Project Motor Racing General Discussion

  • Thread starter Thread starter Jtheripper
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Just spent another couple of hours with it, starting a career with the MX-5, couple of time attack runs and the driving is just damn enjoyable, despite its many criticisms and nearly all of them justified, I’m actually having a dang good time just actually racing.
I find the handling to be spot on too, those using controllers may think otherwise and I really do sympathise.
It has a lot of spit and polish to be sorting out with the AI, graphics , and general bugs but as for the actual driving, I’m loving it so far.
I think you said you have a Fanatec CSL DD which is what I have. Are you on PC or console?

I tried this guy's settings and it kind of ok but still not where I would like it to be. It makes the steering wheel shake like you're in a rally car on gravel instead of on a track. His suggestion of going into each car's settings and making adjustments there just didn't feel good at all. The car felt too heavy and sluggish and it numbed the steering.

 
Now that I think about it, in the 10-lap race I was on the medium tires and only noticed a loss of grip due to tire overheating. I didn't check for any wear indicators or anything. When testing with medium and soft tires to see if I could get better lap times, the only thing I noticed was that the softs heated up faster than the mediums, and little else. Have they abandoned the tire wear indicator, and now the need to change tires is based on tire temperature? Does anyone know anything about this?
 
Soo I had another crack after downloading the update last night and my experience was fantastic. The controller feedback was excellent as I could feel the tyres moving across the road surface, so it was easy to figure out how much grip I had at any moment. Such is the advantage of a high refresh rate. This did however feel a little unnerving in the Camaro GTO but once I pushed through it, I could drive it as I wanted. I think it's important to consider how you read feedback through a controller because if you react to the wrong thing, you can find yourself in trouble. I also drove the DBR9 and C5.R which very much required a different approach compared to a GTE or GT3 car. You have to be smooth with your inputs and exercise extra patience going in and out of a corner. Remember that and you will have a good time. One car I struggled with was the Panoz Roadster, which is already something of an oddball due to it's front-engined layout. The weight transfer from left to right in the front was quite bizarre and I threw myself off the track several times as a result at Mid-Ohio. It wasn't any better on Donnington, so I then chose the Audi R8 in LMP900 for my next outing on the Red Bull Ring and WOW did it deliver. I felt as though I could thrash the car all day and all night... No wonder it was soo successful. I also took out the M4 and Mustang GT4 which were rather easy to drive, although I did struggle to take the Mustang through the Esses and The Dipper on Bathurst. However I think that was a skill issue and not a game one. The M4 was fine as long as I didn't feed it second gear. Overall, this game really delivers and people like Jimmy and Steve are dead wrong about the controller handling. It's class leading. There. I said it. Top tip: make sure auto clutch, auto blip, auto cut and ABS is ON.
 
That's interesting. I think the thing about a game like this is everyone is looking for something different. And when you find that it makes the game enjoyable for you. Not saying it's good or great because but it's enjoyable. Dynasty Warriors 9 is considered a flop and caused Koei Tecno to reset the series with Origins. Truth be told I love DW9 I played it a lot and got a lot of enjoyment out of it. Was it a great game ? No it's not and a lot of the complaints people have about are legit but they don't stop me from enjoying it. I think it's the same with PMR right now it has a lot of problems but is there some fun to be had? For people yes for others no. I think whenever I get it I will enjoy it
 
why the choice to use separate physics models for AI and player-controlled cars?

Physics engines use a ton of processor. To save some overhead, developers tend to use a dumbed-down model for non player cars.

These comments make me think that the problems should at least be fixable for the masses.

What does auto blip and auto cut mean? I can't figure that out.

Auto blip blips the throttle for you on downshifting, auto cut cuts the ignition on upshifting so you can leave the pedal to the metal while accelerating through the gears. All of that is done to help prevent driveline shocks that can lock or spin the drive wheels. Heard of a quickshifter on motorcycles? Same deal.
 
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