◆ SNAIL [Spec] Racing - Join Now!Open 

  • Thread starter Thread starter zer05ive
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I don't mean now, I'm thinking long term if we were to move on to Project Cars. That sucks though that you can't prohibit tuning. Oh well 👎

Oh, a TOPP, let's not waste this.

If you raceed in D4 on Sunday night please vote to freeze the G37 or High Speed Ring. Vote by posting in this thread. Only vote once. If you wish to comment on your vote to try and sway others, please do so privately. Voting will close at 11AM ET on Thursday or as soon as a clear majority is reached.

@WIDEeyedDRIVR @Die_Birdy_Die @Engmatic1 @SlvrOnyx @brian540 @MajorBlixem @thorracing @CoachMK21 @Evolvo
 
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A little history lesson and some insight to the process.

Before the launch of GT6, SNAIL was all the way down to 3 divisions of racing on Sunday nights. We were as high as 5 (might have been 6, I'm going from memory) divisions during the lifespan of GT5. It is perfectly normal to see a decrease in the number of divisions and racers toward the end of a game's life cycle. I saw the same thing in a previous league that I was a part of at the end of other games. Since the launch of GT6 we have grown to as many as 8 divisions and currently sit at 7.

The procedure for determining the number of divisions is pretty straight forward. I think I may have posted it before but I'll post it again. First of all. The number of divisions will only change at the start of a new season. We take the number of drivers that raced in a season plus any new drivers that will be starting and divide that by 16 and round up. Example: 85 drivers race at least once in a season and there are no new drivers starting week one. The math comes out to 5.3125. We would have 6 divisions for the next season. The reason for rounding up is to insure that if every driver that raced the previous season showed up on the same night, they would be able to race. Drivers who did not show up for the previous season but are still on the drivers list are not taken into account and are the lowest on the priority list.

The goal isn't really to have 15 or 16 guys in every room. The "sweet spot" for SNAIL is 12 or 13. Filling the rooms puts more strain on everyone's connection and over the years we have found that rooms that start with 16 rarely end the night with 16 due to connection issues.
 
Is Project Cars without any hiccups or faults in the the online play? What is it capable of in terms of setting regulations? Can we continue the exact same SNAIL format for Sunday night in that we can force no tuning, specific tire compound, and so on?

I haven't played much online, aside from a pair of races with @Rednose58 early on for PC, before a patch had even come along. I haven't kept up with multiplayer capabilities, but I know it was lacking several essential bits to run a league as well as GT6 handles it. I've been focusing on the career aspect first, so I can experience as much of the game as I can before moving to online play. Requests have been made to have tuning prohibited for online play. We'll see if it gets it. Time trials do run a fixed tune, so I don't see why they can't add it to online.
 
They seem to be updating the game very often. By the time GT6 dies Project Cars might be a complete beast with many online modes.
 
They seem to be updating the game very often. By the time GT6 dies Project Cars might be a complete beast with many online modes.
"dies"? Define that.

Most games still have a core of dedicated players when they shut the servers down. They won't shut the servers down for GT6 until well after launch of GT7. So, total death is a way off and won't leave PCars in a vacuum.

Other than that, you can only refer to a subjective point which will vary from person to person. To some people GT6/PS3 has been dead for some time (as can be seen expressed by a few people on every FB post that PD makes.), however the fact that well over 50K people are still doing seasonals shows that the game is far from dead to a significant number of others.

I don't really understand why people are suddenly sounding the death bell. This last week had poor attendance I saw...but when I last played we had some very healthy attendance numbers. I have also noted a significant number of new players joining the league recently...if that were also stopping then there would be greater reason for concern. Basically, I think a week, or even several weeks, of poor attendance is still too early to sound the alarm bells and panic over doomsday. This particularly because it is September, which is a natural time of change. If things do not improve by next season, then perhaps there is reason for concern.
 
PCars update 4.0 In online mode players may now force default setups in the restrictions.

Taken from the article on the front page of GTPlanet. This part is right next to the pic of the two F1 cars.

I haven't played the game online or at all since the update so I have no idea how this feature works but it would appear that it's been added in some capacity.

I must have missed some notes on that one. It's good to see several updates being applied. Sometime I'll have to hop online again and see what all of the options are.
 
Yeah, me too. I haven't turned the game on in a few weeks. That's a HUGE advantage for organized racing. I REAlly Wanted to do a karting league, but the karts with default settings are quite difficult to control with a DS4. However, every other car I've driven in the game has had a very good feel in stock form.
 
PCars update 4.0 In online mode players may now force default setups in the restrictions.

Taken from the article on the front page of GTPlanet. This part is right next to the pic of the two F1 cars.

I haven't played the game online or at all since the update so I have no idea how this feature works but it would appear that it's been added in some capacity.

Yes this feature was recently added, however it does not work as planned. You are still able to make changes to your setup. SMS is aware of the issue.

Patch 4.0 was another large step forward in resolving numerous issues within the game. As with any update once you fix and update a few items, those changes somehow effect other random parts of the game. 1 step forward, two back.

Project CARS – PS4 Patch 4.0 – Release Notes

New & Enhanced Feature Summary
• Online – added support for 'Force Default Setups' in Multiplayer restrictions screen.
• Online – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.
• Online – lobby search settings are now saved between sessions.
• Career – mandatory pitstop opening lap will now scale when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for
the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop.
• HUD – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD, messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.
• GUI – added a game version number display to the main menu.
• Assists – Enhanced Brake Assistance system so that people who are unable to use
brake controllers at all can still play the game with this assist enabled.
• Assists – the Best Line assist now provides an option to only show the braking areas
• Tracks - Movable trackside objects and broken-off car parts will now be removed from the track after impacts.

Online
• New – added support for 'Force Default Setups' in Multiplayer restrictions screen.
• New – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.
• New – lobby search settings are now saved between sessions.
• Fixed an issue where the AI could remain stuck on the grid after the previous host left the session.
• Fixed an issue where the player was unable to select the Bentley GT3 in online races.
• Fixed an issue in Create Lobby where selecting Vehicle ‘view details’ would reset the class filter.
• Fixed an issue where the in-game chat box would scroll when the player pressed the accelerator and brake controls.
• Various tweaks to the behaviour of cars that are terminally damaged, and cars will no longer try to teleport to the garage if there are no pit lanes.
• Fixed an issue where the player could drive out of the garage again after retiring from a race.
• Further tweaks and improvements to the online lobby Car Class GUI – classes are now sorted alphabetically; changes are now only apply once the player accepts the new settings; ‘Create’ options defaults to ‘Any’ class; fixes an issue where the host would see only one vehicle in the quick vehicle chooser list if identical vehicles was
set to ‘yes’.
• Fixed the rolling start option so that toggling the rolling start flag correctly updates MP game data.

Time Trial
• The standings info on the pause screen now shows real-time updated lap and standings info, and sorts the order of all active participants based on lap times.
• Fixed an issue where the player's best of session ghost time didn’t always exactly match his actual best of session time.

Pitting, Tuning, Setups, Strategy
• Fixed an issue where a selected tyre option saved to a setup prior to Patch 3.0 would cause a game crash after applying Patch 3.0 and using that saved setup.
• Fixed an issue where tyre pressures were not resetting properly when returning to pits.
• Fixed an issue where brake temperatures were being reset when the player entered the pits, leading to unexpected braking behaviour.
• Adjustments to fuel calculations when returning to pits during a practice session – when calculating the required fuel when the player returns to the pits, the estimated fuel levels are used for consistency.

Physics & AI
• Tyres – small adjustment to peak slip ratio or P Zero Trofeo, Faretti Track, and other soft-track road tires for road cars.
• Various improvements to AI navigation when entering and leaving the pit boxes.
• Improved the transition from road to off-road as certain off-road surfaces caused too much jarring on the steering.

Cut Track / Off Track System
• Sakitto International – further tweaks to the downhill Esses, to keep the AI on track when attempting bad passes that were causing the AI to hit the exit barriers.
• Various tracks – Nordschleife, Greenwood Karting, Silverstone National, Dubai GP, Barcelona National, Nurburgring Sprint Short – cut-track improvements based on latest community feedback.

Career
• Fixed an issue where the player would be placed first on the grid of race two in a multi-race round, after being disqualified from the first race. Disqualified drivers will now be placed at the back of the grid.
• DLC Career Accolades are now only present if the appropriate DLC pack is installed. This fixes an issue where the player was unable to do 100% completion of accolades due to non-purchased DLCs accolades also being present.
• Fixed an issue where bonus points were not being awarded for Kart series and some invitational events.
• Fixed a bug where the invitational events that require winning team championships weren't always unlocking.
• DLC Career Accolades – translated (non-English) strings added for Invitational Accolade – 320 Touring Challenge
• Fix to make sure player is placed last after skipping/simulating, in races where the second-best qualifying time is used for grid placement for the 2nd race (this was affecting Formula Rookie, LMP1-3, GT5 and Touring races).
• New – mandatory pitstop opening lap will now scale as well when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop
• Improved Contract system to allow for extra entry level contract awards when progressing to a new motorsport, or when only being offered a renewal for the current motorsport.
• Improved the AI logic during races with Mandatory pit stops so that they will pick a more optimal time to stop when there is also changing weather at play.

Audio
• Tweaks to the Ginetta GT3, Clio and Bentley Speed 8.

GUI, HUD, Telemetry
• New – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.
• New – added a game version number display to the main menu.
• New – the Best Line assist now provides an option to only show the braking areas.
• Rebalanced the point at which Forecast weather becomes Current weather in the UI display so that the info display changeover better matches what the player is seeing in-game.
• Track temperature is now displayed on all in-game menus.
• Fixed an issue where the Time Progression slider skipped every 2nd option when moving the slider left or right.
• Track temperature will now display correctly based on the unit system and language selected by the player.
• Fixed an issue where the tyre wear meters on the HUD telemetry screen were flipped for the right front and left rear tyres.
• Track Temperature and Weather information are now positioned uniformly across all in-game screens.
• Removed redundant leading zeros from the KERS motec display.
• Fixed an issue where accessing the map or telemetry in the monitor screen would disable the player HUD in game.
• Enabled scrolling of the drivers list on the post race Standings screen.
• Vehicle Class icons – updated vintage F1 and vintage GT class icons.
• New GUI image with real-world livery for Ford Capri Group5.
• Fixed an issue where the menu borders would at times display unintended colours.

Replays
• Replays – fixed an issue where vehicle damage would automatically be repaired when watching a replay.

Controls & FFB
• Steering wheel angle now reverted to always centering during pause / pits / menus / etc. An alternative fix is now implemented to prevent the jolting when un-pausing the game.
• Fixed an issue where force feedback was still active when an AI team mate was driving the player’s car.
• Fixed an issue where calibrating the pedals could at times cause the pedals to function incorrectly.
• Logitech – updated pedal mappings for the G29 to match the latest hardware revisions.
• Fanatec – added use of accelerator rumble on CSW Base v2.
• Fanatec – CSR Elite 2nd dpad removed (as per SDK change); handbrake now works when attached to pedals via wheel base; added support for CSP connected via USB.
• Fanatec – upgraded to SDK 1.6.1 – fixes reversing of the CSS shifter gear up / down sequential mode.
• Fixed an issue with the Fanatec CSS connected via USB to the PS4, the wheel paddles stopped functioning.

Vehicles
• Audi A1 Quattro – changed class to Road C2.
• Audi R18 e-tron – added hybrid/KERS readout to cockpit display.
• BAC Mono – fixed duplicate material name causing a problem on painted cockpit parts.
• BMW 2002 Turbo – tweaked default tyres and brake balance so that the default setup provides a better overall performance versus the other cars in its class.
• BMW 320TC – fixed the top speed statistic displayed in the front-end.
• Caterham SP300R – added push-to-pass boost gauge to cockpit display and enabled exhaust backfire.
• Ford Escort and Mustang 2+2 Fastback – tweaks to help reduce climbing other vehicles during side-to-side contact.
• Ford Mustang 2+2 Fastback – fix for shadow flicker on AI cars.
• Ford Capri Group5 – fixed offset rear fenders.
• Ford Mustang GT 2015 – reduced FFB tire force multiplier by 25%.
• Gumpert Apollo – re-added four exhausts.
• Marek/RWD LMP cars – improved the default view position.
• Ruf CTR – recalibrated engine boost and allow up to 1.4bar boost in setup to match original car. Stock boost of 1.1bar provides around 470hp as advertised.
• Added hybrid boost gauge to display for McLaren P1, Marek RP339h LMP1, RWD P30 LMP1.
• Ruf CTR – Fixed an issue where the external side mirrors were switched.
• Audi R18 e-tron – Rebalanced cockpit exposure/brightness.

Tracks
• Le Mans – lowered the entry part of the kerb in the Mulsanne corner to fix the issue where cars would register a collision with the kerb.

General
• New – movable trackside objects and broken-off car parts will now be removed from the track after impacts.
• Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled.
• Reworked the stretched headlight reflections to be more accurate to real life.
• Fixed an issue where the Driving Line assist would become invisible when particles were set to off.
• Ensure that players cannot turn on assists using hotkeys in community events, when the assists have been explicitly disabled for the event in question.
• Fix further cases where the pre-race cameras would at times cut into the track surface.
• Fixed an issue where vehicle windows would at times not render correctly when using centre cockpit cam and helmet cam.
• Tweaks to gamma settings to closer match the PC and Xbox One platforms.
• Fixed a potential crash when returning from in-game to main menu.
• Fixed an issue with the rendering of shadow edges, improving overall shadow rendering.
• Improved general game stability.
 
I really do think PD made a mistake by not at least trying to bring GT6 to the PS4. The release of the PS4 coupled with the not really updated GT6 has made the GT franchise feel outdated a little quicker than normal.

The PS3 is 11 years old and the PS4 is already two years old. And with the known information saying that GT7 is at least a year away just makes the game lose a lot of its luster. That coupled with the fact that there are racing titles on the PS4 and XBONE that make GT6 look silly in various ways.

The fact that you have a league based on a game with the aforementioned obstacles is reason enough that Sunday SNAIL will decline as time goes by and people move to more attractive options...it's just natural.

Don't even get me started on the even bigger reasons why I feel Sunday SNAIL is losing a lot of members...
 
can anyone help me with my entry into the series I have completed all my steps to get into the club but those I have been communicating with have gone dark
 
The G37 will go to Autodromo Nazionale Monza. Looks like it is possible to run slightly under 2 minute laptimes for a race distance of 6 laps

Also, here is a banner attempt for @Falango

Autodromo Nazionale Monza.jpg
 
Don't do this, it's so tacky. Only time I really see these are on beater drift cars
Yea? I drive a Sentra and I'm pretty sure there's no drift scene in my area. I thought it would look fun. :(


The G37 will go to Autodromo Nazionale Monza. Looks like it is possible to run slightly under 2 minute laptimes for a race distance of 6 laps

Also, here is a banner attempt for @Falango

View attachment 451678
Dude you read my mind! I was driving it at random tracks last night and was thoroughly enjoying Monza. But it was the 80s version with faster Lesmos and the more interesting first chicane. 👍
 
Random thing I want for my car. A band aid vinyl decal. I'm gonna put them over my dings. Certainly makes me feel less bad about them.

http://shop.carthrottle.com/collections/stickers-1/products/band-aid-die-cut-vinyl-sticker

Don't do this, it's so tacky. Only time I really see these are on beater drift cars

Agreed, a bit tacky, and would just draw attention to dings and dents, especially if it's the only thing on the body of the car. Not my car though.
 
The G37 will go to Autodromo Nazionale Monza. Looks like it is possible to run slightly under 2 minute laptimes for a race distance of 6 laps

Also, here is a banner attempt for @Falango

View attachment 451678
ahh @Rednose58 , thanks, awesome choice, but TBH something elso also took my attention, I mean regarding your new signature, does a duck's quack also have an echo :confused: ? lol

:cheers:
 
Yea? I drive a Sentra and I'm pretty sure there's no drift scene in my area. I thought it would look fun. :(



Dude you read my mind! I was driving it at random tracks last night and was thoroughly enjoying Monza. But it was the 80s version with faster Lesmos and the more interesting first chicane. 👍

Looks like we have a happy Penguin....
ANIMAT42-1.gif
 
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