PCARS - still broken or playable?
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TheAlfheim
XYvSTUvYX
Goomf
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OZFM :: Project Cars :: PCARS Discussion
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PCARS - still broken or playable?
Hey all, just wondering how you're all going with PCars on the Bone? I haven't managed to get online with it much but when I do it's a dog's breakfast of crap comms, connection issues, jittery opponents etc, and others I've played with have tried to stick it out but are giving up.
Have the series that have gone on here been hassle free? I'm seriously thinking of returning the game which greatly disappointments me.
Have the series that have gone on here been hassle free? I'm seriously thinking of returning the game which greatly disappointments me.
Goomf- World Champion
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Re: PCARS - still broken or playable?
Going fine for me now, delete the limited edition car pack for less jitters
XYvSTUvYX- OZFM Legend & Hall of Famer
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Re: PCARS - still broken or playable?
What are your controller settings ask the controller guys to help you out, that's one of the main things to get right
XYvSTUvYX- OZFM Legend & Hall of Famer
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Re: PCARS - still broken or playable?
Thanks STU, although I'm assuming control settings are just to help you find settings to help control cars better and doesn't actually refer to the game being broken in this area. I'm more concerned about the actual stability of the game itself and being able to play online. Deleting the LE cars is one I haven't heard and will try that. Is that a delete and re-install or delete for good...which would suck?
Comms are shocking although I'm unsure if that's the game's fault or the Bone. Not being able to hear people can totally destroy a race when it's so important to be able to give out calls on track position. Another little thing that bugs me is the game never seems to remember that I want the mirror enabled and I constantly have to scroll through to get it even though I have supposedly saved the settings. Annoying when you haven't realised until the race starts.
I never had the loss of audio that many did. I believe that's fixed or better but other problems have arisen.
Comms are shocking although I'm unsure if that's the game's fault or the Bone. Not being able to hear people can totally destroy a race when it's so important to be able to give out calls on track position. Another little thing that bugs me is the game never seems to remember that I want the mirror enabled and I constantly have to scroll through to get it even though I have supposedly saved the settings. Annoying when you haven't realised until the race starts.
I never had the loss of audio that many did. I believe that's fixed or better but other problems have arisen.
Goomf- World Champion
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Re: PCARS - still broken or playable?
i haven't reinstalled my LE yet as its running just fine without it we did 2 races last night and it was very stable. You can party up for the time being for chat, I don't even use a mic on the wheel and I've been having some awesome races. Never really liked saying hey I'm on your left etc well because in a real life situation all the drivers don't talk to each other during the race, be mindful of your surroundings. I had an awesome battle with clarko last night. Lobby's hold 12 good but we haven't tested 14 or 16 yet since launch
XYvSTUvYX- OZFM Legend & Hall of Famer
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Re: PCARS - still broken or playable?
I'd like a real life scenario regarding comms, but until you have the ability to look everywhere you can just like in real life, I think comms are necessary. Maybe Oculus Rifts on everyone would do the trick.
Re Party chat, doesn't that only do 8 tops?
Anyway, good to know you've had 12 going strong at least.
Re Party chat, doesn't that only do 8 tops?
Anyway, good to know you've had 12 going strong at least.
Goomf- World Champion
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Re: PCARS - still broken or playable?
Hi guys,
I've been pretty absent of late, but keeping an eye on the forums (and the migration towards PCARs). I'd seen mixed reviews online, so I've stayed away from putting any time/money towards it.
I've also seen FM6 is due out in Sept (?), so that might be a consideration down the track. This trend of games releasing incomplete really bothers me - I'd like to know if I'm buying a game that it's market ready and not waiting for patches. PCARs seems like it fell into this hole. For FM6, only time will tell.
Thanks for the feedback on your experiences with PCARs. I'm still not convinced that it's worth it though. Frustrating, as I'd like to get back racing with you guys!
-Alf
I've been pretty absent of late, but keeping an eye on the forums (and the migration towards PCARs). I'd seen mixed reviews online, so I've stayed away from putting any time/money towards it.
I've also seen FM6 is due out in Sept (?), so that might be a consideration down the track. This trend of games releasing incomplete really bothers me - I'd like to know if I'm buying a game that it's market ready and not waiting for patches. PCARs seems like it fell into this hole. For FM6, only time will tell.
Thanks for the feedback on your experiences with PCARs. I'm still not convinced that it's worth it though. Frustrating, as I'd like to get back racing with you guys!
-Alf
TheAlfheim- Drivers licence
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Re: PCARS - still broken or playable?
Just wait for F6, pcars has become to me a race night only game, don't bother with much prac just rock up give it a crack, the game is still getting updates, the next one focuses on online which would be nice. But yeah not worth forking out cash for if your on the ropes, there are more games to choose from now.
XYvSTUvYX- OZFM Legend & Hall of Famer
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Re: PCARS - still broken or playable?
Honestly
When Pcars works, its fantastic, beats Forza by a very, very large margin. When it works. Things have undoubtably gotten better but honestly it will never reach its full potential on xbox.
Running a series is a nightmare, on top of the usual Forza issues there are crashes to dashboard, freezes and other issues to deal with. Comms is limited in lobby (but getting better) and only recently we've been able to have more than 12 in a lobby. Things like track selection and car selection (not count) work much better in Pcars. Organising a series is a much less tedious experience than Forza, running it, however, is a different story.
The racing experience in Pcars is miles above Forza, Dynamic TOD and weather, actual tyre wear and realistic fuel usage and pit stops and pit strategy all adds to the racing experience. Compared to Forza's static TOD and weather, non existent tyre wear and negligible fuel usage (not to mention that both are tied to damage and all 3 cannot be separated from each other) and lifeless pit stops that serve no purpose but to repair damage its a while new ball game. Strategy actually means something and can be a factor in a race. Not to mention cars that would actually race against each other are grouped together in classes. The AI is not a absolutely horrible as Forza, though that doesn't really matter to me because I don't really have much of an interest in single player racing.
The difference is polish. Forza is polished, complete. What you see is what you get and it will work. You dont get glimpses of what it can be, it is what it is. Project cars shows so many signs of greatness but ulitimately falls short, and Forza reaches the mark only because of its polish.
On PC however it is night and day. I would choose PC Project cars over Forza any day, any time, whenever where ever, It's not even a contest because its so one sided on Pcars side that you wouldn't even utter them in the same breath.
So TL:DR
If you want to feel like a race car driver, feel like you are racing in a structured, semi realistic environment on a large, good selection of tracks, in racing series that has cars that would race against each other, in any weather conditions and any time of day. If you want more than what you get from Forza get a wheel and play pcars on PC.
If you want a casual, semi serious experience, that provides good racing with hundreds of cars and a decentish track selection. Wait one month and buy Forza 6
When Pcars works, its fantastic, beats Forza by a very, very large margin. When it works. Things have undoubtably gotten better but honestly it will never reach its full potential on xbox.
Running a series is a nightmare, on top of the usual Forza issues there are crashes to dashboard, freezes and other issues to deal with. Comms is limited in lobby (but getting better) and only recently we've been able to have more than 12 in a lobby. Things like track selection and car selection (not count) work much better in Pcars. Organising a series is a much less tedious experience than Forza, running it, however, is a different story.
The racing experience in Pcars is miles above Forza, Dynamic TOD and weather, actual tyre wear and realistic fuel usage and pit stops and pit strategy all adds to the racing experience. Compared to Forza's static TOD and weather, non existent tyre wear and negligible fuel usage (not to mention that both are tied to damage and all 3 cannot be separated from each other) and lifeless pit stops that serve no purpose but to repair damage its a while new ball game. Strategy actually means something and can be a factor in a race. Not to mention cars that would actually race against each other are grouped together in classes. The AI is not a absolutely horrible as Forza, though that doesn't really matter to me because I don't really have much of an interest in single player racing.
The difference is polish. Forza is polished, complete. What you see is what you get and it will work. You dont get glimpses of what it can be, it is what it is. Project cars shows so many signs of greatness but ulitimately falls short, and Forza reaches the mark only because of its polish.
On PC however it is night and day. I would choose PC Project cars over Forza any day, any time, whenever where ever, It's not even a contest because its so one sided on Pcars side that you wouldn't even utter them in the same breath.
So TL:DR
If you want to feel like a race car driver, feel like you are racing in a structured, semi realistic environment on a large, good selection of tracks, in racing series that has cars that would race against each other, in any weather conditions and any time of day. If you want more than what you get from Forza get a wheel and play pcars on PC.
If you want a casual, semi serious experience, that provides good racing with hundreds of cars and a decentish track selection. Wait one month and buy Forza 6
hillcrest- World Champion
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Re: PCARS - still broken or playable?
Well here's the latest patch details so hopefully it makes a significant difference to online:
Project CARS – Patch 3.0 – Release Notes
New & Enhanced Feature Summary
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* New – Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
* Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
* Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and ‘fair’.
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
* Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.
Online
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
* Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Implemented support for Leaderboards reset across all platforms.
* PS4: Fixed an issue with the browser getting stuck at ‘Looking for sessions’.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* New – Xbox One – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
* Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.
Time Trial
* Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
* Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
* Ghost split and lap times are now displayed on timings/pause screen.
* Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’
Pitting, Tuning, Setups, Strategy
* Enhanced Setup and Pit Strategy system:
– – Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
– – In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
– – The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
– – Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
* Enhanced HUD and Telemetry tyre info system:
– – Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
* Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
* Fixed more cases where a vehicle’s default setup would not be correctly applied.
* Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
* Restrict pit strategy tyre compound types to only those available for the current vehicle.
* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
* Fixed an issue that at times caused a setup from one car to be applied to a different car.
* Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
* Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.
Physics & AI
* Improved AI rain speed realism when using treaded tyres in the wet.
* Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
* Increase tyre wear for AI if driving wet tyres when track is drying or dry.
* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.
Cut Track / Off Track System
Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and ‘fair’. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.
Career
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Added Career Contracts for core career sport DLC cars:
– – GT3: Bentley Continental GT3
– – LMP1: Audi R18 e-tron quattro
* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
* Fixed an issue with pre-DLC save games not unlocking DLC career content.
Audio
* Fixed tyre skid sound when car is sitting against a kerb at zero speed.
* Tweaked the dirt surface sounds.
* Fixed an issue where there would sometimes be missing race audio in a subsequent race if there’s an immediate quit at race start.
GUI, HUD, Telemetry
* GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
* Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
* When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
* Reworked the Replay/Spectate/Monitor interface to a more consistent design.
* Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
* Community Events – added a ‘DLC required’ indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
* HUD now reports correct split times to vehicles that are in the pits.
* Updated the Class logos used by Road cars to better differentiate the various road car classes.
* Fixed an issue with the Field of View slider not working.
* Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.
Replays
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
* Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
* Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.
Controls & FFB
New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid “cogging / notching” effects when stationary its best to leave the spring coefficient high and lower the saturation.
Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).
New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.
Fixed:
* Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added sequential shifter profiles for Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
* Logitech wheels – added LED support for the G29.
* Custom wheels – reduced the default menu spring strength.
* Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
* Handbrake and boost controls assignments are now no longer mandatory.
* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
* Fixed an issue where there was a sudden loss of FFB after a severe collision.
* Xbox One – fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.
* PS4 USB keyboard – corrected mapping for keypad ‘.’ / ‘Del’ keys, removed Pause being incorrectly hardcoded to the ‘P’ key.
Vehicles
* 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
* Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).
* Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
* Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
* BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
* BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
* Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
* Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
* Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
* Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
* Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
* McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
* McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
* McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
* Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
* Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
* Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
* RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
* Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
* Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
* Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
* Various cars – updated to use the correct tread textures for various tyre compounds
* Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* 4WD/hybrid vehicles – enabled visual backfires.
Tracks
* Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
* Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
* California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
* Dubai layouts – fixed a graphical anomaly on the track surface.
* Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
* Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
* Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
* Sakitto GP – unblocked pit lane and added pit lane directional signage.
* Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
* Silverstone layouts – fixed a false cut track warning at the pit entrance.
* Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
* Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
* Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
* Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.
Oculus Rift
* Implemented support for Oculus 0.6.0.1 SDK.
* Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support – further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn’t available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
* Added a command-line option “-vrnomirror” that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.
General
* Players are no longer disqualified for running out of fuel after finishing the race.
* Fixed an issue that would award players with a race win when skipping session after a false start.
* Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
* PC – added support to enable Opponent Car Reflections by using the “-insane” command-line option.
* Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
* Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
* PC – fixed an issue with Real-time weather not working.
* PS4 – fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
* PS4 – anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles.
* PS4 – fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
* Xbox One – implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.
Project CARS – Patch 3.0 – Release Notes
New & Enhanced Feature Summary
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* New – Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
* Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
* Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and ‘fair’.
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
* Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.
Online
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
* Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Implemented support for Leaderboards reset across all platforms.
* PS4: Fixed an issue with the browser getting stuck at ‘Looking for sessions’.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* New – Xbox One – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
* Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.
Time Trial
* Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
* Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
* Ghost split and lap times are now displayed on timings/pause screen.
* Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’
Pitting, Tuning, Setups, Strategy
* Enhanced Setup and Pit Strategy system:
– – Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
– – In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
– – The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
– – Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
* Enhanced HUD and Telemetry tyre info system:
– – Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
* Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
* Fixed more cases where a vehicle’s default setup would not be correctly applied.
* Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
* Restrict pit strategy tyre compound types to only those available for the current vehicle.
* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
* Fixed an issue that at times caused a setup from one car to be applied to a different car.
* Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
* Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.
Physics & AI
* Improved AI rain speed realism when using treaded tyres in the wet.
* Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
* Increase tyre wear for AI if driving wet tyres when track is drying or dry.
* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.
Cut Track / Off Track System
Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and ‘fair’. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.
Career
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Added Career Contracts for core career sport DLC cars:
– – GT3: Bentley Continental GT3
– – LMP1: Audi R18 e-tron quattro
* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
* Fixed an issue with pre-DLC save games not unlocking DLC career content.
Audio
* Fixed tyre skid sound when car is sitting against a kerb at zero speed.
* Tweaked the dirt surface sounds.
* Fixed an issue where there would sometimes be missing race audio in a subsequent race if there’s an immediate quit at race start.
GUI, HUD, Telemetry
* GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
* Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
* When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
* Reworked the Replay/Spectate/Monitor interface to a more consistent design.
* Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
* Community Events – added a ‘DLC required’ indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
* HUD now reports correct split times to vehicles that are in the pits.
* Updated the Class logos used by Road cars to better differentiate the various road car classes.
* Fixed an issue with the Field of View slider not working.
* Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.
Replays
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
* Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
* Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.
Controls & FFB
New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid “cogging / notching” effects when stationary its best to leave the spring coefficient high and lower the saturation.
Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).
New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.
Fixed:
* Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added sequential shifter profiles for Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
* Logitech wheels – added LED support for the G29.
* Custom wheels – reduced the default menu spring strength.
* Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
* Handbrake and boost controls assignments are now no longer mandatory.
* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
* Fixed an issue where there was a sudden loss of FFB after a severe collision.
* Xbox One – fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.
* PS4 USB keyboard – corrected mapping for keypad ‘.’ / ‘Del’ keys, removed Pause being incorrectly hardcoded to the ‘P’ key.
Vehicles
* 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
* Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).
* Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
* Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
* BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
* BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
* Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
* Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
* Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
* Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
* Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
* McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
* McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
* McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
* Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
* Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
* Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
* RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
* Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
* Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
* Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
* Various cars – updated to use the correct tread textures for various tyre compounds
* Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* 4WD/hybrid vehicles – enabled visual backfires.
Tracks
* Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
* Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
* California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
* Dubai layouts – fixed a graphical anomaly on the track surface.
* Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
* Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
* Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
* Sakitto GP – unblocked pit lane and added pit lane directional signage.
* Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
* Silverstone layouts – fixed a false cut track warning at the pit entrance.
* Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
* Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
* Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
* Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.
Oculus Rift
* Implemented support for Oculus 0.6.0.1 SDK.
* Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support – further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn’t available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
* Added a command-line option “-vrnomirror” that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.
General
* Players are no longer disqualified for running out of fuel after finishing the race.
* Fixed an issue that would award players with a race win when skipping session after a false start.
* Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
* PC – added support to enable Opponent Car Reflections by using the “-insane” command-line option.
* Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
* Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
* PC – fixed an issue with Real-time weather not working.
* PS4 – fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
* PS4 – anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles.
* PS4 – fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
* Xbox One – implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.
Goomf- World Champion
- Posts : 617
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Join date : 2012-09-04
Location : Sydney
Re: PCARS - still broken or playable?
+1 Hillcrest. About on the money there.
Personally, I really don't think there is any issues that make pCars "unplayable". Compared to Hillcrest and some others, ive never had to organise any events so I cant give much feedback there as I just rock up and race. I feel that both titles have had shitty connection issues, game chat in pCars still needs working on but I can recall waiting 30+minutes in Forza lobbies whilst we tried to get everyone into a room, so I dont think such issues would sway the final preference in one clear direction. What I will praise is pCars dev's are making an effort to improve their issues - whilst I feel that T10 have told us all to deal with it for a few years until Forza 6. And considering what DLC costs on Forza, this pisses me off!!
Wheel and controller wise, its been a big talking point for most of the time after release but from who i've talked to, and raced with many who have got it all nutted out. Ditto with FFB issues on the wheel.
Personally, ive kept on playing through since day dot and the dev's have done an awsome job with further development and patches. I've always kept an eye on forums ect as there has been a few "workarounds" to avoid the bugs. But their fixes have worked!! Looking forward to the further upgrades in Patch 3.0.
Its hard to adapt to new driving physics for those who are only familiar with Forza. Initially it is not fun, lots of spins and crashes BUT it is hugely rewarding once you are comfortable, and more so than what any Forza has ever offered. (IMO). But that hardcore racing simulator is what Ive craved for, its what Forza isnt and never will be. (not that i am taking anything away from the countless years of fun Ive had since Forza first showed up in 2005) But since pCars has given us "consolers" what those on PC have had for years, and the more I spend in pCars, the more I find Forza bland and tastless, especially in its tuning characteristics, lack of qualifying and practice sessions and overall race preperation (pit stops and strategy). Whether 6 will address this is yet to be determined, I look forward to finding out, but I have reserved some doubt as it was never intended to simulate what pCars, iRacing ect does.
But each person's interpretation on having fun whilst driving a car is different, so what we get out of the game will differ from person to person. I will never take that away from anyone.
PCars has plenty to offer, its a cracker of a game!!!
Personally, I really don't think there is any issues that make pCars "unplayable". Compared to Hillcrest and some others, ive never had to organise any events so I cant give much feedback there as I just rock up and race. I feel that both titles have had shitty connection issues, game chat in pCars still needs working on but I can recall waiting 30+minutes in Forza lobbies whilst we tried to get everyone into a room, so I dont think such issues would sway the final preference in one clear direction. What I will praise is pCars dev's are making an effort to improve their issues - whilst I feel that T10 have told us all to deal with it for a few years until Forza 6. And considering what DLC costs on Forza, this pisses me off!!
Wheel and controller wise, its been a big talking point for most of the time after release but from who i've talked to, and raced with many who have got it all nutted out. Ditto with FFB issues on the wheel.
Personally, ive kept on playing through since day dot and the dev's have done an awsome job with further development and patches. I've always kept an eye on forums ect as there has been a few "workarounds" to avoid the bugs. But their fixes have worked!! Looking forward to the further upgrades in Patch 3.0.
Its hard to adapt to new driving physics for those who are only familiar with Forza. Initially it is not fun, lots of spins and crashes BUT it is hugely rewarding once you are comfortable, and more so than what any Forza has ever offered. (IMO). But that hardcore racing simulator is what Ive craved for, its what Forza isnt and never will be. (not that i am taking anything away from the countless years of fun Ive had since Forza first showed up in 2005) But since pCars has given us "consolers" what those on PC have had for years, and the more I spend in pCars, the more I find Forza bland and tastless, especially in its tuning characteristics, lack of qualifying and practice sessions and overall race preperation (pit stops and strategy). Whether 6 will address this is yet to be determined, I look forward to finding out, but I have reserved some doubt as it was never intended to simulate what pCars, iRacing ect does.
But each person's interpretation on having fun whilst driving a car is different, so what we get out of the game will differ from person to person. I will never take that away from anyone.
PCars has plenty to offer, its a cracker of a game!!!
Mitch- 2 x World Champ
- Posts : 1302
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Join date : 2009-08-27
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Re: PCARS - still broken or playable?
So, since the latest patch, how's she been running for everyone? A beast to be reckoned with now or still issues?
Goomf- World Champion
- Posts : 617
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Join date : 2012-09-04
Location : Sydney
Re: PCARS - still broken or playable?
Still issues bigger issues, it got worse lol pit bug ruins it
XYvSTUvYX- OZFM Legend & Hall of Famer
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Re: PCARS - still broken or playable?
Cheers and bugger. Could you explain in more detail?
Goomf- World Champion
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Join date : 2012-09-04
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XYvSTUvYX- OZFM Legend & Hall of Famer
- Posts : 3093
Points : 4023
Age : 35
Join date : 2010-03-03
Location : Newcastle NSW
Re: PCARS - still broken or playable?
Ta. Having a bit of a read and it breaks your heart. So many good intentions and things put into action but still not a complete game.
My patience has run out I think. Too many friends have bailed and will no doubt simply embrace Forza6 by default for their racing fix. Not that that's a horrible thing, but you know...
My patience has run out I think. Too many friends have bailed and will no doubt simply embrace Forza6 by default for their racing fix. Not that that's a horrible thing, but you know...
Goomf- World Champion
- Posts : 617
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Age : 58
Join date : 2012-09-04
Location : Sydney
Re: PCARS - still broken or playable?
Yeahhhhhh it did go backwards a bit............
Mitch- 2 x World Champ
- Posts : 1302
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Join date : 2009-08-27
Location : Cessnock (Hunter Valley), NSW
Re: PCARS - still broken or playable?
I'm noticing a resurgence over at MOJO for Pcars, mainly because some are getting wheels and finding it such an incredible difference. So much so they find it now difficult to enjoy Forza6 because the immersion doesn't seem to be there at the same level.
BTW, for Xbox, any niggles since Patch 4.0? I'm still having the simple HUD problem of it not keeping my choice from race to race. I haven't actually tried re-saving it in the options since the patch but you'd think if I was just using a chosen view in one race it'd keep it for the next. I haven't checked out the Pits prob from before.
BTW, for Xbox, any niggles since Patch 4.0? I'm still having the simple HUD problem of it not keeping my choice from race to race. I haven't actually tried re-saving it in the options since the patch but you'd think if I was just using a chosen view in one race it'd keep it for the next. I haven't checked out the Pits prob from before.
Goomf- World Champion
- Posts : 617
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Join date : 2012-09-04
Location : Sydney
Re: PCARS - still broken or playable?
Still get the HUD problem on PC, I haven't noticed any huuuge bugs on pc with 4.0, have been running some decent length races as well over at OZNZSR, Haven't touched the xbone version for a while now though
hillcrest- World Champion
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Join date : 2013-06-19
Location : Adelaide
Re: PCARS - still broken or playable?
I've seen the Project Cars game of the year edition is coming out in May with presumably most of the DLC and patches included.
A year on and a stack of patches, is it worth the grabbing a copy for the xbox?
I've really enjoyed getting involved in a few series here at OZFM with forza 6, however i'm also keen on a good offline career but forza's careers are more of a 'here, experience a bit of everything' rather than proper series/championships. Would it be worth getting for offline career and joining in a series or 2 on ozfm?
ps. I'm racing with a G920 & shifter
A year on and a stack of patches, is it worth the grabbing a copy for the xbox?
I've really enjoyed getting involved in a few series here at OZFM with forza 6, however i'm also keen on a good offline career but forza's careers are more of a 'here, experience a bit of everything' rather than proper series/championships. Would it be worth getting for offline career and joining in a series or 2 on ozfm?
ps. I'm racing with a G920 & shifter
Tortoise- Drivers licence
- Posts : 59
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Age : 40
Join date : 2015-12-17
Location : Ipswich, QLD
Re: PCARS - still broken or playable?
Personally I love this game. The game for me got a whole lot better after I purchased my G920. I find the offline play fun with many options. Online is ok but still as its peer to peer connected good connections are required otherwise random boots do occur and even if you have a good connection you could be booted.
I think the AI is ok you just need to know where they will cut you off into corners, to me it's like real life in a way. You need to sus out the driver 1st to see his weak spots and then take advantage. Setting AI driver level to 100% helps as I'm running at 80% and the AI slow difference I think is coming out of corners. I want to test same track with AI at 100% to see if they accelerate out of corners more aggressively.
So I would say yes to anyone if they want to purchase the game for the best sim for console currently on the market.
PS I think Dirt Rally may take the top sim from what I've seen. Yet to get the game to try out.
I think the AI is ok you just need to know where they will cut you off into corners, to me it's like real life in a way. You need to sus out the driver 1st to see his weak spots and then take advantage. Setting AI driver level to 100% helps as I'm running at 80% and the AI slow difference I think is coming out of corners. I want to test same track with AI at 100% to see if they accelerate out of corners more aggressively.
So I would say yes to anyone if they want to purchase the game for the best sim for console currently on the market.
PS I think Dirt Rally may take the top sim from what I've seen. Yet to get the game to try out.
Neilo05- Serious Racer
- Posts : 459
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Location : Bensville, NSW
Re: PCARS - still broken or playable?
Thanks Woody.
Tortoise- Drivers licence
- Posts : 59
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Age : 40
Join date : 2015-12-17
Location : Ipswich, QLD
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» PCARS - WEC - 30/8 - R2 - Le Mans 2.4
» PCARS - WEC - 16/8 - R1 - Nurb GP
OZFM :: Project Cars :: PCARS Discussion
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