Just watched a review and the reviewer at the end called it "Gran Turismo for kids." Ouch.
That's me.Just watched a review and the reviewer at the end called it "Gran Turismo for kids." Ouch.
Happy Birthday on Sep 30th. Awesome. I will be 49 Sep 30th. If PC3 is close to Shift I'll be happy.Of course that will be the very first thing, as with every single game.
Sorry, but my hands-on input will be late because it'll be a birthday gift from my wife for my birthday on September 30. After how PCARS2 went I figured it won't hurt to give SMS a few extra weeks to sort things out, you know. And it'll make the wife happy.
@Scaff knows what he's talking about. I'm flattered to be listed beside him as a source for commentary. Thank you.
The "Birthday Problem" in action, I suppose. I'll be 34. Happy early birthday.Happy Birthday on Sep 30th. Awesome. I will be 49 Sep 30th. If PC3 is close to Shift I'll be happy.
It's pretty much the opinion of every single sim racing channel out there
I believe 100% of the people on these forums also agree that it's not fully Sim.
However, many people seem to like the handling and there are some sort of physics under the hood that's nice.
As an eternal optimist, I am going to believe that this was a very quick "get it out the door before the new systems arrive" cash grab. It's also been said that they owed one more game under the bandai namco banner
So, I wake up everyday telling myself that when the PS5 and the new Xbox series arrives, we will have a full Sim with pit stops and tire wear and spotters and engineers and full race weekends.
Insert "fingers crossed" emoji here!
As for your optimism I wouldn't hold my breath, SMS have been a bit bizarre recently with PCars3, that ridiculous FF game and who can forget the supposed MadBox console
A small minority keep saying this, the odd thing is that the majority don’t agree.Well, it's interesting that it's not a sim. But, PC2 was hated. Now, the 66 Mustang in both PC2 and PC3 feel the exact same other than a more true to life tire model feeling. But, PC3 is Arcade? It's like the community can never move on from this discussion .
I thought that myself with the Namco thing, Codemasters bought SMS mid-development so it's no real surprise that PCars3 was just thrown out there early to get it out the way, it seems suspiciously far too close to the Fast and Furious game release as well, like maybe they were told to get them released and start working on a CM game.
As for your optimism I wouldn't hold my breath, SMS have been a bit bizarre recently with PCars3, that ridiculous FF game and who can forget the supposed MadBox console
That's possible for PCARS3, however the F&F game was supposed to be released alongside the movie that was originally releasing in May before COVID, so that game really is just crap
For a “not a sim” game there really shouldn’t be any kind of tuning setups, but there are, and I’m getting good results that do change the dynamics of the car.
Why? A lot of arcade racers has tuning options. Even NFS 2015 has tuning options!
Everything except for braking, the braking distance is artificially way too short on pcars 3But in PCARS3 if you drive in a clean way with all aids off and abs off (too much intrusive in PCARS3) and in a good pace the handling, references, driving skills needed approaching, going along and exiting turns (at least for GT3 cars) are very similar to anothers sims like ACC. Even over the curvs.
A small minority keep saying this, the odd thing is that the majority don’t agree.
The physics underneath may be the same, but the handling balance of almost every car in PC3 is biased towards oversteer, hidden aids and input smoothing are all over both the pad and wheel input. While not a to the degree you find in Grid, the end result is that it simply drives like no other sim on the market, or for that matter like reality!
Oh and given the ******** before launch about all the sim you could want, the disjoint between the claims and the final product, and the fact it only just been over a week since launch, are you really surprised it’s still up for discussion? Nor was PC2 hated, more than enough evidence of that exists on this forum, so lying about that hardly helps your argument.
As a mod on the official forum, your position allows that semi-demand to carry some weight, here it doesn’t.
Everything except for braking, the braking distance is artificially way too short on pcars 3
By now everyone on this forum knows your point of view. I'm ok with that. I have put 30+h into the game. I love it, but still, there is no way anybody will convince me this is anything like a sim handling. However I just pointed out that tuning is not limited to sim racers. That is all.But in PCARS3 if you drive in a clean way with all aids off and abs off (too much assisted in PCARS3) and in a good pace the handling, references, driving skills needed approaching, going along and exiting turns (at least for GT3 cars) are very similar to anothers sims like ACC. Even over the curvs.
By now everyone on this forum knows your point of view. I'm ok with that. I have put 30+h into the game. I love it, but still, there is no way anybody will convince me this is anything like a sim handling. However I just pointed out that tuning is not limited to sim racers. That is all.
Just trying to show that if anyone wants to drive PCARS3 like a SIM it's possible to do, not trying to convince anyone, only giving a way to do that as PCARS3 can be played in very different ways (as many other games including AC, ACC, iRacing, etc).
It's more to show another perspective than most "youtubers" have shown in a clic-bait/polemical way about this game.
Well for an arcade game, it's interesting that I use the same ingame ffb settings as PC2, which I used Raw.
Arcade games were like Hard Drivin'. A simulation scale of 1-10 is needed.
It's difficult to scale, you can play all with so differents unreal aids on/off... With all unreal aids on, a game can be 2 and with all unreal aids off can be 9...
and some cars are closer to the real car at handling than others, some setups too...
Mercedes F1 simulator don't care about the curvs at handling nor at FFB, it's made to simulate other things.
In racing games, simulation is more a relative-subjective evaluation than an absolute condition in my opinion (I know this is not how majority thinks about it).
Well for an arcade game, it's interesting that I use the same ingame ffb settings as PC2, which I used Raw.
Arcade games were like Hard Drivin'. A simulation scale of 1-10 is needed.
For a “not a sim” game there really shouldn’t be any kind of tuning setups, but there are, and I’m getting good results that do change the dynamics of the car.
Driving simulation scale courtesy of @Scaff and his excellent reviews.
ACC - 9/10
pCars 2 - 8/10
F1 2020 - 7/10
pCars 3 - 6/10
Ultimate Racing 2D - 1/10
I get it, you're invested in pCars 3, that doesnt change the fact its way less of a sim than PC2 which itself had shortcomings. Brakes are to OP, tyres have too much grip, slides and loss of control is too forgiving etc*.
Yes, you can play it like a sim, but if you play it like a sim in a career mode hot lap or pacesetter for example, you won't get the best times.
*when compared to titles that have a higher level of driving simulation, I.e. ACC or even the previous PC2.
You mean like in AC and ACC? Oh and for race cars, not road cars.At least PCARS2 on ps4 pro, most cars were always hard-bumping and making impredictible reactions along every corner when going a little fast but not pushing hard, even being gentle with the throttle
I 100% agree, and it’s something I’ve covered myself many times.The majority seems to want ffb like a 5-10 year old road vehicle on every car. Example: Buy a new car from the showroom floor and a lot of bumps are going to be muted or barely felt. You give that car some years and it's like your feeling every bump in the road.
You mean like in AC and ACC? Oh and for race cars, not road cars.