Thread closed

Has anyone used this car with realistic driving aids "on". On this car it consists of ABS and traction control. Car drives so much better. We haven't even been using this car in its traditional SPEC setup.

True. The series is structured to more align with what I might call the SNAIL definition of "spec". I think the idea there is to further minimize differences in car behavior because the traction control is an adjustable feature.
 
I think it's time to figure out what's Grim's plans for this series and if in fact he wants to step out we should talk about plans for near future.
I love this group and I think we should make an effort to keep this thing going on.
If eventually some things should be changed, let's talk about it and do it.
 
I think it's time to figure out what's Grim's plans for this series and if in fact he wants to step out we should talk about plans for near future.
I love this group and I think we should make an effort to keep this thing going on.
If eventually some things should be changed, let's talk about it and do it.
This kind of sucks, I would like it to keep going. Tuesday night has been one of my racing nights for probably the last 6 or so years. Ever since F1 2009.
 
True. The series is structured to more align with what I might call the SNAIL definition of "spec". I think the idea there is to further minimize differences in car behavior because the traction control is an adjustable feature.
SNAIL spec was based on Grand Tourismo, (I think). Big difference between games. I forgot that some wheels can adjust stuff. But couldn't ABS be adjusted in Grand Tourismo. I'm hoping that with default setup on "yes" that nothing can be adjusted.
 
This kind of sucks, I would like it to keep going. Tuesday night has been one of my racing nights for probably the last 6 or so years. Ever since F1 2009.

I wouldn't sweat it. The fact of the matter is there definitely is a group here that wants to continue. The desire, motivation and comradery is already in place. My limited experience running any sort of league has shown that that's all that is really needed to see something like this continue. It is vital than we continue to keep going because if it is allowed to fizzle it will be significantly more difficult to rebuild.

On a personal note, I've heard nothing from Grim so I don't expect to be handed the keys IF he decides to step away. I only put that out in public because I sense that a few are concerned with the stability of this going forward. But, I don't need keys. I've unofficially taken reigns of a series before. I'll do it again if it means keeping something good going.
 
SNAIL spec was based on Grand Tourismo, (I think). Big difference between games. I forgot that some wheels can adjust stuff. But couldn't ABS be adjusted in Grand Tourismo. I'm hoping that with default setup on "yes" that nothing can be adjusted.

I hear ya. In GT6, even with tuning prohibited folks could still adjust brake balance. That's still true in this game as well. I have my brake balance mapped to my controller keyboard for on the fly adjustment (although, I've not bothered fiddling with it). I could just as easily add TC adjustments to it as well if the standards were to migrate to "real world" spec.
 
I hear ya. In GT6, even with tuning prohibited folks could still adjust brake balance. That's still true in this game as well. I have my brake balance mapped to my controller keyboard for on the fly adjustment (although, I've not bothered fiddling with it). I could just as easily add TC adjustments to it as well if the standards were to migrate to "real world" spec.
Didn't that DFGT have the red button on the wheel that adjust ABS as well. What are you doing now. Let's test your Traction control out and see if it works, I pm'd Schmiggs, haven't heard anything though
 
Well I like the spec aspect. Because I don't have time to tune.

The current format is decent but the GT6 iteration of this series visited only one track per week.

I like the pitting aspect and weather of the GT6 version of this series but only if it really works in Pcars.
 
Yes, I prefer spec as well. I think weather is good, although I'm not a fan of severe weather, especially if I have multiple tracks per week to figure out. The more complex the model, the more time it requires to get comfortable, and good clean competitive racing will result from everybody being comfortable.

Oh, and I was wrong about traction control being adjustable. According to mapping, it's a solitary assignment so I assume it's either on or off. I'm not sure I understand the point in that... well, weather I suppose actually.
 
So in this particular car (with realistic driving aids turned on) I was unable to turn it off. I just get "Traction Control N/A" when I press the button. Now, that's not to say it will act like that in all cars. Brake Bias is still adjustable however. Just FYI stuff.

I do hope they fix this issue in default setups where you get no tires if you pit early. That's just completely nonsensical. True, it would be the same hangup for everybody, but it's still silly.
 
Since i race in 4 other leagues in PCars I can take the snaily untuned kinda thing without a problem. The thing is, like ONE said, Pcars is not GT6. It's a way more towards pure track racing kinda game where the ability of getting a good setting to become competitive, just like in real life racing, is something both makers and players praise a lot, therefore, most of the cars in this game are very complicated to drive bone stock making the car choices a problem and leading a lot of people to twist their nose to that reality.
If in GT6 was already a problem to find good racers in our stock rooms or series, i think that in PCars it's gonna be even harder.
 
@Schmiggz, do you find this car to be difficult in stock settings? I'm asking because I don't really have a standard to judge against. Plus, I find I need to be extremely patient with everything in this game. It's not like GT6 where I can simply let the wheel go straight and get off the gas to save it. Not having feedback is severely limiting so I find I'm driving everything conservative all the time.
 
I honestly haven't driven very many cars in this game but all seem to have their own personality. I think the Formula C from last season and the 190 both drive very well. My big weakness is track knowledge right now. At Willow (a track I know) I managed to drive with the lead pack for almost 8 laps until I went off in turn one.

I definitely don't want to move away from Spec. I like losing because I am slower rather than my tune being garbage.

Like @Lessen said, the GT series is very easy to just jump in and drive compared to Pcars.

When I first bought this game I tried a few cars just to tinker around and all of them felt pretty fun. I personally like the challenge of driving them stock and trying to manage the handling instead of changing it....and I don't have time to tune/test either.

I guess if we are staying spec then let's decide the basics. How many tracks per night, how long per race, pit strategies (if any) and then we can move to discussing the car to use and tracks to visit.
 
glad to see the conversation. I can send the excel file I use. As for format, please feel free to adjust as needed. The only issue I see is that that you may want a new topic once you come up with an updated format. Feel free to use any content on in the topic.
 
Thanks @GGGMotorsport I think we're all bummed that you're stepping away though.

  • As far as the format is concerned, I tend to think most of it is fine the way it is. Being that it's one car per season the learning curve for a second track is cut considerably. Variety is the spice of life and I personally feel for this series its benefits outweigh its drawbacks.
  • For the moment, we need to eliminate pit stops though. In application all that really means is we cannot create any wet track scenarios. I don't think that's gonna kill us, and hopefully the tire change issue gets resolved so we can bring back that element.
  • concerning fuel usage... If there is a bug that is not allowing guys to get their cars to begin a race with enough fuel, we can work around that by turning off fuel use temporarily. Again, I don't think that's a huge deal.
 
Yeah, I imagine those kind of changes would work out ok. We can always test stuff just in case.

Speaking of... we should change the weather slots for Nurburgring Sprint next week. Maybe something like... Light Rain/Light Rain/Light Cloud/Light Rain ?
 
Well me for one will not be to interested, if pits stops and weather is not implemented into to the series.
I have tested and tested and tested. level the fuel alone, it's not hurting anyone. I'll post the setting I would like to see later.
Remember there are weather slots, it creates additional pit stop.
 
Transitioning from wet to dry (or vice versa) requires a tire type change. Which I am all for...as long as it works. Last time I pit as the rain was stopping and it did not change my tires. I had to pit again the next lap and went from 2nd to last.
 
Yes, IF it works properly I'm all for it. Evidently, there's a timing issue. Is there any way to know how deep into the session one needs to drive before pitting to be sure you'll get the tires?
 
Patch 6.0 notes have been released for PC. There are some great online patches.


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
 
Back