Physics thread

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I haven't read all the reviews but when he says he gets stucked underneath other cars and spins out even in straight line... I mean, he is describing Shift 1, not even 2.

Also, tons of positive reviews really don't mean much to me, negative ones tend to be much more informative as they describe the real issues. They just seem more honest. Look at Gran Turismo reviews for example. Negative ones cut straight to the point while positive ones seem to be apologizing and try to steer you away from the truth as they talk about the relevance of the franchise or Kaz's grandiosity instead of the actual software.
 
For the life of me I cannot fathom this..

For reference I'm loving the driving in pcars (truly!) and was impressed last time yesterday :)

It really is getting somewhere now indeed.

Although a car like the BMW M3 E30 Gr.A still uses a steering ratio that doesn't play nicely with the geometry of the current suspension and spindle. There were two ratios used in that E30 Gr.A DTM beast, namely 14.7:1 (current default) and a slower 17:1.
With the faster now default ratio when I hit a nasty curb the steering wheel is torn out of my hands using a ClubSport Wheel v2 and BMW GT rim. Also when turning into a corner the tyres, that are modelled to replicate the tyre tech of that day, those tyres can't seem to keep up with the grip changes with the faster rack. As a result they lose grip and your car will understeer.
With the slower ratio rack of 17:1 there is less excursion on the steering wheel when hitting a curb, so it won't rip your hands of but it will still feel violent and nasty non the less. But most importantly you keep control of the car. The same when cornering. With the slower ratio the tyres will move more slowely, and the tyres for this car now get the time to adjust to the change in direction and grip changes as a result. Which means that you will have more grip coming into the corner and you can carry more speed through and out of it.

So yeah, I'm hoping the default changes.
I think I might start to compile spec sheets on all Project CARS cars and put them in a ring binder. That way I can quickly look up information more easily so that I can always adapt to my liking within the original limits.


But yeah guys, that's how simulating the game is. Old tyres are really old tyres, and they need special attention. As you can see even adjusting the steering ratio can already have huge consequences. Let alone tinkering with all the other options.
In my opinion the game is easily a proper racing simulator that can rival anything on the market.
Is it able to satisfy the experience each of us seeks in a simulator? Of course not. We all have our own wishes and as such it means that each of us will find their ideal in different games. In the same way as we seek different ideal partners in life to the point where our friends might think "how in the world can you live with that". ;)


So I'd just like to say that no matter what you guys will get a great game. Or better said a great simulator. It might not be for everyone as we all have different ideals, but as enthusiast for racing games I think we will all be able to find something great in Project CARS that will make it worth to add it to the list of must-have titles.
 
I haven't read all the reviews but when he says he gets stucked underneath other cars and spins out even in straight line... I mean, he is describing Shift 1, not even 2.

Also, tons of positive reviews really don't mean much to me, negative ones tend to be much more informative as they describe the real issues. They just seem more honest. Look at Gran Turismo reviews for example. Negative ones cut straight to the point while positive ones seem to be apologizing and try to steer you away from the truth as they talk about the relevance of the franchise or Kaz's grandiosity instead of the actual software.
he_s_right_you_know_by_nightdemon12-d70r777.jpg
 
I've got a DFGT and FFB is already great, with some specific settings that one of our fellow WMD members suggested. I know that stuff will be tunable on consoles too, so if you've got a wheel, I'm sure you can make FFB feel quite good with some adjustments. Hopefully those make into a final build.
Power of WMD at work again. Looks like Doug's about to make those settings default for most "low end" wheels :) hopefully it's in the builds soon!
 
I haven't read all the reviews but when he says he gets stucked underneath other cars and spins out even in straight line... I mean, he is describing Shift 1, not even 2.

Also, tons of positive reviews really don't mean much to me, negative ones tend to be much more informative as they describe the real issues. They just seem more honest. Look at Gran Turismo reviews for example. Negative ones cut straight to the point while positive ones seem to be apologizing and try to steer you away from the truth as they talk about the relevance of the franchise or Kaz's grandiosity instead of the actual software.


The standard answer is it's a work in progress. I can't tell you how many times I've seen issues raised on these forums and solutions having been implemented almost immediately. There's been a lot of outcry for example about the AI but the last two races I watched seemed to work a lot of the collision bugs out already. The difference IMO between a game like GT and PCars is that the issues with GT have been around for years and years and there seems to be no desire to resolve most of them. With PCars I've seen dozens of issues fall by the wayside in the last few months and I believe their intention is to continue working on the game and iron out all the little imperfections as much as possible before release and after if necessary.

Only time will tell obviously, but never forget that although these criticisms are justified, you are not yet looking at the finished game.
 
FLX1981 already explained what happened with the odd collisions between cars.
The second issue is already fixed afaik (collision shape was not correct) and it was not a general issue but only with some cars.
 
To be honest as a pure wheel player I have no clue as I never tried any assists...

I have been involved from the beginning as well, though with periods of inactivity in between. :) So far haven't met any people at all playing with a controller. :lol: I guess all of the PC crowd have a wheel.

Gamepad support has to be a top priority if the game wants to be successful on consoles.
It doesn't help if all the members of WMD don't use gamepads ;).
 
Gamepad support has to be a top priority if the game wants to be successful on consoles.
It doesn't help if all the members of WMD don't use gamepads ;).

We have gamepad players, Drivatar. Do not worry.
There are a lot of WMD members that are either dedicated gamepad players or switch between both to aid in development. I'm just not one of them I'm afraid, but just because of my and NLxAROSA's preferences you can't depict that all WMD members are wheel only users. We are just two persons out of many. ;)

For example we have a XBOX 360 controller thread, which also includes the XBOX One pad as of recent I think. This thread as of currently counts 227 pages with 2269 posts. I can hardly see that as WMD members not using gamepads with that much feedback.

So I wouldn't worry that much. Besides, the controller settings are open for everyone. Also Slightly Mad Studios, unlike under EA flag as EA had to ask for patches to be made, will now be able to offer proper post release support to continue to improve the controller support (keyboard&mouse, gamepad or wheel). No matter if it is adding new game controllers of any kind or improving the quality of game control itself.

I wouldn't worry too much. Especially since gamepad playability is top priority right now for the developers, without destroying the wheel experience that is.

So yeah...

dontpanic.jpeg
 
@drivatar -- TheMinority just shared a video that demonstrates the current state of the game in terms of playability with a gamepad and assists. Not to knock the video creator, but PCARS does an impressive job of mopping up his driving, considering how punishing the game has proven it can be. When he tries out camera views around the 7:10 mark, you can see the assists at work by the flashing icons in the corner.
 
It really is getting somewhere now indeed.

Although a car like the BMW M3 E30 Gr.A still uses a steering ratio that doesn't play nicely with the geometry of the current suspension and spindle. There were two ratios used in that E30 Gr.A DTM beast, namely 14.7:1 (current default) and a slower 17:1.
With the faster now default ratio when I hit a nasty curb the steering wheel is torn out of my hands using a ClubSport Wheel v2 and BMW GT rim. Also when turning into a corner the tyres, that are modelled to replicate the tyre tech of that day, those tyres can't seem to keep up with the grip changes with the faster rack. As a result they lose grip and your car will understeer.
With the slower ratio rack of 17:1 there is less excursion on the steering wheel when hitting a curb, so it won't rip your hands of but it will still feel violent and nasty non the less. But most importantly you keep control of the car. The same when cornering. With the slower ratio the tyres will move more slowely, and the tyres for this car now get the time to adjust to the change in direction and grip changes as a result. Which means that you will have more grip coming into the corner and you can carry more speed through and out of it.

So yeah, I'm hoping the default changes.
I think I might start to compile spec sheets on all Project CARS cars and put them in a ring binder. That way I can quickly look up information more easily so that I can always adapt to my liking within the original limits.


But yeah guys, that's how simulating the game is. Old tyres are really old tyres, and they need special attention. As you can see even adjusting the steering ratio can already have huge consequences. Let alone tinkering with all the other options.
In my opinion the game is easily a proper racing simulator that can rival anything on the market.
Is it able to satisfy the experience each of us seeks in a simulator? Of course not. We all have our own wishes and as such it means that each of us will find their ideal in different games. In the same way as we seek different ideal partners in life to the point where our friends might think "how in the world can you live with that". ;)


So I'd just like to say that no matter what you guys will get a great game. Or better said a great simulator. It might not be for everyone as we all have different ideals, but as enthusiast for racing games I think we will all be able to find something great in Project CARS that will make it worth to add it to the list of must-have titles.
That was an incredible read my friend. I couldn't have said it better myself.
 
We have gamepad players, Drivatar. Do not worry.
There are a lot of WMD members that are either dedicated gamepad players or switch between both to aid in development. I'm just not one of them I'm afraid, but just because of my and NLxAROSA's preferences you can't depict that all WMD members are wheel only users. We are just two persons out of many. ;)

For example we have a XBOX 360 controller thread, which also includes the XBOX One pad as of recent I think. This thread as of currently counts 227 pages with 2269 posts. I can hardly see that as WMD members not using gamepads with that much feedback.

So I wouldn't worry that much. Besides, the controller settings are open for everyone. Also Slightly Mad Studios, unlike under EA flag as EA had to ask for patches to be made, will now be able to offer proper post release support to continue to improve the controller support (keyboard&mouse, gamepad or wheel). No matter if it is adding new game controllers of any kind or improving the quality of game control itself.

I wouldn't worry too much. Especially since gamepad playability is top priority right now for the developers, without destroying the wheel experience that is.

Great to hear. As much as I'd love a proper setup, the last thing I want to do is shell out hundreds on a wheel, so I'm going to be playing on a pad for the foreseeable future. Obviously I don't expect to be fast at all with a controller, but as long as the game is still fun and playable I won't mind that.
 
Whenever I hear negative things about pcars, I just need @LogiForce to post something. Pretty much always is something comforting. Great information!

Thanks for the kind words.

The thing is that whenever I read fearful comments I get reminded of myself from before I joined the World of Mass Development and invested into the creation of Project CARS. At the time I actually had not played GTR 1 or 2 and only knew NFS Shift games. The games we all weren't too happy with.

The thing is that I have now worked with these guys for over 3 years now, since October 20th 2011 (9 days after the opening of WMD). Knowing the team and what kind of people they are I really trust them to keep improving the game on all levels. Since they now also are their own publisher (Bandai Namco is only a distributer) they also have complete creative freedom now. Which means that they can decide on how many and for how long they release patches, DLC, add features or even upgrade whole simulation systems if needed. There is no more external publisher (like Electronic Arts) that has to pay for their services before they are allowed to improve/patch a game owned by that publisher.

That said, I want to know that I still have loads of things I'd like to see improved. Adding chassis flex (important for better kart behavior) might add some important impact dampening depending on how easily a car twists. Simulating the actual air on a track for realtime slipstream effects, realtime aero calculations, more accurate engine performance depending on air pressure, and maybe even to add in wind effects so that driving in a stormy crosswind means you need to add quite some lock. Or even more fun... gusts of wind in various strengths which could catch you off guard.

There are tons of things to improve the game engine still, and I am sure SMS will have even better ideas on what areas to improve first.
In the end all I am saying is that even if you find something that you aren't happy with upon launch, it doesn't have to be the end of the world. If you guys voice your opinion than I am sure you'll be heard, and in fact some comments have already caused WMD members to give a heads-up on WMD in the past years of development.

Finally... just keep in mind that no modern game is perfect, and that there are a lot of game publishers who do not even bother to patch their game any further after the first few weeks. Some even know about faults in their game engine and do not solve it across multiple game releases.
What I mean is that you will have to see the launch in context and that I am sure there will be kinks to work out still when it's time to launch. We just could be worse off than having a game developer that is its own publisher with full creative freedom.


Anyways, I am ranting. Just have a little faith in me, WMD and SMS.
Since I just also thought about the late Joe Cocker with that last phrase, let me finish with that song. :)

 
I try PC on pc with wheel.. I play about 10+h...
PC can't handle the name simulation.. Is good game but reminds me an updated version of NFS shift...
It's far away from the real life or other sim..
You can't even compare with the Gt....
 
I try PC on pc with wheel.. I play about 10+h...
PC can't handle the name simulation.. Is good game but reminds me an updated version of NFS shift...
It's far away from the real life or other sim..
You can't even compare with the Gt....
I'm sorry, is your name Kaz? :)
Seriously though, why do you think so and what did you use to play?
 
I try PC on pc with wheel.. I play about 10+h...
PC can't handle the name simulation.. Is good game but reminds me an updated version of NFS shift...
It's far away from the real life or other sim..
You can't even compare with the Gt....

I want some of what your on. Seriously?
 
I try PC on pc with wheel.. I play about 10+h...
PC can't handle the name simulation.. Is good game but reminds me an updated version of NFS shift...
It's far away from the real life or other sim..
You can't even compare with the Gt....

Forgive my skepticism, but what is your name at the WMD forums? Sorry, but I don't believe you actually own the game.
 
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Forgive my skepticism, but what is your name at the WMD forums?............
"Yo, ho, ho, and a bottle of rum!!".... and broken build.


There has been a divide for much of the game's development time anyway though, and one of the things that still worries me is that those "broken" builds were heartily defended by many of you guys in here at the time. Maybe it was one of two things in each respective case - 1) That the user was looking on the positive side because they so much wanted the project to succeed, or 2) That the user had the ability to get the best out of what was presented.

I've never had the chance to try pCARS at all. Much like @notanexpert, I need periodic doses of @LogiForce talk to keep my concerns at bay, but the concerns are all the more concerning because they're the same things each time. The developers have obviously put a lot into this sim, but if pCARS is going to be less than the sum of it's parts for all other than those with the ability and will to unlock it's treasures, it will struggle.

I think that Shift 2 may nave actually had a lot of beef under the bonnet, but that it didn't translate to the real world experience. My concern with pCARS is that they're loading up on the "beef" but still not translating anywhere near well enough.

If I remember correctly, you're a drummer by name and by nature. Energy in/energy out ratios for drummers vary massively, and that could be seen as a metaphor here.
 
"Yo, ho, ho, and a bottle of rum!!".... and broken build.


There has been a divide for much of the game's development time anyway though, and one of the things that still worries me is that those "broken" builds were heartily defended by many of you guys in here at the time. Maybe it was one of two things in each respective case - 1) That the user was looking on the positive side because they so much wanted the project to succeed, or 2) That the user had the ability to get the best out of what was presented.

I've never had the chance to try pCARS at all. Much like @notanexpert, I need periodic doses of @LogiForce talk to keep my concerns at bay, but the concerns are all the more concerning because they're the same things each time. The developers have obviously put a lot into this sim, but if pCARS is going to be less than the sum of it's parts for all other than those with the ability and will to unlock it's treasures, it will struggle.

I think that Shift 2 may nave actually had a lot of beef under the bonnet, but that it didn't translate to the real world experience. My concern with pCARS is that they're loading up on the "beef" but still not translating anywhere near well enough.

If I remember correctly, you're a drummer by name and by nature. Energy in/energy out ratios for drummers vary massively, and that could be seen as a metaphor here.
I think if you have been following the game development up to this point you should have a pretty good idea about what this game is and what it isn't. You've seen pretty much all of its parts - AI, multiplayer, cars, tracks, weather, graphics, sound, UI, pretty much everything. The WMD model allowed so much access to the game's development even to the people not participating in the development of the game directly that has not really been seen before. So if some people, even at this point, are not sure whether they like the game or have some doubts, then most likely the game will not be for them. I mean, I'm not sure how much else can be said/shown for people to make the decision.

I think another problem is that people have some unrealistic expectations about the game. It will be a good game with great physics and tire model, maybe never before seen on consoles, but it's not going to be the game without flaws, there will be some bugs, there will be rough edges, and there will be some missing features. If you have a ps4 or Xbox and you claim to like racing/driving games, I would not see how you could pass it up, even if it's not everything you want it to be. On PC gamers are more spoilt, so we can be a lot more picky. That's really the bottom line.
 
Is there brake fade? As in can you cook your brakes in the street cars and get reduced braking performance? Not as much of a factor in race cars with racing brake set ups but street cars generally don't have brakes capable of severe track punishment.
 
@FuriousDemon I look forward to eventually getting my hands on it. All of the boxes that I need ticked , are ticked, bar one. I don't know how it feels. If "out of the box" it disappoints, I will work at getting it to feel right. If that is the process though, it will be a mighty shame, because not everyone will do that. I think that what SMS have put into the sim is probably equal to or even greater than what Kunos have with AC in terms of physics. My fear is that what comes out the other end will not be more or equal to the sum of it's parts, but rather, less than.

I hope it's a success on every level. I just have this nagging feeling that too much might be lost in translation from what is input to what is output.
 
"Yo, ho, ho, and a bottle of rum!!".... and broken build.


There has been a divide for much of the game's development time anyway though, and one of the things that still worries me is that those "broken" builds were heartily defended by many of you guys in here at the time. Maybe it was one of two things in each respective case - 1) That the user was looking on the positive side because they so much wanted the project to succeed, or 2) That the user had the ability to get the best out of what was presented.

WRT defending broken builds, I don't know of any specific cases on this forum but I imagine if I said anything on the matter it would most likely only have to do with whatever was broken was likely to either be being worked on or be fixed shortly. That or if someone was complaining about an aspect of the game which at the time was broken in some way I could understand explaining that the negative feelings most likely came down to it not working correctly at that time.

I've never had the chance to try pCARS at all. Much like @notanexpert, I need periodic doses of @LogiForce talk to keep my concerns at bay, but the concerns are all the more concerning because they're the same things each time. The developers have obviously put a lot into this sim, but if pCARS is going to be less than the sum of it's parts for all other than those with the ability and will to unlock it's treasures, it will struggle.

I can understand having concerns. I, like I'm sure many others do, take negative reviews of games much more seriously than positive. And I understand your point here—especially in terms of FFB. Luckily the FFB, which has been the center of much arguing, has improved significantly and still has a staggering amount of user configurability (so much so that I don't know what to do with most of it, but thankfully the default is quite good).

I think that Shift 2 may nave actually had a lot of beef under the bonnet, but that it didn't translate to the real world experience. My concern with pCARS is that they're loading up on the "beef" but still not translating anywhere near well enough.

Most of the trouble with Shift 2 really came down to EA deciding how the game should be. I can say this with confidence because the devs have expressed how pCARS is the game they had always wanted to make: a visual feast and a top notch simulator. As far as the beef translating, for me personally it's translating quite well. I'll stick with the beef analogy for a minute to explain my feelings.

GT5 for me, in terms of physics, was a bland, near flavourless beef. The cars may have handled differently, but everything ultimately felt pretty much the same and had the same bland FFB.

Assetto Corsa is a well seasoned beef with potential, but feels a little stale. While you can feel the differences in the ways the cars handle much more clearly the FFB feels a little stale with only weight transfer coming through and a generic rumbling added on top.

pCARS is the well seasoned beef but fresh on your plate. The cars all have their own feel and the FFB is much more alive. You have weight transfer, road texture, rumble strips, brake lockup, understeer, and more coming through the wheel and none of it is canned effects (everything is dynamic and based of the steering rack and geometry).

It's not perfect though, there are still some cars, actually no, some of the tires that feel a little weird. The Pirelli based tires for instance seem to wander a little at times (really just under full throttle). However there are some cars/tires which are absolutely fantastic and the most enjoyable to drive out of any racing game I've ever played. For instance I just got done a 4 hour session of playing for the first time (with my wheel) in a couple months and most of it was spent in the Lotus 72D because of how outrageously fun it was. It was exactly like I expected it to be: a lively old F1 car that loves to do little slides around the track and has a nice play to the tires but still controllable, and would still kick your ass if you acted like a knob. Not to mention the sound, oh god the sound. :drool:

If I remember correctly, you're a drummer by name and by nature. Energy in/energy out ratios for drummers vary massively, and that could be seen as a metaphor here.

Yeah I get what you mean. The default FFB is what I've always ran and right now it's pretty darn good (as I said above), you might have to tweak the overall strength on release, but I'm pretty sure each (supported) wheel will have it's own default as to avoid FFB clipping (as wheels such as the G25 are need a non-linear FFB curve to get the most out of it where as the Fanatac clubsport V2 would need a linear FFB curve). This isn't something that is confirmed as far as I know, but it would be the logical thing to do as there is not a one-size-fits-all for wheel FFB and you already choose your controller in the menu to set up the buttons so why wouldn't it also set the default FFB?

I think that what SMS have put into the sim is probably equal to or even greater than what Kunos have with AC in terms of physics.

Speaking purely about the tire model: AC uses a static model where as pCARS uses a (mostly) dynamic model. That already puts pCARS ahead in terms of what is possible to get from the tire model, I think, and I personally feel it shows quite well already. For example: on something like the Z4 GT3, in AC the tires on it feel fairly stiff and grippy and that makes a decent amount of sense as it's a modern race car. In pCARS it's a similar story in that you can feel the grip nicely but even then the tire feels more "alive". The tire flex comes through better.

Where you can really start to notice the difference is in a car like the Lotus 49. In AC you have the same stiff feeling tire. Sure there is less grip and you can slide around some, but it feels very much dead. In pCARS you can feel the old tires squirming under you and you can really play with the car and dance it around the track.

I think my point is best illustrated through driving style. In pCARS my driving style for the L49 is very similar to that of real life. I'm fairly liberal with the throttle to counter the understeering nature of the car (no downforce on the damn thing) and get small slides going to power my way through the corners. It's a constant balance of throttle and steering to dance my way through the corners.

In AC I use more or less the same driving style as you would use in a modern race car with the rare tiny tailslide on corner exit. Trying to drive the way I do in pCARS ends in spinning because the tires on the L49 in AC behave like modern tires. Trying to drive the way I do in AC in pCARS leads to slow, understeery laps.

This is not a comparison of which is more accurate (though I'm fairly certain pCARS is) so much as showing the versatility of pCARS's tire model and the (apparent) limitations of AC's tire model.



Just a note: I try to be as neutral with my opinion as I can (and base it on facts as much as possible), I used to be a GT5/PS3 fanboy but I moved passed that and try my best to avoid anything like that now because all it does is limit what I can enjoy. This is something I see a disappointing amount of in the sim racing community (it's not so bad here outside of the GT section) and all it results in are petty arguments over what sims are actually "simcades" because they aren't exactly the same as someones preferred sim. WRT pCARS I think the amount of baseless negativety the game gets from the sim racing community (as EmptyBox said in his most recent pCARS vid about how if you were to say R3E is a sim nothing would happen, but if you say pCARS is a sim there are people who will lose their mind and want to hunt you down for the blasphemy) has resulted in many members of the WMD community, who have seen the amount of work that SMS has put into this game, being a bit sensitive to dissent when Shift is brought up. There are of course going to be some fanboys both for and against pCARS.




So that was way longer than I was expecting it to be. :lol:
 
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If anything is missing from pCARS vs GT it must be having a more proper Chassis Flex simulation. Which is probably something the devs might look into adding post-release. Chassis Flex is what karts are build around, but there wasn't enough development time to implement a good system for that.

The other thing is that you might be missing Seat-of-Pants (also called weight transfer) from pCARS by default. Which can be dialed into the FFB as an option. But yeah, it's default in GT.

In all honesty, when comparing GT to pCARS it's really no contest.
As far as it being a Shift 3... I still don't know why anyone would get that idea. The new tyre model alone made the cars feel a lot different than compared to Shift 2. We still have Helmet Cam as in Shift 2 but that has evolved with the help of the community. Add in a TrackIR or Oculus that does head tracking and it will be a very natural experience, as you will move your head towards apex the way you would normally do yourself.

But yeah, I just can't figure it out why some people consider this a Shift 3.
 
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