[PS4]-GT3 World Championship-COMPLETEDFinished 

  • Thread starter Thread starter Skaankypuppy
  • 2,086 comments
  • 91,667 views

Start Time of 21:00 or 17:00 BST for two races clashing with F1

  • 21:00 BST/16:00 EST

    Votes: 11 64.7%
  • 17:00 BST / 12:00 EST

    Votes: 6 35.3%

  • Total voters
    17
  • Poll closed .
Based on your speed I would say you are running down force, possibly quite a bit. I converted your speed at the end of the straight 263KPH is 163 MPH, the Aston would be getting 180MPH at least I would say. That is costing you big, plus there are a few other corners where you lost time.

I've only seen it once, but there was a drift into 1st right, then I think you could have got a little closer on the sharp left, you can keep it flat around the next corner, which would lose you a few tenths, then a little more aggressive coming onto the mountain and you turned in quite early for the fast left before the corkscrew, that would have cost time too. Obviously the corkscrew (I call it anyway) without ABS will be treacherous, so the more you can get the car stable down there the more time you will reap. There was a little time lost on the last right before the straight, which would cost you all the way down the straight. If you have high down force that is a double whammy.

My suggestion would be drop the down force, as the BMW was getting 172 at the end of Kemmel straight in Quali, here it should be more like 180 or more if the gearing allows. The McLaren's are hitting 180 too. 180 is 289 KPH. That's what you should be aiming for down that back straight at the end.

oook i'm at a loss now, i improved up to 10.3 and could get in high 09s with less than full race fuel, but no matter what i do the max speed i get is 272-274kmh! and i'm running with 1/0 downforce!

Can some of you fast guys give it a check and tell me how can that be possible? O_o not like i'll have to overtake someone in the whole race, but man that is a big difference!

EDIT: BTW why 16 laps? 14 would be more like 30 mins!
 
EDIT: BTW why 16 laps? 14 would be more like 30 mins!
Yeah I don't get that either, no way is anyone doin a lap in under 2mins, specially in race two. Pappa Skank does like to stretch those half hour races :crazy:

Edit: The next patch will bring timed races so there'll be no more of those shenanigans :lol:
 
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PROJECT CARS – PC PATCH 6.0 – RELEASE NOTES

Online
* NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
* NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
* NEW – Option to set race length by time (also available in Quick Race).
* NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
* NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car's lap time. In private races, the timer is 75% of slowest moving car's lap time.
* Fixed an exploit where a player could be awarded a win by jumping the start.
* Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
* Fixed a game crash issue if the client is kicked while typing in the chat box.
* Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.

Career
* Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’
* Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
* The player will no longer be offered a contract renewal for a DLC contract, if they've since uninstalled that DLC.
* DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
* If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
* Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
* Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.

Controls
* Fixed an issue where remapping KERS would stop it working.
* Fixed an issue where changes made to Gamepad Advanced Options were not saved.
* Added Thrustmaster T150 support.

Tracks
* Zolder – fixed a potential ‘landmine’ issue.
* Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
* Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
* Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
* Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
* Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.

Vehicles
* Bentley Continental GT3 – fixed DLC livery windscreen banners.
* Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
* Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.

Physics & AI
* AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
* Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
* Implemented support to remove detached wheels from the track after a certain amount of time.

GUI & HUD
* Vehicle selection – manufacturer page now orders icons alphabetically.
* Improved the French translations for some of the items in the vehicle setup screens.
* Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
* Improved Race Central screen – better balanced background image, removed gradient in top-right corner.
* Track layout map images are now displayed on the quick track selection screens.
* Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’.
* Updated the Xbox One controller image to the new Elite Controller.
* Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option.

General
* Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
* Driver name tags above cars can now be turned on for replays.
* Entering the pits during a Time Trial will now invalidate that lap’s time.
* Improved Helmet view exposure for historic drivers.

Oculus Rift
This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system.
* All movement and rotation is now relative to the HUD’s local axis instead of world axis.
* The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key.
* HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed.
* The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down.
* Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings.

New and improved Oculus HUD movement keys layout

The HUD adjustment now runs in one of two modes - movement and rotation / scale. Num-Pad 0 toggles between these modes.

In movement mode the controls are as follows (numpad)
4 & 6: move left and right
1 & 3: move left and right slowly
8 & 2: move up and down
7 & 9: move up and down slowly
+ & -: move back and forth
/ & *: move back and forth slowly
5: resets position to the default

In rotation / scale mode the controls are as follows (numpad)
4 & 6: rotate left and right
8 & 2: rotate up and down
1 & 3: rotate anti-clockwise / clockwise
+ & -: scale the HUD bigger and smaller
/ & *: scale the HUD bigger and smaller slowly
5: resets rotation and scale to the default

Custom VR settings system
This file is located in your ‘My Documents\Project CARS’ folder, and is called ‘oculussettings.xml’
There are entries to control the position, rotation and scale for each of the following:
* HUD (HUDSettings)
* Main Menus (FrontEndSettings)
* In-game Menus (InGameSettings)
The format for each is identical and the data can be copied between them. While we currently only allow you to edit the HUD in-game using the system documented above, you can freely copy the saved values to the entries for the front-end and in-game menus settings, and these will then also appear at the repositioned placement/rotation/scale settings.
FYI – the rotation part is a quaternion, if anyone wants to try and make sense of it (the names are intuitive, offsetX offsetY, offsetZ, scale, and rotation[WXYZ]).
The other 3 entries are:
* FullScreen – sets the full screen mirror mode. Default is ‘true’. Set to ‘false’ to disable full screen mirror mode.
* HideCrowds – used to hide crowds (performance gain). Default is ‘true’. Set to ‘false’ to enable crowds again.
* LimitCars – not yet used, future addition
 
Your times?
2:09 is my best so far. Im just trying to keep it between the ditches man. Its going to be fun. Only thing we can do is the best we can then move on to the next race!


Thanks for the Patch notes OZ!👍 :gtpflag:

P.S. Only 2 clicks on the rear for downforce. Having trouble keeping my butt from swinging around and wanting to drive. lol
 
2:09 is my best so far. Im just trying to keep it between the ditches man. Its going to be fun. Only thing we can do is the best we can then move on to the next race!


Thanks for the Patch notes OZ!👍 :gtpflag:

P.S. Only 2 clicks on the rear for downforce. Having trouble keeping my butt from swinging around and wanting to drive. lol
Your top speed? the m3 is 10km/h slower than others!
 
Your top speed? the m3 is 10km/h slower than others!
I'm doing 175/281 in the Z4 just before I brake. You normally don't run 1/0 on downforce either. But to be honest being 2 kmh slower than the Z4 is going to cost you maybe 3 to 4 tenths. To be fast here you have to extremely committed and be confident in your car. If your not you will lose time in every corner on the mountain section.
 
Wow this will be one interesting Sunday. Will be alot of wall kissing I believe. :D
 
I'm doing 175/281 in the Z4 just before I brake. You normally don't run 1/0 on downforce either. But to be honest being 2 kmh slower than the Z4 is going to cost you maybe 3 to 4 tenths. To be fast here you have to extremely committed and be confident in your car. If your not you will lose time in every corner on the mountain section.
I feel ok on the uphill and downhill sections but the car can't reach those speeds at all on the straights... I had more df but I improved over one second by lowering it. Still it seems impossible to get any more top speed... It's like I miss 10-20hps.

Even running 0/0 wouldn't help much.

And you run 281kmh while at very best I reach 274... This means 0.6s just on back straight and no way to defend at all...
 
I feel ok on the uphill and downhill sections but the car can't reach those speeds at all on the straights... I had more df but I improved over one second by lowering it. Still it seems impossible to get any more top speed... It's like I miss 10-20hps.

Even running 0/0 wouldn't help much.

And you run 281kmh while at very best I reach 274... This means 0.6s just on back straight and no way to defend at all...
How much power is the m3 making there?
 
i guess my memory fails me then :D not at the ps4 and can't reach until sunday i guess T_T
 
Just done a little test for you guy's with the M3 ......

Ozwheels , the M3 at Badhurts has 429 hp ...... those thief's .

Karsten , topspeed I could do with the 3M WMB is 281 kph that before the car see the cows .

Good luck on Sunday :crazy: it is indeed a loco track to race fast on .
 
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Just done a little test for you guy's with the M3 ......

Ozwheels , the M3 at Badhurts has 429 hp ...... those thief's .

Karsten , topspeed I could do with the 3M WMB is 281 kph that before the car see the cows .

Good luck on Sunday :crazy: it is indeed a loco track to race fast on .
Can someone explain why i can't get faster than 272/274 even with 1/0 downforce!? It's just flat out part!

WHat can be slowing down mw so much? I noticed such a problem on most tracks with uber long straights...
 
Can someone explain why i can't get faster than 272/274 even with 1/0 downforce!? It's just flat out part!

WHat can be slowing down mw so much? I noticed such a problem on most tracks with uber long straights...
Lower ride height, less camber, less downforce, more closed brake ducts and radiator, gear ratios. Make sure your getting 100% throttle on the telemetry.
 
Yes Karsten like Ozwheels mention , lowering down the right height give you more speed .
Downforce was at 1/1 .
Must say Karsten that when I look at Zakspeed setup he got the ride height for Badhurts almost as high as possibly .
So lowering down the ride height gives you more speed but with the possibility to lose the car easily on this track .
It is up to you to find a good balance between speed and comfortability on this track good luck .
 
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When we played yesterday I like Oz had serious problem in the last corner before the straight. I basically had the same speed through that section as my grandma has when she's out in her slippers grabbing the mail every morning. Despite this I was in the wall to the right every other lap.

Also in both starts we did I seemed to get a much better start than everyone else. It's usually the other way around, I always lose 3-4 places but yesterday I hit the guy in front both times, even tho I floored it after the green light came on for me.

Also, at what temp should the brakes be at?
 
Yes Karsten like Ozwheels mention , lowering down the right height give you more speed .
Downforce was at 1/1 .
Must say Karsten that when I look at Zakspeed setup he got the ride height for Badhurts almost as high as possibly .
So lowering down the ride height gives you more speed but with the possibility to lose the car easily on this track .
It is up to you to find a good balance between speed and comfortability on this track good luck .
Can you give me your gear ratios? I might have them setted wrongly...

Lower ride height, less camber, less downforce, more closed brake ducts and radiator, gear ratios. Make sure your getting 100% throttle on the telemetry.

My ride height is actually very high but i'm not sure i can be as fast around the track without crashing...
I'll check brake ducts but i think i'm at 50% open...

Not sure about radiator, i was running at 102°C so i guess closing more is not a good idea.

Thanks for your help guys.
 
Can you give me your gear ratios? I might have them setted wrongly...



My ride height is actually very high but i'm not sure i can be as fast around the track without crashing...
I'll check brake ducts but i think i'm at 50% open...

Not sure about radiator, i was running at 102°C so i guess closing more is not a good idea.

Thanks for your help guys.
Don't worry about it too much Karsten. The way I see it, it's unlikely I (maybe we) can improve enough by tomorrow evening to take 4-5 secs off my (our) lap times to be a genuine challenge. Just do the best you can & hopefully we'll have a nice close exciting battle for the last place on the grid :cheers:
 
When we played yesterday I like Oz had serious problem in the last corner before the straight. I basically had the same speed through that section as my grandma has when she's out in her slippers grabbing the mail every morning. Despite this I was in the wall to the right every other lap.

Also in both starts we did I seemed to get a much better start than everyone else. It's usually the other way around, I always lose 3-4 places but yesterday I hit the guy in front both times, even tho I floored it after the green light came on for me.

Also, at what temp should the brakes be at?
lol I guess you heard my rant about the minion with a gravity switch
 
lol I guess you heard my rant about the minion with a gravity switch

As there obviously is some creature on track causing havoc I'm gonna start a petition to allow all Z4's skip this corner and cut the track before reaching it.
Papa S surely will look to the safety of his drivers and accept this I'm sure. :)
 
Don't worry about it too much Karsten. The way I see it, it's unlikely I (maybe we) can improve enough by tomorrow evening to take 4-5 secs off my (our) lap times to be a genuine challenge. Just do the best you can & hopefully we'll have a nice close exciting battle for the last place on the grid :cheers:
Eh, guess it's the very sad truth :D
 
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