Project CARS General Discussion Thread

  • Thread starter Thread starter Terronium-12
  • 20,830 comments
  • 1,854,193 views
Because they did not repeat the same sentence 5 times with growing font sizes?
The best thing to do with these kind of articles is nothing. Don't comment, don't fuel the fire. At worst, it's a troll, at best, it's just someone who doesn't know what they're talking about. In both cases, silence is gold.
It wasn't supposed to be a Rant, if you removed the "Gran turismo........." part then you would see what i ment in the first place but instead i went and rant about it.
 
So Cars will be able to this? Speedy boost? Weird angled roads? Super Drift and slides? along with weapons and such laying on the road?

Not sure if i should buy Project Cars Mario or not, if i want to buy something like a mario kart, i will buy a F:censored: MARIO KART!!
Please look up the word "antithesis".
 
Please look up the word "antithesis".
*looks up*
*realised that i was completely stupid*

But compare this to the part above it and it wouldn't make any sense. As he said they don't want realism but more of what burnout crashes and such which's apply's to what he says "insane driving games" and being the other way around is being Driving simulator which's what games like Iracing is.
 
There's probably thousands of people asking them the same question, and they're not going to say anything until it's official.

Sure, but they could at least reply with: 'An announcement will be made shortly' instead of ignoring their potential customers no?
 
Yeah, about the numbers, Felix is right. I only identify cars by their color and make on track while racing. The only time I see any numbers on cars is when I'm looking at screenshots. So even if all cars had the same number I think it would be ok.
That's true. It's not a big thing, was just wondering. :D
What is a bigger thing to me is that the names of the AI drivers are randomly assigned to the cars before each race, which kills part of the immersion for me. So, no racing against certain drivers in their respective cars and having "rivals" who are there each race (quick race mode that is). But that might be just me. :D
 
Game gets delayed -> OMG WHY CANT THEY JUST SHUT UP WITH THEIR RELEASE DATES UNTIL ITS FIX!!!
Devs keep quiet until date is fix -> OMG WHY CANT THEY JUST TELL US THE RELEASE DATE!!!

:D

But before, we were given exact release dates in November '14, Feb, March and April... Now it's just 'mid May'. If people, like they do, want to take a day or 2 off work to really dedicate themselves to the game, they need to know ASAP so to be able to arrange that. With 'mid May' it's more complicated wouldn't you say?
 
Why are some people so sure it'll be a May 7 EU release? Amazon.de says the game will be released on May 15, and I got a mail from them a week ago stating that I'll probably receive my LE on May 15.
Where do these May 7 rumors come from? PS Store?
 
Why are some people so sure it'll be a May 7 EU release? Amazon.de says the game will be released on May 15, and I got a mail from them a week ago stating that I'll probably receive my LE on May 15.
Where do these May 7 rumors come from? PS Store?

Yes the Psn Store, has it down for May 7th.
 
Why are some people so sure it'll be a May 7 EU release? Amazon.de says the game will be released on May 15, and I got a mail from them a week ago stating that I'll probably receive my LE on May 15.
Where do these May 7 rumors come from? PS Store?

PS store says May 7th but until we get official word from SMS i'm not assuming anything!!
 
This week's build notes:
Build 980 (10/04/15) - 124.9 MB
GUI:

* Corrected MP browser full and closed filters for publish builds. (WMD-6665)
* InGame Tuning setup menu now warns if user wants to leave without saving - fix for WMD6584
* WMD-6647: "Exorcist" achievement fix. Now additionally checking against invalidated lap times.
* The time progression is set to real time when player enters Monitor/Spectate mode. Also, the camera is set back to player participant when the player leaves this mode back to overview menu. Fix for WMD-6657
* Motec UI: Call Participant.CockpitRestart() during session advance. Tweak Motec fuel tracking logic to correctly handle the first valid lap in practice/qualifying sessions and also for laps where refuelling has taken place. Fixes WMD-6467.
Career:
* Tweaks to AI scaling in series to balance correctly after final physics/AI-tyres tuning. WMD-6637
AI/Pitstops:
* WMD-6651: Add assert to test what code is looking at the garage location in an MP race.
* Fixes WMD-6641 and WMD-6595: Replace InitPitStrategy with SetDefaultFuel (which calcs in AIPitValues the default fuel) and SetDefaulTyres so as to not have to recreate new tyres through the heavy NewTire call everytime Fuel is needed. In Vehicle class, add parameter updateHDWheels to control if skipping propagating new tyres to HDVehicle wheels from Vehicle NewTyre in an effort to remove redundant HDVehicle::NewTire call.
Physics:
* WMD-6168: Record wheel spawn event, so it can be processed in DNP highlights replay. Allow physics actor to be created with specified index.
* Tweaks to steering driving aid: (WMD-6178) Increased strength of aid/Normalised params for all levels/Fixed issue of double application of steering lock/Added clamping
Tracks:
* Oulton Park: Exports fixing Jira Bug WMD-6636 for the D1P

Build 979 (09/04/15) - MB
GUI:

* Add metrics event for crossing start on first lap and pass in collision magnitude to metrics to improve Reversa Corsa (WMD-6610).
Online/Multiplayer:
* WMD-6628: Tweaked eyepoint offests
* WMD-6629 Assert and subsequent crash after delayed join
Career:
* Formula A championship: Moved Dubai GP to round 1 as it is a much easier tracks for players new to Formula A. Replaced Bathurst with Brands Hatch GP as Bathurst is too problematic for the player vs AI in such fast cars. WMD-6635
* Invitational: California 3-point trophy, ensure player is assigned a car in the same class as the opponents. WMD-6633
Tracks:
* Hockenheim Short: Fixed cut track area around pit entrance causing cut tracks when taking pit entrance. Fixes WMD-6546

Build 975-978 (08/04/15) - MB
VR:

* Fix for occasional Oculus left eye flickering bug
* Shadows enabled and mostly working with Oculus Rift
* Oculus Rift add support for head-tracking when using Attached Camera's
Render:
* Fix for incorrect exposure selection when Helmet Rendering is turned off (either via Show Helmet GUI or option or when running with Oculus Rift)
* WMD-6608: Fixed occlusion system query code to prevent repeatedly adding and removing the occlusion scene graph query to and from the list of queries held by the scene graph - this resulted in a crash due to thread synchronisation in it's old form
* WMD-6582: Render - Cars with small LED do not cast impostor reflections. Fixed - this was caused by code which prevents a large lens flare being created for small LEDs, as the imposters were set to only create where a lens flare was. Now the imposter decision is separated from the lens flare one.
GUI:
* Transition fade during loading to race WMD-3851
* Add r-stick notifier to pit box right hand list - WMD-6072
* WMD-6401: DEV - 19/03 - Add restart option to private MP races
* Allow post race screen to display longer time spans, > 1 hour - WMD-6607
* "Paused" screen time till simulate adn alaps till simulate update WMD-6378
* Turning off exit option for non career on result screen leaderboard WMD-6195
* Fade exiting careerr calendar gets better fade according to Stephen V. feedback - WMD-3851
* Added player gamertag applink to preset dialog to show gamer login in first view - WMD-6654
* No Roads Needed wait for session started and require player in control to trigger (WMD-6619).
* Prevent post race menu to appear in second time after simulating the session, fix for WMD-6493
* Clearing flag about being in Post Race when leaving post race gui handler, fix for WMD-6645 and WMD-6646
* WMD-6132: DEV - 09/03 - Sounds played via gAudioMan.PlaySimpleSound seem to be delayed when player Alt+Tabs
* Score table sorting using ID as a final tie-breaker so player will appear first in an unbreakable tie. Part of WMD-4215
* Change game mode setting in CustomRace screen to happen after the game mode is set by the page entry appfuncs - WMD-6455
* Fixes various post race screens which had conditions where they were force updated, losing the current scroll position - WMD-6308
Dedicated Server:
* Rebuilt Windows executable with first versio of http api.
* HttpInterface wip: Implemented helper class to hold generic JSON-like structures and format them as JSON. Switched http query (argument) parsing to use this new class
* HttpInterface wip: Added /api/session/status endpoint, returning basic session and member information. /api/session/kick can now also tempban the kicked user. Updated the html status page to include tempban buttons in addition to kick
* HttpInterface wip: Added more per-player information to the status page (refid, user id and link to Steam profile). Implemented base http api support classes, working independently (with JSON-based responses) or from within the html-based GUI (redirecting back to any page when done). Added /api/session/kick endpoint, and hooked it from a kick button on the status page
Online/Multiplayer:
* WMD-5860: PC - Online - Terminal damaged cars remain on track
* WMD-6570: PC - Online - Cutting the track doesn't invalidate lap times (Flags & Penalties Off)
Cameras/Replays:
* Fix for timer issue with replays. Fixes bug 6176
* Helmetview tweaks to cover 4:3 and higher FOV better
* Fixes for camera switching and working out what to render.
* Fix for head of the driver disapearing when in rear view on chase camera..Fix for Photo mode view issue.
Controllers:
* WMD-6601: PC Fanatec CSWv2 control map revision
* Fanatec pedal motor fix when attached to base unit
Gameplay:
* Game metrics regarding player positions are updated as soon as participants finish by crossing s/f line. The outcome of this is, that results sent to DNP now respect the possibility of participant finishing the race and then being disconnected/leaving etc. - added new metrics event OnParticipantFinished fix for WMD-6358
Characters/Animations:
* Driver anims art: Created gear to animation
* Driver anims art: Formula gulf gear shift update
AI/Pitstops:
* WMD-6609: Protect AIPredictions from bad waypoint accesses
* Allow switching Crew back to Player control in pitstop visits. Also per StephenVs request disabling the functionality to switch player int Time Trial + fixing related behaviour. fix for WMD-6611
* Rolling starts: Tested road limit values are no longer projected forwards as the projection is done on the racing line and don't take into account future racing to center line offset change. Immediate road limit values should be quite sufficient for following the center line. As predicted speed is calculated on the racing line, we lower this result to 70% on the less optimal for curves center line so we can take the sharp corners without suffering offroad understeering
Career:
* EndOfWeekend screen updated to handle tied positions. Part of WMD-4215
* End Of Series text displays updated so they can handle ties properly. Part of WMD-4215
* Tied Career Results displays changed back to be consistent with EOR screens. Part of WMD-4215
* Invitationals: Azure and California 3point trophy events, session names altered to fix corrupt end of series UI showing multiple podium graphics. WMD-6617
Physics:
* Switched to aerodynamic load factors
* Increase physics wheel damage for open wheelers (WMD-6473)
Tracks:
* Imola: Fixed errant cut track in turn 5.
* Sakitto: WMD-6622 - Fix Sakkito Rolling Start
* Snetterton: Bug fixing - invisible barriers blocked in viewer
* Hockenheimring: WMD-6640 - Collision issue - Player can drive through Tyre barrier
* Eifelwald: Fixed AI not negotiating turn leading onto pit area. Was hitting the tires. Took a few attempts at changing the line enough to cause a slowdown. Fixes WMD-6626
* Laguna Seca: Fixed hole in terrain where player can fall through, fixes for items in WMD 6631 + placement issue fixes - xxxxxxxxxxxxxxxxxx
* Horse Thief Mile: Disbaled pits and race weekend as this track really isn't capable of supporting pits per our code properly. WMD-6409. Set all alpha's to zero for flikering. WMD-6625
 
Sure, but they could at least reply with: 'An announcement will be made shortly' instead of ignoring their potential customers no?

Oh sure, they will come back to you. You are currently customer #171386 in the line, please wait patiently until your number gets called. :p
 
Yes the Psn Store, has it down for May 7th.

So does Amazon.fr........... 7th May!

3 weeks I believe. It was scheduled for a 2 April release but delayed with and announcement on 11 March, if I remember correctly.

Ditto! ;) Therefore if we are told nothing still by next Friday the 17th, what should we think?? Lol!!

But of course 'Mid may' means a day between the 11th to the 20th of the month...... So who knows!!!
 
Last edited by a moderator:
PSN (UK) has a countdown to the 7th May on the left of the pre-order info, But the text in the body of the information says "Due for release Mid-May". Now I am very confused. Hopefully we will get an official release date soon. (Cross-posted here from the PSN thread, where people seem to have missed it.)
 
That's true. It's not a big thing, was just wondering. :D
What is a bigger thing to me is that the names of the AI drivers are randomly assigned to the cars before each race, which kills part of the immersion for me. So, no racing against certain drivers in their respective cars and having "rivals" who are there each race (quick race mode that is). But that might be just me. :D
are you sure it's before each race? did i read your post correctly? surely we drive against the same cars in a carrer championship, for example. would make no sense if there was no continuity there. i'm not overly fussed if they randomly assign elsewhere, but not in a single championship.

having said that, if the same names crop up from time to time then i will certainly be considering them as rivals, just for some additional excitement in the race.

3 weeks I believe. It was scheduled for a 2 April release but delayed with and announcement on 11 March, if I remember correctly.
yes, march 11th. that's the day when i started self-harming :lol:
 
Last edited by a moderator:
are you sure it's before each race? did i read your post correctly? surely we drive against the same cars in a carrer championship, for example. would make no sense if there was no continuity there. i'm not overly fussed if they randomly assign elsewhere, but not in a single championship.

having said that, if the same names crop up from time to time then i will certainly be considering them as rivals, just for some additional excitement in the race.

He was only talking about a random quick race weekend. During career mode, there will of course be the same opponents in every race throughout a season.
 
Career:
* Tweaks to AI scaling in series to balance correctly after final physics/AI-tyres tuning. WMD-6637

it says FINAL! that's something, right?

Career:
* Formula A championship: Moved Dubai GP to round 1 as it is a much easier tracks for players new to Formula A. Replaced Bathurst with Brands Hatch GP as Bathurst is too problematic for the player vs AI in such fast cars. WMD-6635

and here is some interesting info on the FA championship. they're saying Bathurst is too crazy for FA haha
 
Career:
* Tweaks to AI scaling in series to balance correctly after final physics/AI-tyres tuning. WMD-6637

it says FINAL! that's something, right?

Career:
* Formula A championship: Moved Dubai GP to round 1 as it is a much easier tracks for players new to Formula A. Replaced Bathurst with Brands Hatch GP as Bathurst is too problematic for the player vs AI in such fast cars. WMD-6635

and here is some interesting info on the FA championship. they're saying Bathurst is too crazy for FA haha

Good decision IMHO. Brands Hatch GP is a great track for FA (and it was in the F1 calender for a long time) and Bathurst is indeed very very hard to drive on the top of the hill and a very unlike modern F1 track.
 
Good decision IMHO. Brands Hatch GP is a great track for FA (and it was in the F1 calender for a long time) and Bathurst is indeed very very hard to drive on the top of the hill and a very unlike modern F1 track.
I agree. certainly a potential death-trap for F1 cars. I foresee this combo being used as a test of skill in MP lobbies.
 
Back