Patch 5 for PS4 is therePS4 

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The update has broken the tyres on The GTO Mustang Transam. Soft and hards hit 50% wear at only 9 or 10 laps at Indy oval and it causes the wheel to have constant vibration like riding over the curb along all of the the straights. Ruined our league race tonight as no-one wants to trash their wheel running laps like that, nor changing tyres every 10 laps in an 80 lap race. Before the update the tyres were good for 30 or more laps and you could stretch them to 40 and at no point did the tyres want to burn out your wheel.

Soft and hard slicks broken. Wets seem unaffected.

Also 3 players in our room tonight we're unable to access the menu to load setups
Did some more testing last night. Problem affecting other cars. Tried the GTO Diablo. Tyres have exactly the same issue on that car also. Broken.
 
I've been trying some old friends that I've done full championships in.

I've found the Formula Rookie is now a bag of kack. :( It's been through multiple fixes but on patch 5 it seems to have that uncontrollable graceful exit oversteer problem that you can do nothing about. I like the old oversteer bug. I did reload an old setup mind, not starting from scratch.

I've driven real Formula Firsts in anger and the rookie handles nothing like a FF at all now. Ok so the Rookie is a fictional car, but the layout, weight, engine, gearbox, chassis etc seems all similar to a FF. A FF and the Rookie pre-patch 5, you should be able to get a nice 4 wheel drift into every corner and if the rear loses traction, it goes fast, but you can easily save it equally fast. The rookie seems to now be the opposite of this - it's hard/impossible to to get a 4 wheel drift round corners and it has slow progressive yet uncatchable exit oversteer. It's like the front suspension is not connected to the chassis and the rear axle is on another car. The FFB tells you nothing about what is happening either.

The M1 Procar now seems to have violent FFB on high speed straights. To the point that it's causing my G29 wheel to clip horribly. I've tried all manner of FFB changes just for this car, but after a few laps my hands ache. Changing tyre compounds and pressures makes no difference. I've also noticed the Viscous LSD has been removed. Not a problem but why is this not mentioned? Undoubtedly from changes to the tyre model.

Good job I test these things before resuming a championship!

Also every car I've loaded an old setup in, the diff settings are all 45 power, 30 coast. Settings that I never use. Why would that reset?

My gut feeling is there weren't supposed to be any tyre changes and these have slipped into the patch due to a lack of verson control with their SDK. That would be why there was no mention of these changes in the patch notes. Saying that not mentioning these to get the patches through Sony's QA faster feels like a ruse and I'm sure is not with Sony's patch policy.
 
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I've been trying some old friends that I've done full championships in.

I've found the Formula Rookie is now a bag of kack. :( It's been through multiple fixes but on patch 5 it seems to have that uncontrollable graceful exit oversteer problem that you can do nothing about. I like the old oversteer bug. I did reload an old setup mind, not starting from scratch.

I've driven real Formula Firsts in anger and the rookie handles nothing like a FF at all now. Ok so the Rookie is a fictional car, but the layout, weight, engine, gearbox, chassis etc seems all similar to a FF. A FF and the Rookie pre-patch 5, you should be able to get a nice 4 wheel drift into every corner and if the rear loses traction, it goes fast, but you can easily save it equally fast. The rookie seems to now be the opposite of this - it's hard/impossible to to get a 4 wheel drift round corners and it has slow progressive yet uncatchable exit oversteer. It's like the front suspension is not connected to the chassis and the rear axle is on another car. The FFB tells you nothing about what is happening either.

The M1 Procar now seems to have violent FFB on high speed straights. To the point that it's causing my G29 wheel to clip horribly. I've tried all manner of FFB changes just for this car, but after a few laps my hands ache. Changing tyre compounds and pressures makes no difference. I've also noticed the Viscous LSD has been removed. Not a problem but why is this not mentioned? Undoubtedly from changes to the tyre model.

Good job I test these things before resuming a championship!

Also every car I've loaded an old setup in, the diff settings are all 45 power, 30 coast. Settings that I never use. Why would that reset?

My gut feeling is there weren't supposed to be any tyre changes and these have slipped into the patch due to a lack of verson control with their SDK. That would be why there was no mention of these changes in the patch notes. Saying that not mentioning these to get the patches through Sony's QA faster feels like a ruse and I'm sure is not with Sony's patch policy.
I've been driving nothing but the Procar for 2 days now and find it still handles great. No FFB issues with my T300, although I did lower the gain a small amount as it felt quite heavy.

I noticed on one track where I was tuning the car there were more Diff options greyed out than at another track that I went to. This is odd and I guess another bug. We shouldn't have some tuning options unavailable depending on which track we go to... Try taking a look at various locations and see for yourself if this happens. Can't remember the track, but I definitely did a double take when I first noticed it. Fantastic car to drive though, shame the AI needs increasing a bit in order to have a tight race, but it handles pretty much the same to me as before the patch.
 
I guess this whole tire issue begs the question...

Did SMS playtest this? I'm not really reading any posts about what a great improvement this is. Shouldn't the WMD beta testers got SMS to reconsider before the patch was submitted?

In combination with the (IMHO) rubbish excuse for not releasing as detailed changelogs as they have for every other patch, is this rushed out patch a sign that SMS are losing their attention to detail and improvement, and just going through the motions? Obviously, the money isn't flowing in as the patches are free, they are up to patch 5 with no end in sight to the endless bugs, is the daunting prospect of ever getting PC2 into a close to bug-free shape beginning to sap SMS's spirit?

This last patch simply does not feel like previous patches, messing with stuff few criticized, obviously being applied unevenly to different cars, and released without adequate documentation (so we all play this game of whackamole trying to guess what has and hasn't been fixed, what new bugs have appeared, what is placebo effect).

If this is the direction for the future of Project Cars, it isn't looking bright.

Who in their right minds wants a patch rushed out so fast that it isn't tested properly or documented to the standard that previous ones were?

Maybe this last patch would have been better with just the car and tracks, and leave the changes to fundamental tire models and the like until fully tested and approved by the WMD play-testers? I simply cannot believe they signed off on this tire stuff.
 
after 3 days of testing I put my wheel back in the closet... it's was back to messing with the FFB again. waste of time. waiting for patch 6 or... for the next sim
 
I've been trying some old friends that I've done full championships in.

I've found the Formula Rookie is now a bag of kack. :( It's been through multiple fixes but on patch 5 it seems to have that uncontrollable graceful exit oversteer problem that you can do nothing about. I like the old oversteer bug. I did reload an old setup mind, not starting from scratch.

I've driven real Formula Firsts in anger and the rookie handles nothing like a FF at all now. Ok so the Rookie is a fictional car, but the layout, weight, engine, gearbox, chassis etc seems all similar to a FF. A FF and the Rookie pre-patch 5, you should be able to get a nice 4 wheel drift into every corner and if the rear loses traction, it goes fast, but you can easily save it equally fast. The rookie seems to now be the opposite of this - it's hard/impossible to to get a 4 wheel drift round corners and it has slow progressive yet uncatchable exit oversteer. It's like the front suspension is not connected to the chassis and the rear axle is on another car. The FFB tells you nothing about what is happening either.

The M1 Procar now seems to have violent FFB on high speed straights. To the point that it's causing my G29 wheel to clip horribly. I've tried all manner of FFB changes just for this car, but after a few laps my hands ache. Changing tyre compounds and pressures makes no difference. I've also noticed the Viscous LSD has been removed. Not a problem but why is this not mentioned? Undoubtedly from changes to the tyre model.

Good job I test these things before resuming a championship!

Also every car I've loaded an old setup in, the diff settings are all 45 power, 30 coast. Settings that I never use. Why would that reset?

My gut feeling is there weren't supposed to be any tyre changes and these have slipped into the patch due to a lack of verson control with their SDK. That would be why there was no mention of these changes in the patch notes. Saying that not mentioning these to get the patches through Sony's QA faster feels like a ruse and I'm sure is not with Sony's patch policy.

I've just taken the Rookie for a run round Knockhill in TT (personal favourtie combo) and it's as fun as it's always been for me - in fact I took a tenth or so off my PB. Maybe try out one of the default setups just to see if it's any better (I'm running default loose)?
 
I've been driving nothing but the Procar for 2 days now and find it still handles great. No FFB issues with my T300, although I did lower the gain a small amount as it felt quite heavy.

In the race tonight all the G29 users were reporting the same issue. No thrustmaster player did. It makes the car a real handful on the straights because the wheel is being yanked around constantly.

May give the rookie a go with a setup fom default. Could be the wrong car setup issue that was there on release?
 
In the race tonight all the G29 users were reporting the same issue. No thrustmaster player did. It makes the car a real handful on the straights because the wheel is being yanked around constantly.

May give the rookie a go with a setup fom default. Could be the wrong car setup issue that was there on release?
The 962C does that to my wheel to the point where I don't want to drive it. Which is annoying .
 
I guess this whole tire issue begs the question...

Did SMS playtest this? I'm not really reading any posts about what a great improvement this is. Shouldn't the WMD beta testers got SMS to reconsider before the patch was submitted?

I've seen a good improvement on tyres on various cars.
Ferrari 330 p4 is now 2 sec a lap quicker (oulton Park) and a even better drive (loose setup)
BMW Group 5 is even more fun to drive, which in result produces at least 1.5 second a lap quicker around Sakitto GP (loose set up)
Toyota Rocket Bunny GT4 again even more fun to drive, can still be difficult but once you nail it 👍, (loose setup)
Lotus 78 Cosworth amazing around azure circuit, not fully tested after the patch yet (loose setup)
LMP2's 2 second a lap quicker around Spa. (loose setup)


If this is the direction for the future of Project Cars, it isn't looking bright.

If they are making the cars drive easier but still providing a challenge on the limit then it looks bright to me. Which makes it more accessible to beginners which you seem to have been asking for.

Who in their right minds wants a patch rushed out so fast that it isn't tested properly or documented to the standard that previous ones were?

Maybe this last patch would have been better with just the car and tracks, and leave the changes to fundamental tire models and the like until fully tested and approved by the WMD play-testers? I simply cannot believe they signed off on this tire stuff.

Who said it was not tested, it seems to be a good update regarding tyres. Fortunately I dont always believe what I read, I will try things myself before making an opinion and to me the update is a good one.
 
Fortunately I dont always believe what I read, I will try things myself before making an opinion and to me the update is a good one.

Seconded - I also think it is a good update. The new Ferrari is nice - 3 different sets of liveries for the 3 continents in which it races with the option to race against all those liveries or just the ones for the specific continent.

The 2 new Leipzig layouts are enjoyable - neither has a pit lane so they will be of limited use online. The handling circuit is narrow with some interesting changes of elevation - best suited to slower cars - I enjoyed it in the Lotus 25, Formula Rookie and RS1600 Escort Road car. The other new Leipzig layout is wider with decent length straights and faster corners - I really enjoyed that in the Lotus 40, 49 and 72.

The Aussie V8 Supercar (Ford Falcon) seems to have improved - I read in the detailed patch notes that there were some changes to this car including to the tyres - seems to have worked well.

The patch notes for the PC version are very detailed - a link was posted on this site. I am sure the work done on the console versions was the same - I am perfectly happy with SMS releasing abbreviated notes for the console versions if it cuts a few weeks off the approval process.

I'm very much looking forward to the next DLC - SMS have put a lot of effort into the new Ferrari and have fixed the turbo faults with the Porsche DLC - all bodes well for future DLC updates!
 
The patch notes for the PC version are very detailed - a link was posted on this site. I am sure the work done on the console versions was the same - I am perfectly happy with SMS releasing abbreviated notes for the console versions if it cuts a few weeks off the approval process.

I am sorry but how are the notes detailed? There is even no mention of changes to the tire model and differential.
 
Sounds like you need to delete and reinstall.
Hi Guys, I deleted the game and reinstalled, and these are all the cars I see in the quick race menu, Gr.4 Gr.5, GT1, GT2, GT4, GT5, GTO RS01 Trophy, Super Trofeo. No GTE and no Road Cars? what am I missing? I downloand was around 14Gb. I did the 720 3 lap race then wanted to try the new Ferrari and road cars but I connot see them.
 

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So you deinstalled the full game? Are you sure the game fully installed now? You can play it while not fully installed so maybe that's the case here.
 
Feel free to let us know your thoughts. Would be great to have a real driver's insight on the car.

The first major difference is the sound, in real life the 488 Challenge is actually very quiet, and when you hit top speed you only hear wind noise. It's a bizarre sensation, so I'm glad that wasn't included in the game.

Overall though I must say that the car in game feels nothing like the car in real life. I genuinely feel that PC2 on Playstation has an underlying physics bug. The car and graphics look great but when comparing it to real life... it's just simply not even close. The same applies to the 488 GT3 which I race in real life, the sound, brakes and steering ratio are not accurate in the game. And don't get me started on the force feedback effects.

All that being said, I know the PC2 guys are not a massive organization, especially compared to Polyphony Digital, so I think it's maybe a bit unfair to expect them to come up with a perfect model of the car. HOWEVER... this is why I prefer the approach that Gran Turismo has taken with Sport, rather than bombard us with 100's of cars that have average physics, they've put more focus on quality over quantity - and that is why I play it more than any of PS sim racing game when preparing for a race in real life.
 
Hi Guys, I deleted the game and reinstalled, and these are all the cars I see in the quick race menu, Gr.4 Gr.5, GT1, GT2, GT4, GT5, GTO RS01 Trophy, Super Trofeo. No GTE and no Road Cars? what am I missing? I downloand was around 14Gb. I did the 720 3 lap race then wanted to try the new Ferrari and road cars but I connot see them.
Something a bit similar happened to me a while ago, and it turned out there's a filter on the motorsport you want to race or something like that.
Check the settings before that page you are showing, somewhere on the bottom of the screen.
At least that was my issue. Hope it helps you.
 
Ugh - I was just getting into PC2 and really getting a handle on the physics, and now after the 5.02 update I’m all over the place.

I did a quick comparison with the 911 RSR GT3 in AC, which was pretty similar in handling before the update, and now in PC2 it feels like I’m driving a completely different car, so much so I was wondering if there was persistent damage effects in PC2 - the 911 has been in the barrier a few times, so I thought I might have bent the chassis out of shape.
 
The first major difference is the sound, in real life the 488 Challenge is actually very quiet, and when you hit top speed you only hear wind noise. It's a bizarre sensation, so I'm glad that wasn't included in the game.

Overall though I must say that the car in game feels nothing like the car in real life. I genuinely feel that PC2 on Playstation has an underlying physics bug. The car and graphics look great but when comparing it to real life... it's just simply not even close. The same applies to the 488 GT3 which I race in real life, the sound, brakes and steering ratio are not accurate in the game. And don't get me started on the force feedback effects.

All that being said, I know the PC2 guys are not a massive organization, especially compared to Polyphony Digital, so I think it's maybe a bit unfair to expect them to come up with a perfect model of the car. HOWEVER... this is why I prefer the approach that Gran Turismo has taken with Sport, rather than bombard us with 100's of cars that have average physics, they've put more focus on quality over quantity - and that is why I play it more than any of PS sim racing game when preparing for a race in real life.
As a big fan of GTS I am delighted to hear this. Your opinion will not be popular though because GTS is seen as more simcade and PCars2 is regarded as much more of a sim. The cars in PCars2 seem overly difficult to drive compared to GTS and I have heard and believe myself that deliberately making the in game cars a challenge to drive is not necessarily realistic and often the in game car is more of a handful than the real life version. What is your opinion on that?
 
As a big fan of GTS I am delighted to hear this. Your opinion will not be popular though because GTS is seen as more simcade and PCars2 is regarded as much more of a sim.

Yea I am aware, I often get a hard time, especially from fellow racing drivers who s****** when I say I use GTS.

I can't deny that GTS has an arcady dynamic, however the actual dynamics of the cars are much more true to the real world compared to PC2.

PC2 is a decent game but it lacks detail in the handling of car movement, braking and force feedback. Of all the issues that irritate me the most it's the force feedback, it could be better with a direct drive wheel however with a regular Fanatec or Logitech or Thrustmaster there is something fundamentally wrong.

If I could criticize GT Sport it would be two things:

1. Sausage Curbs: In real life, if you hit a sausage curb the same way you can in GT Sport... you'd be in the bush without suspension. iRacing goes to the other extreme where it pitches you into a spin, so none are perfect, but GTS makes it too easy in that regard.

2. Traction control is never truly off. This is ok if you're a GT3 driver (we have very advanced TC) but it means I cannot work on my throttle technique in GTS because it's always there. Yes you can smash the throttle and spin into a wall, but I'm talking more about the details.

PC2 has the problem mentioned in #1 and it's TC is better, but still frustrating. Also, they need to employ someone who focuses on cheating when it comes to setting online leaderboard times...
 
...I was wondering if there was persistent damage effects in PC2 - the 911 has been in the barrier a few times, so I thought I might have bent the chassis out of shape.

I think there is. I was doing a fp session with damage off but mechanical failures on. I "explored the limits" a bit too much and hit a tyre wall head on. No bother, it's what fp is for and the damage is off. However, half way round the lap the engine started to overheat rapidly and then blew... as if the car had radiator damage.
 
I did notice engine damage from over revving and crashing down the gears on the old f1 cars the other night but it didn't happen in the newer race cars with the same server settings erm 0.o
 
Yea I am aware, I often get a hard time, especially from fellow racing drivers who s****** when I say I use GTS.
......

I'm no real driver, and I'm not even a Pro simracer but I would like to think that I have a roughly good idea about car behavior and dynamics.
I have all the games mentioned in my signature. Out of the bunch, I prefer AC for dynamics, physics, overall feel and force feedback.
PC2 seems to me pretty close and GTS seems pretty far.

I am actually a bit surprised by your feedback. I'm not doubting it's your authentic feedback, but it seems weird.
I've watched and read lots of real drivers feedback on simulations and most I've seen have commanded AC to be very authentic and realistic.
Since GTS is miles away from AC, I just can't get my head to understand your feedback.

Yes racing in real life may not be so hard, but also I don't think it may be that easy.
In GTS, I don't give a **** about break bias, or about lockups (as i've never had one :confused: ), or about abrupt weight shift balance under heavy braking and turning, or the need for sensitive throttle management, etc. Some things seem very off in GTS. There's too much grip, you can brake really very late without any consequences, the car sounds still seem like a vaccum machine with very little differentiation between cars, the hidden hand of God is still there to forbid your car from spinning, etc...

Some people went a step further to compare real life track records in certain cars to laptimes in sims. While AC and PC2 were like couple of seconds apart (conditions differences, setups, human error etc...), GTS was like 7 sec faster!

I love GTS don't get me wrong; but I take it as a middle ground between Need for speed and sims like AC/PC2/RF2 etc...

Have you ever tried AC? I wonder what would be your opinion on it.


EDIT: Oh and speaking of the patch, I dunno if it's me getting used to it now, or some physics/tires changes they made, but I'm enjoying Pc2 more and actually playing it the most now.
 
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after 3 days of testing I put my wheel back in the closet... it's was back to messing with the FFB again. waste of time. waiting for patch 6 or... for the next sim
What wheel do you have? I'm on the T300 and most people I race with have the G29 and none have reported any serious issues. What issue are you having with the FFB?
 
I'm no real driver, and I'm not even a Pro simracer but I would like to think that I have a roughly good idea about car behavior and dynamics.
I have all the games mentioned in my signature. Out of the bunch, I prefer AC for dynamics, physics, overall feel and force feedback.
PC2 seems to me pretty close and GTS seems pretty far.

I am actually a bit surprised by your feedback. I'm not doubting it's your authentic feedback, but it seems weird.
I've watched and read lots of real drivers feedback on simulations and most I've seen have commanded AC to be very authentic and realistic.
Since GTS is miles away from AC, I just can't get my head to understand your feedback.

Yes racing in real life may not be so hard, but also I don't think it may be that easy.
In GTS, I don't give a **** about break bias, or about lockups (as i've never had one :confused: ), or about abrupt weight shift balance under heavy braking and turning, or the need for sensitive throttle management, etc. Some things seem very off in GTS. There's too much grip, you can brake really very late without any consequences, the car sounds still seem like a vaccum machine with very little differentiation between cars, the hidden hand of God is still there to forbid your car from spinning, etc...

Some people went a step further to compare real life track records in certain cars to laptimes in sims. While AC and PC2 were like couple of seconds apart (conditions differences, setups, human error etc...), GTS was like 7 sec faster!

I love GTS don't get me wrong; but I take it as a middle ground between Need for speed and sims like AC/PC2/RF2 etc...

Have you ever tried AC? I wonder what would be your opinion on it.


EDIT: Oh and speaking of the patch, I dunno if it's me getting used to it now, or some physics/tires changes they made, but I'm enjoying Pc2 more and actually playing it the most now.

Yea I use AC a lot, including in the real high end simulators. It's the most accurate but you'd be surprised how affective GTS is when it comes to simulation.

GTS is easy to drive within 5% of the top times but not easy to drive in the top 0.1% and up in that region the fundamentals of driving a car fast apply to the game in the same way they do in real life.

Truth is none of the games feel like the real thing but they can do enough to help you build a good baseline in preparation for it.

BTW in terms of track accuracy, no one comes close to the attention to detail that Gran Turismo places on their real life tracks.
 
... the car sounds still seem like a vaccum machine with very little differentiation between cars...

After coming back to Project Cars 2 (still playing GTS as well) I'm actually underwhelmed by a lot of engine sounds in PC2 and feel like their GTS counterparts sound better (never thought I would say that about a Gran Turismo game). Many PC2 cars sound to me a lot like what you hear in an onboard YouTube video recorded with usually a lousy microphone and heavy distortion.
 
After coming back to Project Cars 2 (still playing GTS as well) I'm actually underwhelmed by a lot of engine sounds in PC2 and feel like their GTS counterparts sound better (never thought I would say that about a Gran Turismo game). Many PC2 cars sound to me a lot like what you hear in an onboard YouTube video recorded with usually a lousy microphone and heavy distortion.

Agreed, even the 458 GT3 in the game sounds almost like the car in real life. The improves they made in GTS cannot be understated.
 
The update has broken the tyres on The GTO Mustang Transam. Soft and hards hit 50% wear at only 9 or 10 laps at Indy oval and it causes the wheel to have constant vibration like riding over the curb along all of the the straights. Ruined our league race tonight as no-one wants to trash their wheel running laps like that, nor changing tyres every 10 laps in an 80 lap race. Before the update the tyres were good for 30 or more laps and you could stretch them to 40 and at no point did the tyres want to burn out your wheel.

The '95 SCCA Mustang is a road course car, and road course tires are significantly softer than oval tires - they are not designed to constantly turn left at 260 km/h.

Indianapolis as a track has had not one but two marquee events affected by tire problems IRL - the first being the infamous 2005 US Grand Prix, and the second being the 2008 Allstate 400 at the Brickyard. The '08 race in particular sounds like a carbon copy of your league race



What you're experiencing isn't a bug, but highly realistic.
 
I wonder are there any plans to add 488 challenge career? Not invitational events but full career node? It fits very well tbh.
 
The '95 SCCA Mustang is a road course car, and road course tires are significantly softer than oval tires - they are not designed to constantly turn left at 260 km/h.

Indianapolis as a track has had not one but two marquee events affected by tire problems IRL - the first being the infamous 2005 US Grand Prix, and the second being the 2008 Allstate 400 at the Brickyard. The '08 race in particular sounds like a carbon copy of your league race



What you're experiencing isn't a bug, but highly realistic.

Fair enough but it was not like that from release through patch 4. We race this car every week in our league and now sadly since patch 5 we have had to ditch that car ahead of our new season which starts in a weeks time. Also we can race other road course cars which are faster than the GTO Mustang Transam and they do not have the same problem. This is a very specific problem related to the GTO cars. I have tested the Transam, Diablo and one of the Nissans and they all have the same tyre issue since patch 5.

The patch has broken the tyres completely. For contrast you can race faster and longer on the wet tyres (in the dry!) in the Transam as they are not affected by the broken tyre model which seems to be specific to slick tyres. Another oddity with the Transam is that the car is faster at Indy when the tyres are 100% worn than when they are fresh and warmed up.

Like I said. Broken since patch 5.
 
Fair enough but it was not like that from release through patch 4. We race this car every week in our league and now sadly since patch 5 we have had to ditch that car ahead of our new season which starts in a weeks time. Also we can race other road course cars which are faster than the GTO Mustang Transam and they do not have the same problem. This is a very specific problem related to the GTO cars. I have tested the Transam, Diablo and one of the Nissans and they all have the same tyre issue since patch 5.

The patch has broken the tyres completely. For contrast you can race faster and longer on the wet tyres (in the dry!) in the Transam as they are not affected by the broken tyre model which seems to be specific to slick tyres. Another oddity with the Transam is that the car is faster at Indy when the tyres are 100% worn than when they are fresh and warmed up.

Like I said. Broken since patch 5.

Thanks for the feedback; I'll give it a whirl on my end and see what I can do.
 
Kart... an interesting perspective on GTS vs. PC2. But have you considered that, as a fan of GT going back several games, you are perhaps being a bit over-indulgent, like you would with an old friend?

I agree with several things you have said, but I find it hard to come to grips with GTS's low speed grip/tire model. On the edge, yes, it can be consistent, but I have a big problem with low speed grip (launching is ridiculous, and that is indicative of what is going on at very low speeds when taking tight hairpins, or recovering from spins etc.).

And yes, I find GTS's sounds much improved in some cases, and PC2's has some underwhelming cars, but taken as a whole, I still really can't get over the vacuum cleaner analogy. There are some cars in PC2 that are deafeningly visceral, something hard to find in anything in GTS.

But what is more puzzling is the complete lack of any decent track limits/pit penalties, returning of position after belting someone out the way, and the basic complete lack of any semblance to real racing in GTS. Is turning on the PS4 and booting up GTS more a way of getting away from those things for you, or does it not bother you that GTS seems to provide cars and tracks (and damn few of the latter!) but seems to basically not care about the rules of the sport?

Collision physics in GTS seems designed to not cause much disturbance to either car, but the slightest touch in PC2 tends to have pretty close to real world consequences. Are you happier with GTS simply because it is an escape from real racing, whereas most of us interested in the sport are more looking for a game that gets us closest to something we DON'T get to do in real life?!

I agree visually, GTS's real tracks are gorgeous, but again, does static time of day and no weather, no track rubbering in and the rest of it make it worth while? Watching the dry line come in as the sun goes down after a shower is, IMHO, well worth a bit of graphic compromise!

I am afraid, as a long time GT fan, that GTS is likely my last. PC2 may well have issues, but for those of us that are looking for something that acknowledges the sport, not just provides a sandbox for gamers with cars and tracks but little else, once you play PC2 it is hard to go back to GT. Practice, qualy, weather, race rules, detailed tuning, real life tire selection, AI that challenges you, all the things we wished GTS was going to bring to the franchise and never showed up, it has finally become too much.

I'm looking forward to the new 'ultimate' AC release. Perhaps time to give that handling model a try.
 
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