Project CARS General Discussion Thread

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Did anyone else see the 991 GT3 RS they posted to Flickr yesterday? They captioned it as a RUF, but it was blatantly a Porsche, with the shield on the hood and everything.

Yeah, it is a mod. The guy made in charge of the page made a mistake.
 
I just bought pCARS for PC on Steam and man it's a whole different game than the butchered XBone version. On PC it feels awesome! No wonder people were praising this game.

PC MASTER RACE! Haha. The sim was originally designed for PC. So it's going to be best there. A bit like how CoD is designed for Xbox and is best on Xbox. Or how Battlefield is designed for PC and is best on PC.
 
Picked up the GOTY bundle edition of this in the Steam sale; had my eye on it for a while now, waiting for a good sale price. Gotta say it's pretty awesome so far. Just been doing the Career mode in the Clio Cup and a few one-off races and tuning sessions here and there, but I've been very impressed. It's so much better than GT6 in most aspects.

- Visuals are just flat-out amazing, especially the lighting and weather effects. Driving into the setting sun is somehow almost as painful as in real life, and both bright sunshine and cloudy days look remarkably realistic; I was amazed the first time I noticed my dashboard's reflection on the windshield on a sunny day. Granted, you can't really fault GT6 for this aspect, given that it's made for an aging previous-gen console platform, but I think PCars is setting quite a high bar in the looks department.

- Sounds are also impressive. Admittedly I've only driven a few different cars so far, but they each sound completely unique in terms of both engine and drivetrain, and the engine sounds are beautiful even on my meh 2.1 PC speakers. The environmental sounds that I really liked from previous SMS games are also present here, which really adds to the immersion. Just no comparison to the GT6 vacuum-cleaners and sterile environments.

- The driving physics are awesome; a lot more realistic than GT6. I love that brake fade and cold tires are a thing, as are overheated tires that don't instantly cool down a hundred feet down the next straight. Even the little Clio Cup car in PCars is a lot less forgiving of poor inputs than most GT6 cars. The feel of the weight transfer and the physicality of the car is far better. Car damage is also far better here; it doesn't seem to be quite realistic in terms of magnitude (it seems harder than it should be to do significant damage even with full damage realism enabled), but you can absolutely screw up your car in all sorts of interesting ways (both visually and mechanically) by crashing into things.

- Controller support is also great. I'm playing with a Logitech F310 gamepad (basically a DS3-style controller, with similar analog triggers). The out-of-the-box controller settings were...not great, but starting with some popular suggested DS4 settings and tweaking a bit from there, I've found a balance that works well for me. The fact that there are so many control-related settings that can be adjusted is awesome, seeing as how most games just hide them under the hood. A huge, huge improvement on the PS3 Shift titles; I found Shift 2 to be basically unplayable with a controller and there was no way to fix it.

- Car tuning is quite extensive, much more so than in GT6 (and the tuning actually works properly, even the camber! :p ). I like that you can adjust all of the right and left side setting separately (even if it does mean a godawful lot of sliders to fiddle with); that's quite handy for certain tracks.

- AI seems to be quite decent so far. Very adjustable; I started off at 50% by accident (didn't notice the AI setting in my first race) and was pacing the field by a few seconds a lap in a Clio Cup car with the default tuning. Bumped them up to 85% and now I can pull off a win at a track I know well if I have a decent car tune and I drive a near-perfect race, but at unfamiliar tracks I'm solidly in the middle of the pack (as it should be). Without a proper tune, the 85% AI was outrunning me by a couple seconds a lap. The AI drives fairly reasonably; there are usually one or two corners where I can get a bit of an advantage on them, but in most turns, they're my equal or better; they don't brake way too early and drive too slowly for every corner like in GT6. They occasionally get a bit aggressive, and I've been punted a bit once or twice, but usually it's because I've ****ed up and braked too soon or cut down on their line when they had a head of steam. Mostly they're pretty good about racing with you, and you can run side by side without them mindlessly driving you off the track. Haven't driven in any races with faster cars yet, so I don't know if their behavior changes in other classes, but it's a far cry from the GT AI for sure.

Track count seems to be pretty close to GT6. I think PCars may have more real-world circuits, and they definitely have more variations on some of their tracks. Overall I'd call it a draw in that category, though PCars is probably the winner if you like real-world tracks.

GT6 obviously has more cars, of course, even discounting all the same-model duplicates. All of the PCars cars are high-def models, though, with unique sounds and driving physics, and they still have a great variety of different classes and types of cars (more than GT6 in some classes), though of course GT6 wins hands-down in the number of road cars available. I wouldn't have minded a few more normal cars in PCars, I guess, as I like bombing around in funky road cars, but there's certainly enough in the game to keep me satisfied for a while, I'd say.

The career mode in PCars seems OK so far, but it doesn't feel like the same progression aspect as the GT series or other games, since there's no monetary aspect or team management and no unlocking/buying new cars or upgrades. The plus is that you can jump into career mode at any series on any level, though; no need to grind up from karts or slow cars if you don't want to. I would have loved to see a more in-depth career mode, ideally something like Dirt to Daytona, but that's more of a wishlist item than a flaw.

Haven't tried the multiplayer myself yet, so I'm not sure how that compares to GT6 (though I certainly hope it's not as frustrating an experience...).

Overall I'd say it's a must-buy if you like racing sims, especially for the Steam summer sale price.
 
Picked up the GOTY bundle edition of this in the Steam sale; had my eye on it for a while now, waiting for a good sale price. Gotta say it's pretty awesome so far. Just been doing the Career mode in the Clio Cup and a few one-off races and tuning sessions here and there, but I've been very impressed. It's so much better than GT6 in most aspects.

- Visuals are just flat-out amazing, especially the lighting and weather effects. Driving into the setting sun is somehow almost as painful as in real life, and both bright sunshine and cloudy days look remarkably realistic; I was amazed the first time I noticed my dashboard's reflection on the windshield on a sunny day. Granted, you can't really fault GT6 for this aspect, given that it's made for an aging previous-gen console platform, but I think PCars is setting quite a high bar in the looks department.

- Sounds are also impressive. Admittedly I've only driven a few different cars so far, but they each sound completely unique in terms of both engine and drivetrain, and the engine sounds are beautiful even on my meh 2.1 PC speakers. The environmental sounds that I really liked from previous SMS games are also present here, which really adds to the immersion. Just no comparison to the GT6 vacuum-cleaners and sterile environments.

- The driving physics are awesome; a lot more realistic than GT6. I love that brake fade and cold tires are a thing, as are overheated tires that don't instantly cool down a hundred feet down the next straight. Even the little Clio Cup car in PCars is a lot less forgiving of poor inputs than most GT6 cars. The feel of the weight transfer and the physicality of the car is far better. Car damage is also far better here; it doesn't seem to be quite realistic in terms of magnitude (it seems harder than it should be to do significant damage even with full damage realism enabled), but you can absolutely screw up your car in all sorts of interesting ways (both visually and mechanically) by crashing into things.

- Controller support is also great. I'm playing with a Logitech F310 gamepad (basically a DS3-style controller, with similar analog triggers). The out-of-the-box controller settings were...not great, but starting with some popular suggested DS4 settings and tweaking a bit from there, I've found a balance that works well for me. The fact that there are so many control-related settings that can be adjusted is awesome, seeing as how most games just hide them under the hood. A huge, huge improvement on the PS3 Shift titles; I found Shift 2 to be basically unplayable with a controller and there was no way to fix it.

- Car tuning is quite extensive, much more so than in GT6 (and the tuning actually works properly, even the camber! :p ). I like that you can adjust all of the right and left side setting separately (even if it does mean a godawful lot of sliders to fiddle with); that's quite handy for certain tracks.

- AI seems to be quite decent so far. Very adjustable; I started off at 50% by accident (didn't notice the AI setting in my first race) and was pacing the field by a few seconds a lap in a Clio Cup car with the default tuning. Bumped them up to 85% and now I can pull off a win at a track I know well if I have a decent car tune and I drive a near-perfect race, but at unfamiliar tracks I'm solidly in the middle of the pack (as it should be). Without a proper tune, the 85% AI was outrunning me by a couple seconds a lap. The AI drives fairly reasonably; there are usually one or two corners where I can get a bit of an advantage on them, but in most turns, they're my equal or better; they don't brake way too early and drive too slowly for every corner like in GT6. They occasionally get a bit aggressive, and I've been punted a bit once or twice, but usually it's because I've ****ed up and braked too soon or cut down on their line when they had a head of steam. Mostly they're pretty good about racing with you, and you can run side by side without them mindlessly driving you off the track. Haven't driven in any races with faster cars yet, so I don't know if their behavior changes in other classes, but it's a far cry from the GT AI for sure.

Track count seems to be pretty close to GT6. I think PCars may have more real-world circuits, and they definitely have more variations on some of their tracks. Overall I'd call it a draw in that category, though PCars is probably the winner if you like real-world tracks.

GT6 obviously has more cars, of course, even discounting all the same-model duplicates. All of the PCars cars are high-def models, though, with unique sounds and driving physics, and they still have a great variety of different classes and types of cars (more than GT6 in some classes), though of course GT6 wins hands-down in the number of road cars available. I wouldn't have minded a few more normal cars in PCars, I guess, as I like bombing around in funky road cars, but there's certainly enough in the game to keep me satisfied for a while, I'd say.

The career mode in PCars seems OK so far, but it doesn't feel like the same progression aspect as the GT series or other games, since there's no monetary aspect or team management and no unlocking/buying new cars or upgrades. The plus is that you can jump into career mode at any series on any level, though; no need to grind up from karts or slow cars if you don't want to. I would have loved to see a more in-depth career mode, ideally something like Dirt to Daytona, but that's more of a wishlist item than a flaw.

Haven't tried the multiplayer myself yet, so I'm not sure how that compares to GT6 (though I certainly hope it's not as frustrating an experience...).

Overall I'd say it's a must-buy if you like racing sims, especially for the Steam summer sale price.
Welcome to the topsy-turvy world of pCARS! I love the game, just be prepared to endure certain frustrations that we've all felt, although there's less wrong with it now than there was a few short months ago. It's put every other racing game I've played to shame and equally has had me banging my head against a brick wall more than most others too. Get a wheel at some point and it'll come alive.
 
I have to say that for me the GOTY bundle (I.e. All DLC) adds significantly to pCARS overall experience. During the year of DLC they filled out a lot of classes nicely and that variety makes a difference.

They also patched and tweaked a lot during the stream of patches, of course. For me personally the road car tyre improvements were the biggest improvement of all. I was a backer from the start of development, and saw the tyre model go through huge changes: by launch the GT and open wheel tyres were in a good place, but the road and vintage tyres needed some work. And that was successful a few months after release.

Not everything is perfect by any means, but I think the end result has a legitimate place among the other top sims, both on PC and console.
 
I bought every DLC except one, and was happy with all the ones I got. It was great that the DLC I didn't get had absolutely nothing that interested me so I wasn't the least bit tempted, and it also happened to be the most expensive one, lol.
 
I'm having some issues with tires and CrewChief. It says they are completely gone when the on screen HUD shows a sliver left. When they get to nothing left, my wheel starts to shake when at high speeds. I thought they were done but the AI kept on for another 3-4 laps. What's up with that?

I'm trying to make a 45 min or 1 hour race with two stops. I'm testing tire wear settings to make that work. For GT3 it seems like x2 lasted ~35 minutes. I'm gonna mess around tomorrow with x3 and x4. I'm enjoying emulating races that are happening in real life. Tomorrow is the 6 Hours at the Glen, starting at 10am. Would be fun to do a whole race mimicking them lap for lap.

Also, the game always starts you on softs. Am I right in assuming the AI is on the same tire?

Edit: Any info? I went to tuning setup and all cars have an "Automatic by Weather" setting which always puts them on the softest possible tires. Is this what the AI does? If I switch to hard tires will the AI copy me?
 
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AI is always using "Automatic with Weather." Thus, they will never use the medium or hard tire for GT3/LMP. Your wheel may shake at high speeds due to flat spots in the tire.
 
Ah, so some lock ups will cause the vibrations. I had ABS on so I didn't think I was locking the wheels at all. I'll try to be more aware
 
Try calling someone a fanboy on GTP, get warned by a mod not to use it and see what happens. End result = same.


13754 and 13757 reply from mod was uncalled for, havent seen it here on gtp, no need for that kind of reply, im not associated with this but felt it wasnt best response from a mod
 
13754 and 13757 reply from mod was uncalled for, havent seen it here on gtp, no need for that kind of reply, im not associated with this but felt it wasnt best response from a mod
Blunt made one of the usual, flamebaiting bs claims about SMS not working on fixing bugs and got called on it. He called a mod a fanboy and now he's gone. I'd guess most every moderated forum would lead to the same result. I don't see a problem. No mod should have to deal with people like this who add nothing to the conversation and are simply there to light a fire. They don't stand for it here either.
 
Had about 8 attempts last night to race Watkins Glen in a field of Lotus 49s. Never made it past the second lap. Every time, I hit a car that suddenly slewed across the track, or was rear-ended when I slowed down to avoid the car, or clipped when I swerved to avoid it. Why is this AI behaviour modeled in PCars?! I drive from the back of the grid trying to avoid the mayhem, but at some point you have to make it through the field & unless you wait until ALL the cars are strung out you're going to have a race ending collision. And this is at 100%. It's not that the Ai drivers are too aggressive ... its' that they're too bad. Again, I go back to F1CE which had fast, consistent AI drivers ... what's so difficult about that?
 
Had about 8 attempts last night to race Watkins Glen in a field of Lotus 49s. Never made it past the second lap. Every time, I hit a car that suddenly slewed across the track, or was rear-ended when I slowed down to avoid the car, or clipped when I swerved to avoid it. Why is this AI behaviour modeled in PCars?! I drive from the back of the grid trying to avoid the mayhem, but at some point you have to make it through the field & unless you wait until ALL the cars are strung out you're going to have a race ending collision. And this is at 100%. It's not that the Ai drivers are too aggressive ... its' that they're too bad. Again, I go back to F1CE which had fast, consistent AI drivers ... what's so difficult about that?
Completely agree. I've been attempting to drive the Formula Rookie this past week and the AI are a complete shambles in that class. I've got it tuned pretty nice now but almost every race is ruined by idiotic AI. Even when you make a pass and leave plenty of room there's a high chance they'll hit you, and the physics in this game are quite awful for open-wheel contact resulting in upside down cars most of the time. So frustrating.

It's a shame that racing solo in some of these classes is more fun than with other cars.
 
The AI will always go for a gap that isn't there. Those are the moments when it's bad and doesn't see you. Side by side they are wimps but they love to attack
 
Had about 8 attempts last night to race Watkins Glen in a field of Lotus 49s. Never made it past the second lap. Every time, I hit a car that suddenly slewed across the track, or was rear-ended when I slowed down to avoid the car, or clipped when I swerved to avoid it. Why is this AI behaviour modeled in PCars?! I drive from the back of the grid trying to avoid the mayhem, but at some point you have to make it through the field & unless you wait until ALL the cars are strung out you're going to have a race ending collision. And this is at 100%. It's not that the Ai drivers are too aggressive ... its' that they're too bad. Again, I go back to F1CE which had fast, consistent AI drivers ... what's so difficult about that?
I've read elsewhere that people really complain about the 100% AI, but I have my AI set to about 80% (because I'm definitely not the best driver), and they seem calm enough. They don't divebomb into gaps that don't exist, and usually if I collide with anyone, it's my own fault. Obviously I've seen some first-corner chaos, but when the AI is set to a lower difficulty level, they get a little less aggressive and drive more like a normal AI should.
 
It's not the AI driving too aggressively, it's the AI driving too badly. In the first lap they are constantly driving off the road & then careening back onto it resulting in multiple car collisions. RL drivers would not do this (for the most part) - I wouldn't expect 100% AI drivers to do this either. In F1CE there were some race ending collisions, but they were always when YOU made a mistake - often braking too early going into corner. Once you were up to speed (a lot of hours practice), you could count on the AI not to collide with you.

And as Mr. bleeder says, the crash physics for the open wheel cars are absurdly exaggerated so any contact is pretty much race-ending. Waiting for the field to spread out works, but this results in being a long way behind the race leaders. It's more than a bit frustrating ...
 
Is there a reason you start from the back?
Why not qualify a bit further up the field?

The AI are not all the same at 100%. If you have not had a qualifying session the faster AI may be out of position and this will really mess up your race as they try to pass the slower AI.
 
I haven't had time to experiment a lot with different settings. I started at 70% AI & found it too slow ... but I'm not entirely sure they're faster at 100%. It probably depends on the cars/tracks being used also.

I agree that contact between open wheelers IRL has bad consequences (although not as dramatic as in PCArs , where you often end up upside down), but the point is, that's a reason for open wheelers to drive cautiously when they are in close proximity ... which they don't do in PCars. But the more obvious problem is the fact that, even on 100% AI setting, most of the AI cars drive as though they have no experience at all & are constantly driving off the track, into each other & into you. This clearly does not happen IRL.

I tried starting in the middle of the grid but found I rarely made it through the first lap - even the first couple of corners - without getting hit by variety of cars. Also, I seem to be much faster than the AI - like about 3 seconds a lap faster, although that may vary according to the track - so starting at, or near the front isn't all that interesting, since I end up driving alone after a couple of laps. Again, I compare this to F1CE where it took me months of running races until I was competitive with the AI on the Hard setting - & even then, any serious mistake & a podium finish was basically out of the question.
 
I keep it at 80 sometimes 85 but I always start from 10th. Just far enough back to have to fight for the top spots but can easily get to 4-6th in the first few turns. By then it splits up a bit and there's room.
 
I lowered the field to 12 or 15 for the Formula Rookie racing, a bit less chaotic that way, but it can be easy to get really far up during the first few corners which is why I usually would start last of around 25 runners, but this spells certain doom in open wheelers for sure. I find the FR particularly nasty when touching wheels, it's not as bad in the FRenault or FB thankfully.
 
Starting with a full grid also seems a bit pointless since 7 or 8 cars are off the track on the first couple of corners anyway & (if I survive the first lap intact) by the end of the first lap I'm usually up to 6th or 7th ... & not through great driving, just because half the other cars have spun off or crashed into each other by that point.
 

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