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- Boxberg Baden
- Simba2009Lora
View media item 30880View media item 30881did anyone snap the results
using: pCars Dash from www.pocketplayground.net
running on pc connected by network to PS4
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View media item 30880View media item 30881did anyone snap the results
If your short of driver's you can put me a reserve driver but work has to come first.Thanks Max
It was great racing again. But as was pointed out before, we really Need to try to avoid any contact in PCARS. Make sure you have a possibility to look left; right and back. Set up your Buttons accordingly. There are no arrows like in GT6 which indicates an Opponent is near to you.
We must try to develop a sense for where an Opponent in our 'blind spot' is exactly, and must react to this the best way possible. I know it's not easy, in a perfect world we'd all had either triple-screen-monitors or VR Headsets to help solving that issue, but most of us have a single Screen only, me, using a G27 (CrossHair Adapter) I tried to use the small Buttons that are on the Wheel to look left and right, I was able to set this once but when I Exit the game the next time I start it the Buttons are not configured. On Monday, I couldn't look left, only right because one of the Buttons on the G27 shifter unit is set as R2 (which is what I had set as the 'look right' button).
So I had a disadvantage and I'm sorry if I caused any contact or Problems because of it. I will try out the best possible way to look left/right for the next race. And urge you all to do the same. GT6 was forgiving with contact, this game isn't! Yes, please have damage and penalties, Sick. Fuel and Tire wear would also be more realistic, you can set tire-warmers though, so the difference from colder to warm tires isn't too extreme.
Fuel and Tire wear would also be more realistic, you can set tire-warmers though, so the difference from colder to warm tires isn't too extreme.
Unfortunately you cannot turn on tire warmers. Only cars that use them in real life racing have tire warmers (GT3, Formula's, LMP's).
Important - for attention of all Racers
I have decided to run an extra Test Round (00) at Brands Hatch Indy next Monday to enable us to try out the damage and penalty settings - you will also be able to experiment with assigning buttons to look right and left and try these out in a race situation. This is our first race series on Project Cars and I would rather delay the start of championship racing by one week and get the format right for this and future series.
By using the very short Indy Track we will be able to run 5 minute qualifying sessions and complete more short races to test out different damage options.
During the extra test round several drivers will deliberately try to incur penalties and damage which we will then discuss afterwards: - I propose that those drivers be myself, @Flaco13 and @Alex ONeill
Please do not take offence from any deliberate bad driving during the extra Test Round (by those nominated drivers) - I have to learn more about this aspect of the game. I do not want to implement it if there is a high risk (as in GT6) of the innocent party being awarded the penalty or a high risk of people being disqualified from the race for no fault accidents or being unable to get back to the pits to continue the race.
Note - although switching on tyre and fuel wear may be more realistic I will not be doing this for several reasons:
There are bugs associated with using default setups with tyre wear. Some of the default setups do not have much fuel onboard so unless you add pit stops the cars can run out of fuel - their are bugs associated with using default setups with pit stops. This series is aimed at all ability levels and starting on cold tyres - based on what I have read on other threads normally results in first lap carnage. Finally - it takes many hours of testing time to check and select tracks for a series and this would be increased further if I also had to check the fuel consumption of the cars on a default fuel load - note the cars and track combinations have already been tested and selected for Monday and Wednesday series for the whole of 2017.
Hi Sick,
Thought it might be worth reporting that I ran in an online event on the Hockenhiem Classic which included a mix of ai drivers too and the ai caused all manner of problems, whether it is a bug or not I'm not sure, but it may be worth bearing in mind when finalising the format.
Regards
Paul
That's interesting - what level were the AI set at? We are only running them at level 50 so most people should be ahead of them. I am planning to try them at level 45 for the next test.
Personally I had no problem with the AI drivers - I found it added to the interest of the qualifying session, having to plan where to pass them, but I know a couple of you reported problems. If possible I would like to keep a few AI drivers in to fill up the grid, but if we get a full room (which hopefully we will) there will be no space for them.
Hmmm, where did I see that though? Could it be that that is something Assetto Corsa has? Sometimes I mix those two...Unfortunately you cannot turn on tire warmers. Only cars that use them in real life racing have tire warmers (GT3, Formula's, LMP's).
Test Round 00 - Damage and Penalties Test
First apologies to everyone - I forgot to select the car and therefore appeared on track in the games default car not my chosen red 22 with white stripes.
Damage - In the first test race I rammed AlexO'Neill as hard as I could on the approach to the hairpin (much more extreme than would be likely in a real race) - my car went under his, but did not suffer any damage - maybe Alex can clarify whether his car was damaged.
In race one after failing to pick up any damage from hitting another car I drove head first, as fast as possible, into the barrier separating the pit lane from the track - the car was extensively damaged and one front wheel came off - the game gave an instruction to pit, but I ignored this - the game would not allow the car to drive faster in second gear (the engine bogged down) top speed varied between 19mph and 31mph - downhill. I was unable to reach the finish line because I was disconnected just before the race finish countdown - this appears to be 180 seconds and I disconnected with about 12 seconds left.
The second race I deliberately crashed into the pit lane dividing barrier again - the front of the car was trashed and a wheel fell off which I drove over on my way into the pits. I had no pit stop strategy, but the pit crew did not appear to add any fuel - the pit stop seemed lengthy - I lost a lap or two, but rejoined the action before the end of the five minute race.
Based on these two test races I don't anticipate any problems with running full damage.
In race three I focussed on trying to get a penalty by cutting the track - I did this repeatedly at almost every corner in both qualifying and the race, but was unable to pick up a penalty - I am not sure why! A peculiarity with the Brands Indy Track? Penalties not switched on? - that race was in a room which I didn't set up.
I also tried to get disqualified by driving briefly in the wrong direction - nothing happened except my car was auto rotated after 10 seconds. Tiger Paw was disqualified from race 1, but I am not sure why- was this for a jumped start?
Any comments / thoughts on the tests welcome.
Time penalty for corner cuts are more easily to get in chicanes or where obvious gains been or could be made.
Yes, i jumped started and didnt serve my drive through within 3 laps so, black flagged as result.
You wasn't the only one, I had 1.5Liters in the Tank aswell.I was pretty heavily damaged after the hit at the chicane. I had 70% left on the front left suspension and on 34% left on aero. You have to hit pretty hard to loose a wheel. I managed to loose one at the end on practice or quali by intentionally ramming the wall without braking for the chicane. I tried pitting to repair the damage in race one, the repairs were made and they also changed the tires. I didn't get to drive out of the pits as the race had already ended by the time the pit stop was completed. I would have to say that a pit stop takes about 50 or so seconds so on a track with a lap time of 56 seconds you are going to be a lap down if you pit.
I didn't notice any lagging issues but the AI drives very aggressively and bumped me a few times under braking or while passing. No real damage incurred from it though.
I did find it weird that I was the only one running with 1.5 liters of fuel and everyone else was running 30 litters in every race. I'm not sure how to change that as we cannot change settings or setup in the room.
All in all I would say it was good test.
It's a glitch that comes from running default setups.