Project Motor Racing General Discussion

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The AI needs work, a lot of it. That should be S4's focus in the next few updates. Started a career with GT4 cars and I keep getting smacked into no matter how much space I leave. For a game that simulates damage and the expenses that go along with it, there is a ton of improvement needed here. I think GT4/GT3s drive fine and I'm good with the FFB.
 
New car on the modhub:

Video of it:

Just a properly bonkers little thing. Tried it this morning, I love it. Mad fun.
 
I've just had the best night's online racing I've had in years with my pal and three random players who I'm now friends with.
We raced all night in that new mini kit car and it was unbelievable.
This is game is now a monster imho.

Just a properly bonkers little thing. Tried it this morning, I love it. Mad fun.
It's absolutely fantastic fun.
 
So I've had a go with the game since it's the free weekend.

The unfortunate truth that will put people off is the fact that the game is not plug and play. You will have to fiddle with the force feedback settings both in the options menu and in the car setup menu.

Once you get things dialed in you will go from thinking "wow this is an untested mess, how did they release this" to "okay this feels pretty good actually, I'm having fun now".

I'm using a Thrustmaster T150. Thing is ancient at this point and I've gone through great lengths to keep it alive, but it gets the job done. Max FFB level in the wheel's software is set to 75%. I've reduced the steering angle from 1080 to 900.

Here are the settings I've ended up using for the game:
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The base settings had no vibrations at all, a totally floaty, boaty, disconnected mess. There need to be presets to choose from in the setup wizard and in this menu. These levels gave me the necessary amount of feedback to make the cars actually feel in my control, somewhat, I'll get to that later.

As for per-car settings, I ended up setting the steering rack ratio to 1.5, and setting the steering stiffness to the max, with the steering damping set to the lowest setting.
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This seems to give me the most direct connection to the road, but the floatyness doesn't really go away fully. To counter this somewhat, I would go with more toe in in the rear, and more downforce.

The rear end of all cars feels like it's sliding out while cornering, more than it should. No car feels "planted" as much as I'd expect. This changes drastically with tire pressure levels, but there doesn't seem to be a perfect level of pressure to make that floaty feeling go away.

One more thing to note is that there is no physical feedback for understeer at all, you can hear it but not feel it, idk if that's how it's supposed to be but there you go.

Overall I think the physics can be tweaked and improved, the groundwork is there, it just needs fine tuning and tons of testing on many different wheels. Oh, and please set "steer look" in the cockpit settings to 0.

AS FOR THE AI: They still use sticky physics. This is not realistic, it is absurd, and needs to be changed immediately. They use an entirely different grip model to keep themselves on the track. Get. Rid. Of. It.
 
I remember that it also looked pretty bad on consoles. Did that become any better?
As of now on ps5 slim: the cars look nicer, they're a bit nicer to look at in replays. I still think the tracks/curbs etc. have looked good, the problem mainly is stuttering frames and horrendous tree (pop up?) Ive tried changing weather and ui stuff and it doesn't help. I think atm it's just not very optimized for the base console.
 
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Online, consoles can have up to 32 online, it's only the single player that's capped to 16.

Online only has to calculate the physics for one car. Offline the console has to calculate them ALL. That's probably the upper limit for how well the base console can manage and keep the framerate up.
 
Online only has to calculate the physics for one car. Offline the console has to calculate them ALL. That's probably the upper limit for how well the base console can manage and keep the framerate up.
Yeah and at the moment, PC can barely handle more than 16 without cooking the CPU.
 
Is there any need for the AI cars to slavishly use the same physics ( so they say ) as the player car, if they dumbed them down a bit surely that could free some headroom ( graphics etc ) to allow more cars on the grid?
 
Is there any need for the AI cars to slavishly use the same physics ( so they say ) as the player car, if they dumbed them down a bit surely that could free some headroom ( graphics etc ) to allow more cars on the grid?
I agree, I feel like as long as the ai is competitive, is aware/reacts to the player's presence, and is consistent, then I feel like we don't have to have them on the same physics. There's already good examples of great ai that are on simplified physics. Heck, even project cars 2 ai you could have a good race with if you got the settings right and they were on simplified physics.
 
I agree, I feel like as long as the ai is competitive, is aware/reacts to the player's presence, and is consistent, then I feel like we don't have to have them on the same physics. There's already good examples of great ai that are on simplified physics. Heck, even project cars 2 ai you could have a good race with if you got the settings right and they were on simplified physics.
I thought one of the main complaints about the ai was that rain had no affect on them though
 
SMS/S4S has ALWAYS had a simplified physics and tire model for the AI. The more CPU power they use up for calculating YOUR car's behavior, the less is left over for the AI.

But the bigger problem is that there's terrible scripting for the AI when they're bunched up at starts or after pileups. You should NOT be able to pick up an easy 8-10 places on a start diving up the extreme inside. IRL that line will ALWAYS be defended!

I found in PC2 that you got your best races treating the first lap as a formation lap. By the end of L1 they were spread out a bit and more 'normal' in attacking and defending, and then you could start racing.
 
SMS/S4S has ALWAYS had a simplified physics and tire model for the AI. The more CPU power they use up for calculating YOUR car's behavior, the less is left over for the AI.
It was confirmed and talked about at length before and during launch about the AI using the same physics calculations as the player.

If they went simplified then it would free up CPU headroom and enable larger grids.
 
I don't put much stock in what they say. Been there, done that with those guys. The only thing that shows if true or not is equal performance between AI and your car. From what I'm reading, it seems they have the same issues PC2 has, cars faster on straights, slower in corners, or AI cars taking corners at speeds you can't hold.

Honestly, the whole idea of equal physics and tire calculation for every AI car doesn't make sense. For a 20 car+ grid, your car would need to only use 1/20th of the available CPU for its entire handling. Consoles just can't do that.

I think the issue comes down to hand fettling the AI so that it APPEARS to be equivalent to yours, and that's a lot of play testing, the very thing that it's obvious PMR did very little of before launch.
 
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