Physics:
* RWD P20 LMP2: Set fuel efficiency, engine reliability, fixed default setup issues
* GT3 cars: Raised collision mesh 20mm to help curb crashing and popping up in the air for theAI cars.
* Alpine A450: Removed graphical offset, Fixed fuel tank size, Default setup adjustments, Set SpindleArm for FFB
* LMP1 and LMP2 cars: Raised collision mesh 30mm to fix bad curb crashing causing flips and general mayhem especially at starts.
* Oreca 03: Fixed an issue in the engine reliability data, Removed graphical offset, Fixed fuel tank size, Default setup adjustments, Set SpindleArm for FFB
Tracks:
* Sakitto: Texture updates
* Azure Coast: Wet weather updates
* Azure Circuit: Changed in the trees added objects
* Eifelwald: Fix for clipping trees on the first downhill section
* Road America: Videoscreen fixes (static objects)
* California Raceway Short: Continued polish pass , merged into main CR scene , new CSM , new track mesh , new terrain , new materials etc.
* Siverstone GP, Sliverstone International: New racelines and corridors tweaks. Picked up about 2.5 seconds at GP and 1 second at International.
* Watkins Glen: Updates to prevent overglowing windows and shimmering buildings, added gates to block the entry roads visually, fixed shading issues on roads and kerbs, added visual blockers on side road entries, reduced shadow popups on start finish straight
* Le Mans: New corridors through massive hand edits. This track with all it tarmac was showing lots of legal areas way out past the curbs for the AI to run amok on. Fixes them also cutting the chicane badly. updates to prevent overglowing windows and shimmering buildings, fixed shimmering windows on building all around the both tracks



Build 859 (26/11/14)
Audio:
* Tweaks to A45 and louder incar volume.
* Tweaks to the shift wobbles for ALL cars.
* Updated logic for the turbo blow off valve sounds, to provide better range, with new CarSoundConfig control values added and obsolete values removed.
Next-Gen:
* Enabled Gaussian blur on PC on all quads and only on menus on consoles.
Render:
* Fix for memory leak when material replacements are applied to instanced meshes (which is not allowed)
* Added cleanup to list of tyre materials held for cockpit meshes - this removes the last few leaking textures from the engine.
* Modified code asserts to let team know that this has been done, and also cleans up the material which would otherwise be left in memory.
GUI:
* Driver rank in news fix
* Generic controller icon updated
* Fixed wait dialog usage in photo mode
* Multiplayer lobby added missing applink
* Cleaned up GUI dep file problems with full paths
* Fix for pitstop lights to behave accordingly to design
* Fixed unlocalisaed date entries thought the FE - WMD-1792
* Minor fixes to ensure render scale and offset are used correctly
* Fixed unwanted error message being displayed when cancelling "Creating game" dialog in Create menu.
* Fix for player interact dialog not clearing local pointer - added callback on close - also to other cases I found
Cameras:
* ValueTracker class corrected - eliminated errors caused by low FPS
Gameplay:
* End of session physics processing bug fixes: Fixed lap count for end of session processing. Changed end of session tick to process n events/triggers per physics tick so not to overload app event queue
Online/Multiplayer:
* MP: Fix for cars spawning on top of each other.
Characters/Animation:
* Fixed rig of props_f1_jackup_front
* GT Wheelman STORY scene switch to 30FPS
* Pitcrew: Textures update, diffs darkened
* Drivers ART: Drivers arms body logos skin fix
* Pitcrew exports: Deleted IMB file from exports
* ART: Wheel Mechanic + Wheel Attendant pitstop animations
* ART: Crew/drives textures update, darkening diffs and minor changes
* Drivers exports: GT and F1 2010, re-skin arms to fix logos skin issue
* Pitcrew exports: LODD billboard using NONE instance shader. Basic_billboard
* GT Pitcrew: Fire attendat : animation polishing right side, box, rear right fui
Vehicles:
* LMP RWD P30: Minor fix on cockpit
* Ginetta G40: Fixed tire texture swaps
* Pagani Huayra: Added missing dep file
* Mercedes C Coupe DTM: Better tire texture swaps.
* Marek RP219D LMP2: Polished cockpit vibration animation setup
* Pagani Zonda R: Better choice of tire texture swap for wet option
* Formula A: Removed unused VUD files and disabled KERS flame effect
* Aston Martin Vantage GT4: More approval fixes, fixed bonnet hoodlocks
* RWD P20 LMP2: Polished cockpit vibration animation setup, minor fix on cockpit
Physics:
* LMP2 tires: +15mm on rear tire width
* Fix for slow engine speed decrease with ignition off
* Adjust predicted fuel pre-race calculations by turbo system consumption
* Marek RP219D LMP2: Set fuel efficiency, fixed radiator, minor default setup changes, set SpindleArm for FFB
* Tires: Retrying vintage default tire wiring, decoupled blown from wear, Vintage 62 and 65 release candidates, reduced heat bias.
* Formula C: Made R22_DA default tire for testing purposes. Increased AI speed aprox 1 second a lap. Used various AI paramters including Yaw damping reduction, shock rate amounts (mostly for stability), slight grip increase and tire drag decrease. Added more FFB force to address complaints about low force. Added R22_DA as default tire.
* All Cars: Set AI Yawdampening to a basic .05 for those cars that didn't have this in yet. This is a number learned from the previous cars done and is a good baseline. Set steering lock to a minimum of 22 for those cars that were below this number. Needed to get the cars around hairpins under AI control. Set AI slow damper to a lower percentage for the lightweight highly sprung race cars for better stabilty. ie: LMP's and Formula cars.
Tracks:
* Silverstone: New export
* Monza: Instances possitioning update
* Hockenheimring: Fixed various JIRA issues
* Mount Panorama: Removed cones with issues at pit entry
* Snetterton: Jira bugs / reported issues fixed, bug fixes
* Eifelwald GP: Replaced heavy car-damaging corner markers with lighter ones.
* Watkins Glen: Fixed collision around the bus stop fixing wmd-1193, fixed WMD-330
* Besos: Jira fixes plus lod zbuffering fixes on adboards WMD-105, WMD-2606, csm and lod tweaks
* Brands Hatch: Fix for gaps at outeredge, fix for WMD-2647, fix for gaps at outeredge, fix for WMD-2647
* Belgium Forest: Fixed kerbs collision, fixed missing terrain during replay, fixed tribunes shadow, updated cameras setting to avoid clipping distanced terrain during replay
* Lakeville: Fixes for various collision issues , added some new fence pieces , new tyres in the viewer etc, updated tyre placement to block access to unwanted areas of the track
* Cadwell: Added proper drylines for Cadwell variations, fixed various collision issues WMD-2888,WMD-1025,WMD-781,WMD-686,WMD-899,WMD-683,WMD-581,WMD-463, metal gates added to block visually marshals from being drivren over and fixing tyrewall issues



Build 860 (27/11/14)
Audio:
* Adding Launch SFX for race launch
* Replaced WAV file with previous version
* Adding luanch variations for race launch GUI
* New GameAudioSettings to control the music volume/duration when ducking e.g. when speech is playing
* Updating overal game balance - brings values in line across all platforms. Needs further testing and refinement.
* Added extra transitions to music so it can duck up/down when the tutorial speech is being played, with control values coming from GameAudioSettings
* Smoothed the transition back from career video by switching to a new music track, as the transition to an un-paused track (even with ducking) can be too stark.
Next-Gen:
* PS4: Render direct to mirror texture.
* PS4: Fix for render target clear colour.
* PS4: Fix for invitations Sessions created as unlocked.
* PS4: WMD-2967 : Id of PS4 controller config screen was set wrong, passing over to AndyT to finish
* PS4: Fix bleed issue of background on GUI scaling on PS4. Makes GUI scaling live with system changes.
* XB1: On return from contrained mode, update the profile name, as it can be changed from the dashboard - WMD-2945
Render:
* Balanced particle lighting in conditions effected by cloud shadows.
* Fix for unused vars being optimised out and then causing problems with the material.
Effects:
* Dirt build up tweaks: Moved dirt build up logic out of metrics updates so consistent for all vehicles. Added off main driving line build up on legal materials
GUI:
* Fix for crash on GUI scaling.
* Added radiator to setup debug screen
* Updated DAMPERS menu on Tuning screen
* Additional missing characters added to font
* Make SessionOverview layer invisible by default.
* Menu Blur flag attached to menu quads in mainmenu
* Force Feedback calibration updated on Tuning screens
* FFB Calibration sliders and text now fixed and enabled
* Disabled in-race sclaing until we can sort the HUD scaling
* WMD-2505 : Updated to use new save icon when save is active.
* Text DB - "Laguna_Seca" fix removing underscore for leaderboards
* Page variable to detect whether a save game is saving at the moment
* Save icon temporarily removed again as its not acessible from ingame.
* Ingame player interaction panel and view gamer card on event leaderboards AR-2467; AR-2464
* Fix for menu_background files missing for cameras due to file cleanup now working correctly
* Hookup 'Drive' to be disabled when disqualified and before JIP vehicle has fully initialized.
* Track details updates to fix issues WMD-1049, WMD-2312 - added all country locations & added more variation types such as "National" etc
Online/Multiplayer:
* MP: Add applink to disable 'Drive' button.
* MP: Restrict availability of kart tracks to kart vehicles.
* MP: Fix car restrictions, so 'Any' still allows any, but the others actually work.
* MP: Reset current session to 0 when returning to lobby. Fixes issue with host not being able to change session setup in subsequent races.
* Build the lobby player list using player slotid rather than player count as the index; this fixes incorrect user lookup when a player leaves and the wrong index is subsequently used.
Controllers/FFB:
* Changed main tweaker to topology 3
* Removed some unused FFB tweaker files. SpindleArm for these cars now comes from CDF
AI/Pitstops:
* Reverse recovery checks for side obstacles as well as front obstacles
* Change ProcessHazards_HazardBuffer from 1.5 to 0.5 for more passing space
* Retooled Obstacle avoidance to cumulate avoidance tests rather then only handle the worst obstacle
Career:
* Career News: Fixed to show Team instead of Constructor for championships, and added a set of news text for series that do not have team points.
Cameras:
* Replay Cameras: Oschersleben National - Further tweaks and improvements.
* Replay Cameras: Glencairn east/west reverse layouts, work-in-progress replay cameras.
* Replay Cameras: New real-world-style set for Glencairn forward layouts, and Glencairn main reverse.
* Tracking Camera: Dual View remake, FOVScalar corrected, look at corrected, zooming and focusing tuned
Vehicles:
* Caterham Seven: Fixed brakedisc problem
* Vehicles: Fixed licence plate normal map
* Megane RS: Fixed clipping parts in trunk
* McLaren P1: Fixed CPIT roof glass material
* Pagani Zonda Cinque: Fixed flickering display
* Ginetta G55 GT3: Fixed CPIT wing mirror problem
* Formula C: Better choice of rain tire texture swap
* Tires: Set up tags for texture swaps on a few more cars
* Palmer JPLM: Better rain tire texture and removed unused VUD files
* Lotus 49: Set up tire texture swaps for the few slick options (1970, 1977)
* Aston Martin Vantage GT3: Removed livery 21 and removed real brand logos from livery 22
* Gumpert: New Wipers meshes, animation and mask added. Minor Lights AO fixes (A/B/C/X). Added new Exhausts and chassis details (all LODs). Updated Boot Engine cover All LODs. Updated .CRD file. Added missing LODA/B/C Mirrors user flags. (reuploading -connection problems)
Physics:
* Fixed various cars' default tire tags
* Tires: LMP wear calibrations, Kart rain tire added, Fixed up various tags for tire texture swaps
* All cars - Made the default spindle arm in the FFB settings = 10 . This is a more realistic default than the previous 25.
* Balance of AI tires (approx 15 cars) adjusted for grip balance to the new AI speed changes and the YawDampening.These aren't fine tuned yet, but *very* in the ballpark.
Tracks:
* Fixing blurred whitelines in distance for Le Mans and Cadwell
* Jin Ding: Added more green color for glass and slightly dirt, update spec map
* Azure Circuit: Added txt for bg building and emm map, tweaked textures, added lighting and emisive map.
* Brands Hatch: Fix for lod values and gp dressing updated, fix for absolute paths, adjustment of LOD-values and dressing of GP updated
* Cadwell Club: Added waypoint fidelity (more of them) around the hairpin for better AI negotiation. Changed line slightly there too, added specular downwards blocker
* Monza: Feedback fixes, new road mapping and materials, lofted new trackedges and adding kerbs edges, new whitelines, new custom dirt diffuse and blend textures, mapped to appropriate places, WIP updates on kerbs textuers, new RL ad boards textures



Build 861 (28/11/14)
Audio:
* Launch GUI SFX updated to randomise
* Moved category/channel audio metrics to optional display
* Improvements to the menu/loading music transitions, adding/enabling fades
* Balancing updates to master volume, engine levels and tutorial music ducking
Next-Gen:
* Leaderboards not accessible on console now
* XB1: Aries project/props setup for DirectXTex
* Updated legal screens with nVidia and Bink logos on console
* XB1: Added DirectXTex + library prebuilt for Xbox One (required for JPG/PNG Photomode)
Gameplay:
* Count DNP time trial played time per lap
* DNP track distance travelled stored per lap so that TT lapping counts
GUI:
* Resets GUI scale.
* Updated nVidia logo
* Fix PC bootflow and FMV play
* Edit Tuning Setup summary updated
* Spindle now the default on FFB screens
* Disabled career UI when a save is processing
* Tutorial messages now blur the background out
* Fix for translation on Endorsements screen WMD-3048
* Update HUD pakfile to include all displays (WMD-3257).
* Track description removed from Multiplayer Create screen
* Updated Tuning screen in-game and two updated track logos
* Few more screens supporting ability to vew player profiles
* Derby & Monterey: Track data updates and text database entries
* Text Database: Added more track variant strings for the leaderboards
* Current Lap amalgamated into 'Previous Laps' upper-right lap info board
* Snetterton: Added missing variation names to the TRDs for the leaderboards
* Tidied up login further so user selection goes through the signout monitor
* Show the legal screens before the login press, and show for 3 seconds - WMD-2686
* Audio indicators for currently-speaking players added to hud_messages (console only)
* Gamertags now shrink if over a certain length on HUD, Simulate Remaining overlap fix
* Display warning dialog before retunrning from race on disconnect - WMD-2116 & WMD-2113
* Fixed WMD-3219 : Title goes into an unresponsive state upon constraining and resuming the title while the sign in UI is displayed
* Opponent Skill change now directly on Today's Events page. Leaderboard entries can now be navigated (still needs a fix there though)
* Removed 'on click' from Replay buttons so that they have the correct GUI button assignments and functions. Now needs JamesB to sort out the root problem of them not behaving correctly
Online/Multiplayer:
* MP: Hookup join button text applink to textdb
Leaderboards:
* Bumped global leaderboard version, preparing for leaderboard reset.
* Updated AutoTT leaderboard handling on consoles to support global versioning of leaderboards, which prevents access to boards created for mismatching builds.
* Fixed time trial screen on consoles not querying leaderboard correctly (it still has more must fix issues remaining, such as spamming queries when browsing through tracks)
Cameras/Replay:
* Fix running replays
* Garage hdr updates and removing unused versions
* Replay Cameras: New real-world-style set for Glencairn West Reverse.
* Replay Cameras: New real-world-style set for Glencairn East Reverse.
Character/Props/Animations:
* GT pitstops ASQ: Added sound triggers
* Updated Left car side mechanics and attendants
* GT wheel mechanics/attendants - Left car side
AI/Pitstops:
* Add new type of Hazard : Behind Hazards
* Allow TogglePlayerAIControl to AI in prerace sequence if rolling start even if GetNumberOfPitLocations() > 0
* If stuck, check behind hazards before backing out to reduce pile ups. Patiently wait for free space before backing out.
* Follow up to 505850 ( Allow TogglePlayerAIControl to AI in prerace sequence if rolling start even if GetNumberOfPitLocations() > 0 ) : remove the toggling code completely as this is now handled by app
Career:
* Career news text for series without team scoring
* Endurance Quick Guide text updated to remove redundant text.
* Fix for assert in 2nd race of FA season. StevenW looking into it further.
* Fix for AR-2605 - All career saves have error handling and the GUI should lock in a friendly manner while saving. Note there is no save indicator as that is being added by another coder.
Vehicles:
* Marek RP 219D LMP2: Fixed Roof UV3 paint (All LODs).
* McLaren F1: Animation file. Wipers sound triggers added.
* McLaren P1: Animation files. Wipers sound triggers added.
* McLaren 12C: Animation files. Wipers sound triggers added.
* LMP2 RWD P20: Animation files. Wipers sound triggers added.
* LMP2 RWD P30: Animation files. Wipers sound triggers added.
* Renault Clio: Animation files. Wipers sound triggers added.
* McLaren 12C GT3: Animation files. Wipers sound triggers added
* Mercedes SLS AMG: Animation file. Wipers sound triggers added.
* Mercedes A45 AMG: Animation files. Wipers sound triggers added.
* Mercedes C-Coupe DTM: Animation files. Wipers sound triggers added.
* Mercedes SLS AMG GT3: Animation files. Wipers sound triggers added.
* Mercedes 190E Evo2 DTM: Animation files. Wipers sound triggers added.
* Ford Mustang Boss 302R1: Animation files. Added Wipers sound triggers.
* Mercedes 300SEL 6.8 AMG: Animation files. Wipers sound triggers added.
* Mitsubishi Lancer Evo X FQ400: Animation files. Wipers sound triggers added.
Physics:
* Mclaren GT3, BMW M3 GT3: New FFB parameters
* Formula C: New FFB , Moved brake bias rearward to 56/44 split.
* Formula Rookie: New FFB paramters. reduced lift off oversteer with engine brake map.
* Formula A: Better brake balance - moved forward. Removed the excessive caster causing some low speed entry understeer. New FFB paramters.
* Lotus 98T: New turbo for more midrange usable torque. Still has plenty of kick in upper end.. Reduced drag of the main body to achive 180mph with medium wing settings (Florence as a test). New FFB paramters.
* All cars: FFB Toplogy 3 enabled as default. Spindle master is now recognized and can be used on a per car force adjustment. All Spindle arms set to 15 deg from the previous 10 deg. After testing a bunch of cars i get a better combination of force and detail with this setting. Set all Spinle Arm master scale settings down to 25 with a few exceptions. The net effect is To allow the GUI tire force setting to stay at 100% more or less. : douga
Tracks:
* Zolder: Crowds placement update
* Sakitto: Repostioned crowd and added vidscreens, new textures
* Oschersleben: Fixed WMD-2598 and flying twalls( all variants)
* Azure Circuit: Added txt for pit light, added foliage, changes in viewer assets
* Monterey: Generic adverts update for Monterey, added specular downward blocker, added adverts around track
* Derby Park: Foliage types swapped to better ones and child scene set up, updates for logos, derby + mng. logos, gridskids added, fix of some blends.
 
I hope they will have some predefined and great working FFB settings for the most common wheels. I hate to fiddle around with too many options. It overwhelmes me. I like the iRacing style. Almost Plug and Play. 3 sliders for FFB and the stock settings felt already perfect for me.
Of course there will be defaults. For simpler adjustments there's the FFB strength and tyre force settings in the controls menu.
 
Just a quick question!

If I were to preorder Project Cars on Steam, do I have the same Early Access scheme (similar to Assetto Corsa) and would be able to play the game or do I have to wait until the game is released?
 
You'd have to wait until it's released, it's a pre-order (pre-ordering a game should never be confused with buying it through Early Access) and therefore only allows you to claim pre-order bonuses and maybe even pre-load the game a day before release (I'm not too sure about that one, though, as I've never pre-ordered anything on Steam).

TL;DR: Even with a pre-order you can only play it as soon as it's released.
 
You'd have to wait until it's released, it's a pre-order (pre-ordering a game should never be confused with buying it through Early Access) and therefore only allows you to claim pre-order bonuses and maybe even pre-load the game a day before release (I'm not too sure about that one, though, as I've never pre-ordered anything on Steam).

TL;DR: Even with a pre-order you can only play it as soon as it's released.

Alright, thanks for the info, mate :)
 
I bought my CSW v2 at the first round of ordering so at the cheapest price of AU $655, it's currently at $687.50 for those with a code and eventually it will sell for the full price of $785.

Australians get ripped too dude.

Also, my PC build cost substantially more than a similar spec one in the US simply because of location. It's a joke.
I totally agree with you mate.
 
I have decided I am going to get the Xbox One Version of Project Cars as all my GT Planet - Forza mates will be getting the Xbox One version.
 
A few days ago I downloaded the YouTube App on my PS4 and started watching some Project CARS videos. That way I can now enjoy them in 60 fps. Man, I already thought that game looked great, but now I appreciate the beauty even more. So gorgeous! :)

On another note, I still noticed some quite loud tire noises when going through a corner even in newer videos. Any update on if that's gonna be addressed?

The camera angle in this video is perfect to me, by the way.




One more thing, can you turn off the radio messages being displayed on-screen?
 
I know, and yes only on Chrome, which I don't use. However, my laptop only supports resolutions up to 720p, not even Full HD, so I won't even bother with fps on it. That's why I figured I'd use the PS4 app instead. ;)
 
On another note, I still noticed some quite loud tire noises when going through a corner even in newer videos. Any update on if that's gonna be addressed?

[...]

One more thing, can you turn off the radio messages being displayed on-screen?

There was a sound balancing update during the last days, the first of its kind where all sounds in the game are properly balanced. Havent tried the game since (blame GTA V and The Crew :D ) but it sounds promising.

And yes, as far as I know, you can turn off the pit engineer text messages. Somebody correct me, if I m wrong.
 
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