Patch Release Notes and Discussion Thread

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This thread is for letting everyone know when patches happen and what they contain.

The patches are generally for all platforms, except where platform specifics are specifically mentioned in the patch notes, or where the whole patch is specifically for one platform.

Each patch has a link to its dedicated in-depth discussion thread.

Patch 1.2
Patch 1.3
Patch 1.3 - XB1 specific
Patch 1.4 (discussion thread)
Patch 2.0 (discussion thread)
Patch 2.5 - PC specific
Patch 3.0 (discussion thread)
Patch 4.0 PC Patch 4.0 PS4 Patch 4.0 XB1(discussion thread)
Patch 5.0 PC Patch 5.0 PS4 Patch 5.0 XB1 (discussion thread PC) (discussion thread PS4)
Patch 6.0 PC Patch 6.0 PS4 Patch 6.0 XB1
Patch 6.1 PC
Patch 6.2 PC
Patch 7.0 PC
Patch 8.0 PC Patch 8.0 PS4 Patch 8.0 XB1
Patch 9.0 PC Patch 9.0 PS4 Patch 9.0 XB1
Patch 10.0 PC Patch 10.0 PS4 Patch 10.0 XB1
Patch 10.1 PC
Patch 10.2 PC
Patch 11.0 PC
Patch 11.1 PC
 
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Patch 1.2 (07/05/15)
Bug Fixes:
* PC - Online - "Vote to Start" indicator not visible for host
New Content:
* Unlocked the Lykan Hypersport and Livery Pack #1 (It has a Deadmau5 livery he uses on his BAC
 
Patch 1.3 (13/05/15)
Track Fixes:
* Zolder: Fixed cars garaged in 2 closed garages. (This fixes where you could get stuck in a garage during FP and Quali).
Controllers:
* Changed XB1 pad rumble to only update during the per frame tick and not at 600hz (Should make steering more responsive on the PC with the XB1 controller).
* Use absolute acceleration values for blending and updating steering movement to prevent negative direction (Moving the XB1 pad far left to far right, sometimes the steering got stuck, this should stop that happening).
Online:
* Removes the need to access the game setup details (Fixes occasional crash when advancing from Quali to Race).
* Crash in ProximityDetectorUserDataCreateCallback (Fixes occasional crash when returning from a race to the main menus).
* Disable driver swap for TT and MP
 
Oh my, several suggestions for the format already :lol:

I agree that an overview in the OP would be good, so let's do that. So we have:

Alternative A: If every patch note is added to the OP, an explicit "bump" posting would be needed for each patch. It would be easy to see the patch detail history.

Alternative B: If there's only links to the patch postings in the OP, the thread would get bumped automatically as the actual patch notes are posted.

Alt. B is in now simply because it was a quick job copying Johnnypenso's links :). I'm fine with A as well - perhaps seeing the full history in one posting is best? Or should we let blowfishrulez & Johnnypenso duke it out in order to scientifically determine what's best? :P
 
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Well the method i mentioned keeps a good log of everything, but is rooted in the inferior forum software found on WMD. Since GTPlanet has the best forum software...IN THE WORLD...Johnnys idea would also work flawlessly. I don't mind anything as long as it keeps track of the history.
 
Oh my, several suggestions for the format already :lol:

I agree that an overview in the OP would be good, so let's do that. So we have:

Alternative A: If every patch note is added to the OP, an explicit "bump" posting would be needed for each patch. It would be easy to see the patch detail history.

Alternative B: If there's only links to the patch postings in the OP, the thread would get bumped automatically as the actual patch notes are posted.

Alt. B is in now simply because it was a quick job copying Johnnypenso's links :). I'm fine with A as well - perhaps seeing the full history in one posting is best? Or should we let blowfishrulez & Johnnypenso duke it out in order to scientifically determine what's best? :P


Is it an idea to track patches by platform type as well. All I seem to see is patches for the XBone which does not interest me as a PS4 user. While I am mentioning PS4, any news on when the first patch will be out?
 
So are these patches for all platforms of only specific platforms? The reason why I ask is on the pS4, we are still on 1.01 with no other updates available. If I may offer a suggestion, can you add which platform these are for next to the patch number?

Thanks
 
So are these patches for all platforms of only specific platforms? The reason why I ask is on the pS4, we are still on 1.01 with no other updates available. If I may offer a suggestion, can you add which platform these are for next to the patch number?

Thanks


Basically, isn't that what I just said above? Still a great idea all the same :-)
 
Oh my, several suggestions for the format already :lol:

I agree that an overview in the OP would be good, so let's do that. So we have:

Alternative A: If every patch note is added to the OP, an explicit "bump" posting would be needed for each patch. It would be easy to see the patch detail history.

Alternative B: If there's only links to the patch postings in the OP, the thread would get bumped automatically as the actual patch notes are posted.

Alt. B is in now simply because it was a quick job copying Johnnypenso's links :). I'm fine with A as well - perhaps seeing the full history in one posting is best? Or should we let blowfishrulez & Johnnypenso duke it out in order to scientifically determine what's best? :P

Hahaha yes, but @Johnnypenso always likes the posts to be in perfect order re OP.....Last week he asked me to put all the review threads on the OP, which would have taken hours to do, instead of playing the game! Lol! Great idea though @DrJustice ..... Although i hope we have a lot more fixes to come in patches for the game! More so for the PS4! ;)
 
Is it an idea to track patches by platform type as well. All I seem to see is patches for the XBone which does not interest me as a PS4 user. While I am mentioning PS4, any news on when the first patch will be out?
The platform info is in the patch notes themselves. In general they're for all platforms - the platform specific bits are specified in the notes. So patch 1.2 and 1.3 are for all platforms, except for the XB1 controller fix mentioned in 1.3. I'll add this info to the OP.

Oh yeah, and we go with B then, unless there are protests.

Edit: having a patch thread was Johnnypenso's idea!
 
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When these patchs are posted does that mean they are "live " (PC would be live ) or does that mean SMS have gave them to Sony or Microsoft waiting for testing ?
 
^ They may be slightly staggered for the platforms (from hours to days?), subject to 1st party approvals, but as we have seen they're able to roll them out quite rapidly. Perhaps it would be good if the first sighting of a patch in the wild for each platform is reported here (we'd only need on such report for each patch/platform).
 
Project CARS – Xbox One Patch 1.3 - Fixed Issues

Gamepad Controllers:
* Added ABS brake rumble to Xbox One triggers, so that the triggers will rumble on losing traction when braking. The amount of trigger rumble is controlled together with Force Feedback strength via the Force Feedback slider.
* Improved the efficiency of the controller rumble effect, to help make the steering more responsive on the Xbox One.
* Fixed an issue where moving the sticks from one extreme to the other would sometimes result in the steering getting stuck.
* Reworked the Xbox One analogue sticks range and axis dead zones, providing much improved steering control.

Wheel Controllers:
* Fanatec wheels – Fixed the issue with steering jolts that some users experience.

Online:
* Fixed an occasional crash when advancing from Qualifying to Race.
* Fixed an occasional crash when returning from a race to the Race Central.

Time Trial:
* Set Time Trials starting time to 11am to match the PC platform. This ensures consistent track temperatures across all platforms, as track temperatures affect lap times.

Ghosts:
* Enabled saving of community event ghosts. These ghosts are automatically stored online, and you can then download ghosts of other players’ laps for these events.

Tracks:
* Sakitto and Summerton variations - Corrected track info regarding number of turns and track length.
* Sakitto Sprint - Fixed a crash that would at times occur when using time acceleration.
* Cadwell variations - Fixed draw distance issues on various objects.
* Oschersleben variations - Fixed odd lights around track and colour issues with the horizon.
* Zolder - Fixed an issue where the player car would sometimes start in a closed garage.

AI:
* Fixed an issue where AI vehicles were sometimes sent to the pits due to low fuel on races where refueling is not allowed.

Pitstops:
* Pitstop strategy will now use the actual bar value for tyre pressures.
* Fixed an issue where the Pit engineer would repeatedly inform the player that a pit crew member has lost a wheel nut during pit stops.
* Fixed an issue where the Pit Engineer would call the player to stop for fuel when fuel consumption was disabled in options.

Replays:
* Improved the smoothness of the sun, moon, stars, and shadow motion when rewinding replays of a race that had a high time acceleration.

Driver Network Profile:
* Fixed an issue where at times the miles driven on a particular track or with a particular car would be logged under the wrong car or track. This improves the accuracy of the player’s Affinity ratings.
 
Curious to see some feedback from XBone users. Well done SMS, well done.
 
Project CARS –Patch 1.4 – Release Notes

General
* Pagani Monza Clubday invitational event - No longer causes the game to crash when using a specific livery on the Pagani Huayra.
* PC - Fixed an issue that would cause the game to crash while watching saved replays, when shared memory is enabled.
* PS4 - Anisotropic filtering has been increased to help reduce blurry textures.
* PS4 - Temporal anti-aliasing has been further optimized. This reduces the ghosting effect and additionaly gives the player full control via a slider to tweak the resulting image according to personal preference.

Performance improvements
* Xbox One - Various performance optimizations, adding up to an average of 5-6% performance improvement. This results in an overall smoother experience.
* PS4 - All shaders have been rebuilt using new shader compiler, giving a significant performance boost in some areas.
* PS4 - CPU performance gains due to new more aggressive code optimisations.

Physics & AI
* The AI loss of grip that results from tyre degradation as a result of wear is now more noticeable.
* The AI will now show much more realistic grip loss when running on slick tyres in the rain.
* First pass improvements on various tracks to enhance the AI performance and ability (Azure Circuit, Donington GP, Watkins Glen, Bathurst, Nordschliefe)

Pitting, tuning, setups
* Fixed an issue where certain street cars would pit for tyre change during rain when they already had the correct tyres fitted.
* Fixed an issue where custom vehicle setups were lost when progressing through sessions.
* Improved the system used to select the most appropriate tyres based on current and predicted weather conditions.
* Ensure that the AI always pit when they need to change tyres based on the weather conditions.
* The Default strategy will now correctly show the tyres that will be fitted on the player vehicle during a pit stop.
* The pit stop routine will no longer start during online races until the player closes the pit stop menu. This ensures that the player has enough time to select or configure an appropriate set of actions before the pit crew start working on the car.
* Tyre pressures will now be correctly set when the player changes to a new set of tyres.
* The currently-active Pit strategy will now remain in action when advancing through race sessions.

Online
* Fixed an issue where the player was sometimes given a large time penalty when exiting the pit lane.
* Fixed an issue where the remaining session time displayed an incorrect value in the Tuning screen.
* Fixed an issue that at times would prevent a player from entering a race, after joining a second online lobby.
* Fixed and issue where the Track Location popup would at times appear on some screens.
* PS4 – The lobby browser now displays random lobbies instead of always the oldest lobbies.
* PS4 – Fixed an issue where network features could not be used after resuming from rest mode.
* PC - The lobby browser now automatically extends the search distance for lobbies when not enough of them are found using the default filter. Lobbies that are hosted further away (and therefore have potentially worse latency to all peers) appear at the bottom of the browser, and are colour coded with yellow or orange icons do indicate the quality of the connection.
* PC - The session host now regularly sets the current timestamp into a session attribute, so that sessions with too old timestamps are not displayed in the browser. This prevents stale sessions with no active host from appearing in the session browser.
* PC - When joining a session, the client now attempts to request the member details multiple times before giving up. This helps to improve the success rate of joining online sessions.
* Xbox One – Fixed an issue where matchmaking was not filtering the race length correctly.

Controls – All platforms
* Fixed pedals and triggers that vibrates during replays.
* Fixed an issue that causes the wheel centring spring to be active during driving.
* Improved force feedback strength and tweaked the default force feedback parameters for all supported wheels based on community feedback.
* Further enhancements to the steering feeling – Improved blending between the tyre force spring and the steering lock spring.
* Improved behaviour of the wheel force springs while navigating the menu system.

Controls – PS4
* Fixed an issue where the player got stuck on the career screen when entering driver name using a wheel controller.
* Improved the support implementation of several older Fanatec wheels, such as the GT2, GT3, and CSR.
* Fixed the Fanatec CSS so that it works correctly in sequential mode.
* Fixed the Fanatec CSP pedals to save the calibration correctly if player calibrated only pedals.
* Fixed the Fanatec CSP ABS rumble.
* Fixed the Fanatec CSW handbrake.
* Game Pad - Tilt Control support implemented to allow controller tilt to be used to control the vehicles.

Vehicles
* Adjusted handbrake strength on vehicles which are equipped with handbrakes.
Fixed an issue where the rain wipers’ state did not reset correctly when restarting a session.
Fixed an issue where light glows from a vehicle behind the player would sometimes appear in front of the player.
* Fixed fuel pressure gauge calibration in several cars.
* Fixed an issue where a white border would at times appear around the brake light glow of certain cars.
* Ford Mk.IV – Improved the collision model to prevent vehicles wedging in under other vehicles.
* Formula Gulf, Gumper Apollo, Formula Rookie - Fixed and issue with the livery sets that caused the livery selection to display wrong liveries.
* Lykan Hypersport -Statistics updated to latest manufacturer specification.
* Lotus 72D - Improved handing characteristics, exposed bump stops to be adjustable in the vehicle setup, reduced cold sensitivities of the slick tyres, adjusted the AI speed, wear and rain tires to match the player’s experience.
* Karts - Reworked the Karts optimization to help address performance drops with a lot of Karts on track.
* McLaren 12C GT3 - Adjusted the vehicle pose to more closely match the real car.
* BMW M3 GT4 – Improved the accuracy of the levels at which the oil and water temperature warning lights will activate.
* Ford Escort RS1600 - Improved the collision and wheel contact model to prevent climbing over other cars in collisions.
* 250cc Superkart – Improved the default setup to address controller issues on higher speed tracks, and improved the AI handling.
* Lotus 49 – Improved the AI handling of the vehicle in corners and in close racing.
* Pagani Huayra - Reduced fuel consumption to around 3mpg in hard track use, and improved cooling to prevent engine overheating.

Tracks
* Bathurst – Removed cones in the pit lane that was causing cars to get stuck.
* Watkins Glen – Fixed a number of accuracy issues around the track.
* Lemans 24h – Improved the race line at a few corners to keep the LMP cars off the curbs as this was causing the cars to lean over on two wheels.
* Silverstone National – Vehicle grid placement reworked to more closely align with the painted start boxes.
* Hockenheim (various layouts) – Reworked the wet weather reflection mapping to address incorrect object reflections.
* Willow Springs – Fixed an issue where the vehicle could drive through the barriers when exiting the pits.

GUI
* Driver Network Profile - Visual tidy up to improve usability.
* Fixed an issue where very thin lines would not always appear.
* Added support for better info display on the Community Events page.
* Fixed the issue where HUD customization was not saved on exiting a session.
* Fixed an issue where the Potential Lap time display on the Lap Info board would be inconsistent with the sector times being displayed.
* Monitor/Spectate mode - Fixed an issue where the vehicle being viewed would automatically reset to the player’s vehicle on leaving the monitor screen.
 
Mods: Would it be an idea to pin this thread to have a central known place to collate all patches?

To satisfy the mad dash to be the first to post patch news, folks can post the patch notes here (in QUOTE tags to follow the format), and I will update the OP with a link :)
 
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oh no, I hate the controller tilt, Forgot how many times get comfy start playing a driving game, And for at least 15-20 minutes wonder why I'm floating to one side :odd:🤬:banghead:
 
Project CARS – Patch 2.0 – Release Notes

Performance Improvements
* PC – up to 5% frame rate improvement when using Ultra settings
* XB1 – up to 17% frame rate improvement in extreme conditions

Online & Community Events
* Multiplayer search filter 'Skill' now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth.
* Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’.
* Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers.
* Xbox One - fix attempt for a hard-to-reproduce issue where the game would at times freeze or crash when 8 or more players joined a session all at once.
* Xbox One – fixed an issue that at times would prevent a player from establishing full connectivity when leaving a lobby and trying to reconnect to it.
* PS4 – fixed an issue where, after the PS4 resumes from Rest Mode, no network features can be used.

Controls – All platforms
* Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts.
* Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds.
* Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode.
* Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached.
* Fixed an issue in Force Feedback calibration that would prevent a player from setting "Soft Clipping (Half Input)" back to 0 after modifying it from the original value.

Controls – PS4
* Thrustmaster T100 Force Feedback improvements.
* Fixed the Force Feedback dynamics for wheels with physical steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and similar wheels.
* Added a Motion Sensor controller profile.
* Fixed a crash issue when disconnecting and reconnecting Fanatec wheels.
* Enable support for USB keyboards to be used for in-game controls.

Controls – Xbox One
* Built in protection to prevent unsupported controller devices from crashing the game.
* Gear shifters – fixed an issue that prevented the selection of neutral when using an H-gate shifter add-on with a car that has an H-gate shifter in-game.
* Implemented accelerator vibration on the gamepad right trigger to indicate when and how much the tyres slip under acceleration.
* Madcatz wheel - fixed an issue where the switch on the wheel to change between 270 to 900 degree mode stopped functioning.

Physics & AI
* Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced.
* Adjusted the AI tyre wear rate to better match the player’s tyre wear rate.
* Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts).
* Adjusted the heating of slicks and rain tyres to more realistic levels.
* Adjusted tyre temperature sensitivity on several cars.
* Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry.
* Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking
* Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting.
* Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying.
* Fixed an issue where the AI would set impossible lap times during races with pit stops.
* The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race.
* Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate.
* Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car.
* Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field.
* Fixed an issue that prevented the AI from pitting within the final 3 laps of a race
* Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet
* Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions.

Pitting, tuning, setups
* Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres.
* Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop.
* Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated.
* Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again.
* Reworked the brake bias display information so that changing the values is more intuitive.

Tracks
* Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars.
* Track cutting tolerances reduced on all tracks where it was too forgiving.
* Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks.
* Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects.
* Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier.
* Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane.
* Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits.
* Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs.
* Laguna Seca – improved the AI performance as they were running too slow in some sections.
* Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float.
* Bathurst - fixed a render issue with shimmering edges in parts of the track.

Career
* Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career.
* Fixed the unlock details for the Supercar Ardennes Club Day Invitational.
* Fixed an issue where skipping the session during a race caused the player to move up in the session results.

Vehicles
* Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session.
* Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
* Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy.
* Lotus 98T – tweaked turbo to improve AI estimation of top speed.
* McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used
* McLaren F1 - Fixed an issue that caused the car to use the wrong default tyre compound.
* Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer - Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI.
* All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights.

General
* Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts.
* Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen.
* Fixed an issue that could cause the game to crash while watching a saved replay.
* Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered.
* PS4 – fixed an issue that required the game to first restart after installing an in-game DLC before the DLC would be available for use.
* Audio – rebalanced the volume of skid sounds to make them a bit more audible.
* PC, Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences.
* PC, D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected.
* Updated the achievement "I am the 5%" to ensure that it can be achieved in non-Pro-modes as well.
* Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails.
* GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment.
 
That all sounds great. Looks like those 40 guys who are left to work on this game are doing a good job.

And I really look forward to using the pad with my wheel so I can finally take advantage of the photo mode!
 
While I do think this Patch 2.0 appears to be quite hefty and gets the game "right", or tries to at least, I do not understand why it is names 2.0. I do not think it is a shift forward. Am I missing something? Seems to me it is simply correcting existing game content, not introducing anything new.
 
While I do think this Patch 2.0 appears to be quite hefty and gets the game "right", or tries to at least, I do not understand why it is names 2.0. I do not think it is a shift forward. Am I missing something? Seems to me it is simply correcting existing game content, not introducing anything new.
We're just used to waiting a year or so for Spec 2.0 in GT. :P
 
Funny, true. But I work for a software dev company and, traditionally, changing that number is a BIG DEAL.
I think that one of those "coming soon " might be coming . That just a guess with no proof to back it .
 
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