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After many weeks of planning & testing, Race Day has finally arrived for the official kick off to the Inaugural Season of the WRRC. I would like to thank everyone for your support and feedback over these past couple weeks as we prepared for this day. We would not be here today without your support. Lets have a blast and have some good clean and respectful races tonight!

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Nurburgring Sprint

Race Length - 15 Laps

Race day weather report

Race 1 - 9:00am - Clear Skies
Race 2 - 2:00pm - Clear Skies
Race 3 - 7:00pm - Clear Skies

Lobby will open for Knock Out Qualification participants ONLY at 8:00pm Eastern. Send me a PM when you are ready to join KOQ and I'll send you an invite

Main Event lobby will then be open to all Main Event participants @8:45pm Eastern.​

Below are the drivers with provisional entries into the Main Event. The below listed drivers (not listed in BOLD below) need to confirm their intent to race at Nurburgring Sprint by replying in this topic (no later than 8:00pm eastern on Race Day) with a simple post that they plan to race this week (Example - I plan to race this week). I will update the list accordingly.
  1. flatspunout - Confirmed
  2. austindecker - Confirmed
  3. dpinho1975 - Confirmed
  4. GrimGrnninGhost - Confirmed
  5. Waldron95 - Confirmed
  6. serge_1919 - Confirmed
  7. Mightymopar - Confirmed
  8. Lessenjr - Confirmed
  9. Somebodyshootme - Will not be able to race this week
  10. Wardenclyffe - Confirmed
All other series drivers not list as confirmed above will need to qualify for the race via the Knock-Out Qualifying procedure

As a reminder, I will send out invitations to the lobby once its set up. Should you have to leave the lobby of get DC'd. you can find the original invitation in the main PS4 menu under: Notifications > Invitations.
 
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Guys I have something that just came up last minutes with work. I am going to be unable to make it tonight... oh the problems of working in a bar.
 
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Sorry guys but after a number of lobby issues around forced bumper views, no ffb, drivers not able to get in the lobby, first race not able to save the results and the overall lateness of the night, I have decided that we will scratch this week and roll straight into week two @ Watkins Glen.

Thanks to everyone for your patience tonight as we tried to work through it. Im hoping this was the exception and not the norm and we will be good to go for next week.​
 
Thanks guys, was fun even with the network glitches...

I screwed with my tranny in between races and jacked it up, had zero exit speed and once everyone got warmed up i was toast and parked. Need to remember to park on the last turn as once the counter starts, drivers just have to cross to complete the race, regardless of lap.

I'll have to miss next week due to other plans, so hope it goes more smoothly!
 
The network issues are very frustrating. I was hoping the online experience in this game would be better than my recent struggles in GT6, but it seems this just might be where we're at with technology right now. At any rate, the racing was a ton of fun and I'm looking forward to next week.
 
A new pCARS series is brewing, with multi-class and multi-car endurance racing. Check it out here!!!
C'mon Zii. Please, just stop creating those races. 👍
I need some social life here besides pCars. :cheers:
And now I'll probably commit my saturday nights with endurance races since I have to work my LMP skill (which I haven't).
Tnks for bringing new options to pCars drivers.
 
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Since I'm playing from another country and dispite I tried to take all known measures to avoid game lagging, I'd like to know if someone had connection issues with me or my car on track? I just don't want to mess up the lobby just beacause my connection with the lobby is not "green".
So, feel free to send me to 🤬
 
Well, I was running a solid 5th in the first race until I had to stop for fuel (yeah, I know... ). Drove from 10th to 2nd in the second race. I like my car, but I'm pretty sure it's gonna need a bit more tweaking for The Glen.

Also, all the changes shown were made by myself with purpose except the bumpstops. The game did that on it's own, but it didn't cause me any problems so I left it in the setup.

PCARS E30 Nurb Sprint setup.jpg
 
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Watkins Glen Short

Race Length - 19 Laps

Race day weather report

Race 1 - 9:00am - Clear Skies
Race 2 - 2:00pm - Clear Skies
Race 3 - 7:00pm - Clear Skies

Per the above post - Below are the top 10 drivers with provisional entries into the Main Event. The below listed drivers (not listed in BOLD below) need to confirm their intent to race at Watkins Glen Short by replying in this topic (no later than 8:00pm eastern on Race Day) with a simple post that they plan to race this week (Example - I plan to race this week or Confirmed). I will update the list accordingly.
  1. flatspunout
  2. austindecker
  3. dpinho1975
  4. GrimGrnninGhost - Confirmed
  5. Waldron95
  6. serge_1919
  7. Mightymopar
  8. Lessenjr
  9. Somebodyshootme
  10. Wardenclyffe
All other series drivers not list as confirmed above will need to qualify for the race via the Knock-Out Qualifying Procedure
 
This is great news that Patch 1.4 is releasing today on PS4 - http://forum.projectcarsgame.com/showthread.php?30884-PS4-Patch-1-4-Release-notes

A couple things of note that impacted us last week

Project CARS – PS4 Patch 1.4 – Release Notes - Ive bolded some items that will directly impact the series in a positive way with two of them that caused issues for us last week

General
* Pagani Monza Club day invitational event – no longer causes the game to crash when using a specific livery on the Pagani Huayra.
* Anisotropic filtering has been increased to help reduce blurry textures.
* Temporal anti-aliasing has been further optimised. This reduces the ghosting effect and additionally gives the player full control via a slider to tweak the resulting image according to personal preference.

Performance improvements
* All shaders have been rebuilt using new shader compiler, giving a significant performance boost in some areas.
* CPU performance gains due to new more aggressive code optimisations.

Physics & AI
* The AI loss of grip that results from tyre degradation as a result of wear is now more noticeable.
* The AI will now show much more realistic grip loss when running on slick tyres in the rain.
* First pass improvements on various tracks to enhance the AI performance and ability (Azure Circuit, Donington GP, Watkins Glen, Bathurst, Nordschleife).

Replays
* Improved the smoothness of the sun, moon, stars, and shadow motion when rewinding replays of a race that had a high time acceleration.

Driver Network Profile
* Fixed an issue where at times the miles driven on a particular track or with a particular car would be logged under the wrong car or track. This improves the accuracy of the player’s Affinity ratings.

Pitting, Tuning, Setups
* Fixed an issue where certain street cars would pit for tyre change during rain when they already had the correct tyres fitted.
* Fixed an issue where custom vehicle setups were lost when progressing through sessions.
* Fixed an issue where AI vehicles were sometimes sent to the pits due to low fuel on races where refuelling is not allowed.
* Improved the system used to select the most appropriate tyres based on current and predicted weather conditions.
* Ensure that the AI always pit when they need to change tyres based on the weather conditions.
* The Default strategy will now correctly show the tyres that will be fitted on the player vehicle during a pit stop.
* The pit stop routine will no longer start during online races until the player closes the pit stop menu. This ensures that the player has enough time to select or configure an appropriate set of actions before the pit crew start working on the car.
* Tyre pressures will now be correctly set when the player changes to a new set of tyres.
* The currently-active Pit strategy will now remain in action when advancing through race sessions.
* Pitstop strategy will now use the actual bar value for tyre pressures.
* Fixed an issue where the Pit engineer would repeatedly inform the player that a pit crew member has lost a wheel nut during pit stops.
* Fixed an issue where the Pit Engineer would call the player to stop for fuel when fuel consumption was disabled in options.

Online
* Fixed an issue where the player was sometimes given a large time penalty when exiting the pit lane.
* Fixed an issue where the remaining session time displayed an incorrect value in the Tuning screen.
* Fixed an issue that at times would prevent a player from entering a race, after joining a second online lobby.
* Fixed an issue where the Track Location popup would at times appear on some screens.
* The lobby browser now displays random lobbies instead of always the oldest lobbies.
* Fixed an issue where network features could not be used after resuming from rest mode.
* Fixed an occasional crash when advancing from Qualifying to Race.
* Fixed an occasional crash when returning from a race to the Race Central.
* Disabled driver swap to AI team-mate during online races and Time Trial events.
* Enabled saving of community event ghosts. These ghosts are automatically stored online, and you can then download ghosts of other players’ laps for these events.

Controls
* Fixed pedals and triggers that vibrates during replays.
* Fixed an issue that causes the wheel centring spring to be active during driving.
* Improved force feedback strength and tweaked the default force feedback parameters for all supported wheels based on community feedback.
* Further enhancements to the steering feeling – improved blending between the tyre force spring and the steering lock spring.
* Improved behaviour of the wheel force springs while navigating the menu system.
* Fixed an issue where the player got stuck on the career screen when entering driver name using a wheel controller.
* Fixed an issue with the Thrustmaster T500RS centring spring.
* Fixed several issues and further improved the support implementation of several older Fanatec wheels, such as the GT2, GT3, and CSR.
* Fixed the Fanatec CSS so that it works correctly in sequential mode.
* Fixed the Fanatec CSP pedals to save the calibration correctly if player calibrated only pedals.
* Fixed the Fanatec CSP ABS rumble.
* Fixed the Fanatec CSW handbrake.
* Game Pad – tilt Control support implemented to allow controller tilt to be used to control the vehicles.
* Implemented support for the Logitech G29 wheel.

Time Trial
* Set Time Trials starting time to 11am to match the PC platform. This ensures consistent track temperatures across all platforms, as track temperatures affect lap times.

GUI
* Driver Network Profile – visual tidy up to improve usability.
* Fixed an issue where very thin lines would not always appear.
* Added support for better info display on the Community Events page.
* Fixed the issue where HUD customization was not saved on exiting a session.
* Fixed an issue where the Potential Lap time display on the Lap Info board would be inconsistent with the sector times being displayed.
* Monitor / Spectate mode – fixed an issue where the vehicle being viewed would automatically reset to the player’s vehicle on leaving the monitor screen.

Vehicles
* Adjusted handbrake strength on vehicles which are equipped with handbrakes.
* Fixed an issue where the rain wipers’ state did not reset correctly when restarting a session.
* Fixed an issue where light glows from a vehicle behind the player would sometimes appear in front of the player.
* Fixed fuel pressure gauge calibration in several cars.
* Fixed an issue where a white border would at times appear around the brake light glow of certain cars.
* Ford Mk IV – improved the collision model to prevent vehicles wedging in under other vehicles.
* Formula Gulf, Gumpert Apollo, Formula Rookie – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
* Lykan Hypersport – statistics updated to latest manufacturer specification.
* Lotus 72D – improved handing characteristics, exposed bump stops to be adjustable in the vehicle setup, reduced cold sensitivities of the slick tyres, adjusted the AI speed, wear and rain tires to match the player’s experience.
* Karts – reworked the Karts optimization to help address performance drops with a lot of Karts on track.
* McLaren 12C GT3 – adjusted the vehicle pose to more closely match the real car.
* BMW M3 GT4 – improved the accuracy of the levels at which the oil and water temperature warning lights will activate.
* Ford Escort RS1600 – improved the collision and wheel contact model to prevent climbing over other cars in collisions.
* 250cc Superkart – improved the default setup to address controller issues on higher speed tracks, and improved the AI handling.
* Lotus 49 – improved the AI handling of the vehicle in corners and in close racing.
* Pagani Huayra – reduced fuel consumption to around 3mpg in hard track use, and improved cooling to prevent engine overheating.

Tracks
* Bathurst – removed cones in the pit lane that was causing cars to get stuck.
* Watkins Glen – fixed a number of accuracy issues around the track.
* 24 Heures du Mans – improved the race line at a few corners to keep the LMP cars off the curbs as this was causing the cars to lean over on two wheels.
* Silverstone National – vehicle grid placement reworked to more closely align with the painted start boxes.
* Hockenheim (various layouts) – reworked the wet weather reflection mapping to address incorrect object reflections.
* Willow Springs – fixed an issue where the vehicle could drive through the barriers when exiting the pits.
* Sakitto and Summerton variations – corrected track info regarding number of turns and track length.
* Sakitto Sprint – fixed a crash that would at times occur when using time acceleration.
* Cadwell variations – fixed draw distance issues on various objects.
* Oschersleben variations – fixed odd lights around track and colour issues with the horizon.
* Zolder – fixed an issue where the player car would sometimes start in a closed garage.
 
Also if anyone is having trouble getting the Racing Icons Pack this is how I got it.

Go to the PS Store, go to New, Add-Ons, and scroll down and you should see it.

Confirmed*
 
@JLBowler you racin' Tuesday?

I plan to attempt to qualify weather permitting. This means that my rig in in my garage/man cave and the AC unit I have in there is a little ineffective when it's up around 105 to 108 outside. If it stays around 102 to 104 then the AC has a fighting chance to make it comfortable in there.
 
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