Project CARS
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OZFM :: Project Cars :: PCARS Discussion
Page 9 of 14
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Re: Project CARS
My observations are that I am a crappy driver I don't know what they did, but I'm getting between 60 and 70 fps now by myself on track. And it's not that much different in a crowd.
crimson eagle73- 2 x World Champ
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Re: Project CARS
any idea on the number in multiplayer for the juan yet?
NoRecoil- OZFM Series Organiser
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Re: Project CARS
looking to be 16
Dektra- OZFM Legend & Hall of Famer
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Re: Project CARS
You know what would be amazing? An online game with more than 16 people that's not a PEW PEW
Zabbey21- Serious Racer
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Re: Project CARS
Dektra wrote:looking to be 16
I don't know where you got that from Dek but from info given to me by a mate on the project is that'll console will be exactly the same as PC in every aspect apart from graphics (and obviously that depends on your card). So basically we should be seeing a good 35 online, maybe more. It's a huge reason I'm so juiced for this because our current V8 comp would more than likely have the lot of us in the one room.
Goomf- World Champion
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Re: Project CARS
I think some dev guy said to some gamer lady in an interview trackside at brands hatch that xbone would have 16 cars in multiplayer lobbies. I could be dreaming though.
sempeR- 2 x World Champ
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Re: Project CARS
Yer i saw that to, i'm pretty sure it was posted in this threadsempeR wrote:I think some dev guy said to some gamer lady in an interview trackside at brands hatch that xbone would have 16 cars in multiplayer lobbies. I could be dreaming though.
Diilusion- Advanced Driver
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Re: Project CARS
A little bit stoked. Something I've always wanted in a racer whether it's seen as gimmicky or not, and had even just mentioned the idea to a mate the day before. Real life current time of day weather...if you want it.
And for the nut cases, an achievement for racing the 24hr Le Mans...in 24 actual hours.
And for the nut cases, an achievement for racing the 24hr Le Mans...in 24 actual hours.
Goomf- World Champion
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Re: Project CARS
As I've been following the development of this game it seems like the keep announcing everything I've wanted from a game, the only downside for me at the moment is the car list but SMS/WMD have stated how they want to keep supporting the game so I have very high hopes for this
hillcrest- World Champion
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Re: Project CARS
hillcrest wrote: The only downside for me at the moment is the car list
What's wrong with the cars list?
I was driving the Vantage GT3 around Bathurst yesterday and I could not get through skyline without crashing, was awesome. Fun part was I spun and hit the wall and my pit engineer says you have front left suspension issues you'd best pit. I thought no sh@t and I watched my wheel roll down the hill...
From a Simulation perspective pCars sits between F5 and iRacing, definitely makes you pay for mistakes...
Oh and the AI doesn't crash into each other every corner... That's a nice change too.
SunCrossed- Serious Racer
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Re: Project CARS
SunCrossed wrote:hillcrest wrote: The only downside for me at the moment is the car list
What's wrong with the cars list?
I was driving the Vantage GT3 around Bathurst yesterday and I could not get through skyline without crashing, was awesome. Fun part was I spun and hit the wall and my pit engineer says you have front left suspension issues you'd best pit. I thought no sh@t and I watched my wheel roll down the hill...
From a Simulation perspective pCars sits between F5 and iRacing, definitely makes you pay for mistakes...
Oh and the AI doesn't crash into each other every corner... That's a nice change too.
Nothing wrong with it! Just is a little small and a few cars that I really want I the game but it's not a deal breaker for me! I've already pre ordered and paid off my copy and I'm working on a series for when it
Launches at the moment!
hillcrest- World Champion
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did it on PS3
Goomf wrote:A little bit stoked. Something I've always wanted in a racer whether it's seen as gimmicky or not, and had even just mentioned the idea to a mate the day before. Real life current time of day weather...if you want it.
And for the nut cases, an achievement for racing the 24hr Le Mans...in 24 actual hours.
It took some doing but then I was younger (ha) That was back before you could pause the game , then come back later and continue .
Rinkly- World Champion
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Re: Project CARS
http://mmgn.com/ps4/news--project-cars-australian-release-date-announce
Official Release date November 20 2014 on all platforms save Wii U
Official Release date November 20 2014 on all platforms save Wii U
Dektra- OZFM Legend & Hall of Famer
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Re: Project CARS
Hey Dek, could you give me your countdown code rather than me making uop one myself? Might add it to my sig over at MOJO. Cheers
Goomf- World Champion
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Re: Project CARS
<iframe src="http://free.timeanddate.com/countdown/i4cv3oxo/n152/cf12/cm0/cu5/ct0/cs1/ca0/cr0/ss0/cacddd/cpc000/pct/tcfff/fn2/fs120/szw576/szh243/tatProject%20Cars%20Australian%20Release/tacf00/tptTime%20since%20Event%20started%20in/tpc000/mat%20/mac009/mpc000/iso2014-11-20T00:00:00/bas2/bat4/pa10" frameborder="0" width="494" height="122"></iframe>
Dektra- OZFM Legend & Hall of Famer
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Re: Project CARS
Thanks mate but for whatever reason the site doesn't recognise it. Cheers anyway.
Goomf- World Champion
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Re: Project CARS
Might have html disabled. Check with the site Admins
Dektra- OZFM Legend & Hall of Famer
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Re: Project CARS
Cheers
Goomf- World Champion
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Re: Project CARS
So i've been doing some poking around for the features of PCARS, seems like custom numbers wont be in the game at launch, but will be there in a future update, seems like we're also going to have a driver rating system (hallelujah) and an in game safety car will be a part of a future patch apparently. I'm kind of at the point where the game could be a giant flop and I'll still love it!
hillcrest- World Champion
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Re: Project CARS
I don't know if anyone has seen this yet buuuuuuuuuut skip to 3:22 and listen to them talk and they say that Nissan is in the game
hillcrest- World Champion
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Re: Project CARS
All the faps
Dektra- OZFM Legend & Hall of Famer
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Re: Project CARS
From a user over at the racedepartment forums:
"Local yellow flags for collisions and cars off track. Green flag will be shown when cleared.
White Flag for slow cars ahead e.g. damaged car limping back to the pits
Blue Flags Implemented and working."
"Jump starting and overtaking under yellow lead to Stop-and-Go penalties.
Not serving them disqualifies a driver.
Driving against the direction of the track and hitting another car leads to a direct disqualification."
" I'm not sure about the final design in terms of track cutting. At the moment you will be automatically slowed down for 5 seconds, but this very well could change. For example a three strike policy like in DTM, where you get a Stop-and-Go if you went off track with a time gain 3 times."
"From a couple of free practice sessions I can tell that it is possible to bend the steering rack when making your car go fast over sausage kerbs, and I also experienced burst tyres.
About component failure, there was a time when individual cars suffered from engine failures after a handful of laps due to lacking optimization, so that system is in place, too."
"Brakes can fade and fail, too."
"We also have gearbox damage that punishes you for bad shifting (mainly with manual clutch)"
"Aero damage is active. Contact can cause you to lose downforce, gain drag,
and have reduced cooling to the engine and brakes."
"Local yellow flags for collisions and cars off track. Green flag will be shown when cleared.
White Flag for slow cars ahead e.g. damaged car limping back to the pits
Blue Flags Implemented and working."
"Jump starting and overtaking under yellow lead to Stop-and-Go penalties.
Not serving them disqualifies a driver.
Driving against the direction of the track and hitting another car leads to a direct disqualification."
" I'm not sure about the final design in terms of track cutting. At the moment you will be automatically slowed down for 5 seconds, but this very well could change. For example a three strike policy like in DTM, where you get a Stop-and-Go if you went off track with a time gain 3 times."
"From a couple of free practice sessions I can tell that it is possible to bend the steering rack when making your car go fast over sausage kerbs, and I also experienced burst tyres.
About component failure, there was a time when individual cars suffered from engine failures after a handful of laps due to lacking optimization, so that system is in place, too."
"Brakes can fade and fail, too."
"We also have gearbox damage that punishes you for bad shifting (mainly with manual clutch)"
"Aero damage is active. Contact can cause you to lose downforce, gain drag,
and have reduced cooling to the engine and brakes."
Guest- Guest
Re: Project CARS
The faps continue
Dektra- OZFM Legend & Hall of Famer
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Re: Project CARS
What is "faps"? Is that some new age hippy talk?
Dazza4610- .
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Re: Project CARS
Dazza4610 wrote:What is "faps"? Is that some new age hippy talk?
http://www.urbandictionary.com/define.php?term=fap
Dektra- OZFM Legend & Hall of Famer
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Re: Project CARS
if you want to fap dektra read this
** I don't know how much of this is actually confirmed, only what I've read on GT Planet
** I don't know how much of this is actually confirmed, only what I've read on GT Planet
GT Planet wrote:So, if this thread needs to be deleted (for some odd reason) feel free to do so.
So PCARS is in my opinion the biggest upcoming game in simulation for consoles. And there are some features that set it apart from the Forza/GT Titles. So here's a list of them. I encourage that you list some in reply to this topic so I can add it to the list. So Let me start it off.
(Keep in mind, not all of these may be available on the console versions, and may not even be in the final product).
Features:The Racing
- Crane picks up car stuck in gravel trap under yellow flag conditions.
- Customized rolling starts/grid starts.
- Track conditions change throughout the calendar year, days will get longer or shorter, it will get hotter or cooler and leaves will litter the track in Autumn and winter.
- Multiple Ghost cars out on track.
- Ability to accelerate the time of day up to 240x speed, as well as the ability to have the race at any time of day.
- VR headset compatibility and head tracking.
- You can damage your headlight(s) to the point where they don't light up, if this happens during the night. You will be driving "blind".
- There is an Initial helmet tearoff strip animation.
- Motion captured pit stop animations
- Fully dynamic weather that can be link to real time weather reports.
- Adaptive pit strategy.
- In addition to the racing line, it gets more grip over time in wet conditions it becomes dryer quicker.
- Overall lighting will darken if a cloud blocks the sun, as it would in real life.
Career
- There is no money system as everything is given to you at the beginning, however, like in real life, you work your way up the motorsport ranks via contract offers. Rather than just grinding to buy a certain car.
- Free Practice, Qualifying, Warm-up Laps, Safety Car, Rolling/Standing Start is all adjustable in career mode.
- All events in career mode will be "scalable" in terms of length.
- Full Indy 500 license, including all cars, drivers, and designs.
- In the announcement of the 24h of Le Mans license they say that players will be able to race against a full field of 55 opponents (totaling 56 cars including player).
- Build notes mention something regarding championship points in the career mode.
- There will be Contact offers in Career (Confirmed).
- Currently up to 8 tiers of different championships you could do to reach Formula A.
- Highly adjustable AI characteristics (Overall challenge, aggression, start reaction, intelligence, qualifying ability, race ability, passing, blocking, stamina, risk taking).
- Historic carrier goals (Defending Champion, Rising Star, Triple Crown).
- Invitation events & endorsement deals.
- Manager & engineer inform you of your progress and career opportunities.
Solo Mode
- Playing in Solo Mode wont effect your Career Progress.
- Track gets "grippier" as rubber is tire laid down over time.
- You can shorten a 24 hour period in game to 6 minutes (real life).
Season Mode
- Ranges from Minor track days to the 24 hours of LeMans
- Your pit engineer will help you deal with the environmental changes as well as when your brakes or tyres are overheating, when you’re gaining/losing on an opponent and other race related information (he’ll be present in every mode)."
Quick Race Weekend
- Up to 64 cars on track (PC).
- More than 16 on Consoles.
- Ability to do a quick 2 lap quick race to practice sessions, qualifying and a 2 race setup.
The Cars
- Each car will have its own respective features in alliance to real life (i.e. KERS, DRS, Active Aero, etc.)
- Asymmetrical tuning.
- Brake Heat.
- Engine Heat.
- Oil Temperature.
- Each car has its own unique set of tires.
- Driver helmets fit the time period of when the vehicle went into production.
- Windshield Wiper button.
- Headlights on/off button.
- Tire deformation and punctures are included.
- Up to 70+ setup options.
- Mechanical failures.
- Wheels are detachable if involved in a crash.
- If you make contact with another wheel in an open wheel car, like in real life, your car could get unsettled, or worse launched up in the air (i.e. Mark Webber 2010)
Online
- Free Practice, Qualifying, Warm-up Laps, Safety Car, Rolling/Standing Start is all adjustable when creating an online session.
- There was a claim by the head of marketing that the online multiplayer count on Consoles was stress tested at 30+, however talks are a aim towards 16-20 players in an online session.
- Multi-class racing.
- Join in season lobbies.
- Virtual social network feed where your fans give comment on you, goes in the career sections.
- Being able to spectate other drivers and watch telemetry at the same time.
Misc
- The basic game difficulty levels are; "ARCADE" - "ACTION" - "REAL" - "SEMI-SIM" - "SIM".
- Create your own driver to your liking.
- Ben Collins (AKA Stig) as a pit engineer.
- Build notes mention something regarding "Motivational Speeches" via Pit2Car Radio (NOT CONFIRMED).
- Lens Flare is adjustable.
- Grid Girls!!!, Media Press, Race Engineers, Crowds and Race Marshals are all track side, and are built with great detail.
- All cars and tracks unlocked from the start of the game.
- The game makes use of the Xbox One's controller impulse triggers, similar to that of Forza 5.
- The game makes use of the Playstation DUALSHOCK 4 speaker, where "You'll hear your Pit Engineer talking directly to you through the integrated speaker."
- Physics underneath runs at 600 times a second (Forza 5 200, iRacing 400), input on the controller is measured 250 times per second.
Mention-able Notes:
- The Safety car won't be available at launch, however will rather come in a week 1 update (NOT CONFIRMED).
- Indy Cars (DW12) won't be at available at Launch, however will be available in a later update.
hillcrest- World Champion
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Re: Project CARS
The updates for this are coming fast at the moment I supposed to get weekly updates and at the moment I get them 3-4 times a week, coming along very rapidly. I'll check the latest build later in the week when I get F1 2014, swapping wheel stands is a little annoying...
SunCrossed- Serious Racer
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OZFM :: Project Cars :: PCARS Discussion
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