Project CARS 3 Developer Blog Details Tuning and Upgrades

  • Thread starter Scaff
  • 125 comments
  • 10,615 views

Chikane_GTR

(Banned)
5,524
United States
Home
Wait does that mean no more multi-class racing? or is that PIR system only for upgrades and then you can use that upgraded car in a multi-class race?

Also is that a 720 gt3 car?
 

sgohsixthree

SRM High Lord Dictator & Emperor Supreme
Premium
3,319
United States
CA
smcinnis
Wait does that mean no more multi-class racing? or is that PIR system only for upgrades and then you can use that upgraded car in a multi-class race?

Also is that a 720 gt3 car?
noclass.PNG


Based on the indycar video, there is no colored-Class Identifier next to the car name as in previous pCars games. So I'm thinking there will not be multiclass. But of course it could just be a UI thing. We'll have to wait and see or hope for an answer. And yes 720 GT3.
 

Bloodytears

Bloodytears1666
Premium
1,096
Russian Federation
Far North.
Dunno, mixed feelings, NFS never had it right, no more games I know with this system actually:). At least we can ditch race cars, at least not forced to use eternally road and hypers. Hope there is an ability to start and end with my car of choice, since most of Porsches have the same wheel base. This will be funny to ruing GT2 935 into the level of GT86.

No word on Lexus yet, or any other Toyota, that is upsetting. And Subaru btw...
 
684
Indonesia
Indonesia
Dunno, mixed feelings, NFS never had it right, no more games I know with this system actually:). At least we can ditch race cars, at least not forced to use eternally road and hypers. Hope there is an ability to start and end with my car of choice, since most of Porsches have the same wheel base. This will be funny to ruing GT2 935 into the level of GT86.

No word on Lexus yet, or any other Toyota, that is upsetting. And Subaru btw...
Why did you bring NFS? You know that franchise did things like butchering CCX in Carbon with only 202 mph top speed, or that some of the default cars stats are the game's lore modified ones (ex: M3 GTR, even if that's the racecar version).
 

Bloodytears

Bloodytears1666
Premium
1,096
Russian Federation
Far North.
Why did you bring NFS? You know that franchise did things like butchering CCX in Carbon with only 202 mph top speed, or that some of the default cars stats are the game's lore modified ones (ex: M3 GTR, even if that's the racecar version).

I told why, this is also Shift 3. Only saying that those Performance Points have less potential in good balancing than a BOP, taking even GT Sport, there a lot cars for example in N300 pool, but very few of them really performing in this category. This system usually leads to meta cars in each class, because some cars can have better gain, some more downgrade friendly than others. If this going to be as real as they say, so expect not having one car for too long, if they found ways and spent large amount of time balancing things, then this will be an actual awesome revolution.
 

Scaff

Moderator
26,037
United Kingdom
He/Him
ScaffUK
ScaffGTP
My thoughts on the blog, including this line:

"Might not be the fastest on every track, but it’s pretty damn nuts. In terms of outright power, some of the electrics might have it licked, but they’re heavier and generally don’t have the Jesko’s aero."

Which to me reads as confirming EV's in PC3, nor sure how else that could read myself.

 
159
United States
United States
Some warning lights flashing after the bit about the ratings reflecting whether or not a car can make use of its power very well and potentially not being raised with power upgrades... We have seen some other games rate things similarly, and they have ended up with "meta" builds/cars, and often have a skew towards awful to drive cars running monster power numbers and crutching on assists to make them driveable.

The somewhat ironic part about this is that without pit stops and tire wear and fuel burn and all that, the game is at more risk of becoming an unbalanced mess with a clear build style meta, and the build variety isn't nearly as interesting.

The varied builds would be interesting when the high power builds are burning up more fuel or tearing up their tires and needing to make extra pit stops, or struggling to stop late in the race as their significantly higher straight line speeds are making their brakes work harder. Those things would also work as balancing factors.

The so-called "Rocket Builds" in the earlier Forza Motorsport titles were much maligned, and years later FH3 fell into the same trap, where the meta was basically to take any car with crappy bias ply tires and give it 1000 HP and rely on assists to sort the rest out.

Here's to hoping they can figure it out, but given that the Forza series hasn't been able to figure it out for 15 years now through 12 titles with a big-ass playerbase and therefore a lot of data, it's hard to be optimistic about SMS figuring this out on their first go around.
 
Last edited:
37,047
Australia
The Bronx
SpacedustDaddy
This will be great if I can build an Escort or base 2002, from cafe racer, to Trans Am racer, to Time Attack weapon.

A return of that AE86 N2/JGTC GT300 tune(from Shift) would be amazing.
 
2,729
Morgoth_666
Some warning lights flashing after the bit about the ratings reflecting whether or not a car can make use of its power very well and potentially not bein raised with power upgrades... We have seen some other games rate things similarly, and they have ended up with "meta" builds/cars, and often have a skew towards awful to drive cars running monster power numbers and crutching on assists to make them driveable.

The somewhat ironic part about this is that without pit stops and tire wear and fuel burn and all that, the game is at more risk of becoming an unbalanced mess with a clear build style meta, and the build variety isn't nearly as interesting.

The varied builds would be interesting when the high power builds are burning up more fuel or tearing up their tires and needing to make extra pit stops, or struggling to stop late in the race as their significantly higher straight line speeds are making their brakes work harder. Those things would also work as balancing factors.

The so-called "Rocket Builds" in the earlier Forza Motorsport titles were much maligned, and years later FH3 fell into the same trap, where the meta was basically to take any car with crappy bias ply tires and give it 1000 HP and rely on assists to sort the rest out.

Here's to hoping they can figure it out, but given that the Forza series hasn't been able to figure it out for 15 years now through 12 titles with a big-ass playerbase and therefore a lot of data, it's hard to be optimistic about SMS figuring this out on their first go around.


This is one of the first things that comes to mind for sure. Either pCARS 3 has managed to figure out the key problem that Forza and GT have completely failed to figure out in every iteration of a "performance rating" system that they have tried to create a truly balanced "run-what-you-brung" format and SMS is going to push the genre as a whole forward to a new baseline... or it's totally going to be the same old "best car at 500pp" system that has been ruining these attempts at balancing all along.
 
2,132
United States
Michigan
FuriousDemon
Knowing what we know about SMS I think people probably are right to be concerned. Their approach is to bite off more than they can chew and try to sort it out later with patches. This leads to some truly excellent results in some areas but it can easily fall apart under some specific conditions or on some lesser tested cars. Like others have mentioned, these types of ratings almost never work well, so I highly doubt it will be any different here.

This doesn’t mean the game will not be fun though, as the underlying physics engine of pCARS 2, assuming it’s there and improved, definitely delivers. What they describe in the blog about how the upgrades are properly modelled sound quite fun to mess about with for someone who is into it in real life and/or has time on their hands.

I personally like racing more than tuning and upgrades for me are more of a distraction than anything.
 
712
Spain
Spain
Upgrading always led to massive unbalance issues in Forza and GT in multiplayer, specially on Forza, making everything a mess. Upgrading is fun in single player, but should be banned online and restricted to default class characteristics. Witnessing lesser cars cars like a Ford Fiesta crushing Ferraris or any superior cars in Forza thanks to the messed up balance system have always make my eyes bleed, and my mind to sour.

I also agree about threating this new upgrade system, new to Project Cars I mean not to others, as if it were the second advent of the Lord. I guess many here haven't also forgotten about that Toyota Supra from GT1 that you could upgrade to a thousand HP or so can't remember, and then having fun trying to stay on the road driving it with the first ps controller without the analog dualshock thing.
 
1,742
Spain
valencia
Donnced
Knowing what we know about SMS I think people probably are right to be concerned. Their approach is to bite off more than they can chew and try to sort it out later with patches. This leads to some truly excellent results in some areas but it can easily fall apart under some specific conditions or on some lesser tested cars. Like others have mentioned, these types of ratings almost never work well, so I highly doubt it will be any different here.

This doesn’t mean the game will not be fun though, as the underlying physics engine of pCARS 2, assuming it’s there and improved, definitely delivers. What they describe in the blog about how the upgrades are properly modelled sound quite fun to mess about with for someone who is into it in real life and/or has time on their hands.

I personally like racing more than tuning and upgrades for me are more of a distraction than anything.

I don't think that the game has the phisycs under the hood from Pcars 2,and sure not improved.

Cause, without fuel consumption (and cars weight differences due it), more simple damage system, and no tyre degradation working always on the optimal temprature and performance..is for me a complete dumbbed down phisycs engine.

Hopefully they nail the FFB per every car (something that they never achieved in the first 2 games)

About the news.... I'm sorry, just prefer racing simulator than an arcady car tuning/upgrading..
All news and lack of pitstops (sooo necessary for good online racing leagues) don't make me to want this game and sure is that it shouldn't be named project cars 3.

@Chikane_GTR you have also the McLaren 720S GT3 together with the McLaren 650S GT3 in Assetto Corsa Competizione :lol:

But caution...it wears his tyres and consumes fuel..:P

Great car on the mount panorama track BTW:bowdown:
 

MagpieRacer

Aaand across the line..
Premium
12,687
England
Wymondham, Norfolk
MagpieRacer
I don't think that the game has the phisycs under the hood from Pcars 2,and sure not improved.

Cause, without fuel consumption (and cars weight differences due it), more simple damage system, and no tyre degradation working always on the optimal temprature and performance..is for me a complete dumbbed down phisycs engine.

Hopefully they nail the FFB per every car (something that they never achieved in the first 2 games)

About the news.... I'm sorry, just prefer racing simulator than an arcady car tuning/upgrading..
All news and lack of pitstops (sooo necessary for good online racing leagues) don't make me to want this game and sure is that it shouldn't be named project cars 3.

@Chikane_GTR you have also the McLaren 720S GT3 together with the McLaren 650S GT3 in Assetto Corsa Competizione :lol:

But caution...it wears his tyres and consumes fuel..:P

Great car on the mount panorama track BTW:bowdown:

It is the same physics engine. The locked core tyre temp will change how you drive the car, not how the car drives.

I also fail to see how car tuning and upgrading can be classified as arcadey.