Project CARS: Ultimate Sim Thread

Found a new awesome thing to do. Race the Ford Capri Group 5 Zakspeed around Imola at night:surprise::surprise::bang::bang:
 
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I get what the game is doing, I'm not confused I assure you, I don't need to be told "you need to race more tiers" when I feel forced to do so. That's not gaming for me. The AI I tried on all levels out of curiosity.

I can understand where you are coming from, but ultimately it does sound like you are looking for a "game". By that I mean no matter what the core mechanics are there needs to be an external sense of progression, rewards etc.. In the same sense the presentation becomes just as important as everything else. This game is definitely not for you. The core tenet here is racing, and I'm betting the ultimate experience was also based around human competition rather than just AI, or at least the potential for it. The progression is about winning a race or championship, about getting eau rouge just right after a number of almosts, holding position in 6th because that's the best you can manage with your skill/knowledge/setup or just doing laps for hours on one track with one car trying to beat your own time by a couple 100ths of a second. The last one in particular is important. This is the kind of game where you have to enjoy just getting better, perhaps with the notion of using that skill against others in the future.

I might sound like I'm being harsh, but I'm not. There are plenty of games that I want to be games. I find it an important part of game design for many games. In fact it's my biggest gripe with F2P games at this point. The systems they use force them to design games outside of the optimal progression speed,m outside what feels the best. A game that gets it right can be intoxicating, but this is your Counterstrike of the console racing genre(plenty like this on pc). It's about racing, winning and personal improvement. Some would likely extend this to starcraft or even Dota 2 and they would have a point, but I think Dota in particular still bases some of it's core gameplay around that sense of progression within the game. That said, for people playing it seriously the level up elements are clearly not what they are getting out of the experience as for them it transcended that long ago.

In that sense this game is closer to a sport than a "game" as we know it. While most sports, including racing do have a progression system(position, goals etc..) They are very simple and limited systems, that will be repeated over and over again. The pleasure comes from playing, competing and winning. It comes from the mechanics of the sport. And while I know many games that would never make philosophy work, I'm overjoyed that PCARS embraced it. I personally love Driveclub, like seriously love it, but it's about all the other parts I was talking about. It's not about racing, or even driving that much. It's about unlocking cars, getting points and beating challenges. I love it, and I love that is the polar opposite.
 
I can understand where you are coming from, but ultimately it does sound like you are looking for a "game". By that I mean no matter what the core mechanics are there needs to be an external sense of progression, rewards etc.. In the same sense the presentation becomes just as important as everything else. This game is definitely not for you. The core tenet here is racing, and I'm betting the ultimate experience was also based around human competition rather than just AI, or at least the potential for it. The progression is about winning a race or championship, about getting eau rouge just right after a number of almosts, holding position in 6th because that's the best you can manage with your skill/knowledge/setup or just doing laps for hours on one track with one car trying to beat your own time by a couple 100ths of a second. The last one in particular is important. This is the kind of game where you have to enjoy just getting better, perhaps with the notion of using that skill against others in the future.

I might sound like I'm being harsh, but I'm not. There are plenty of games that I want to be games. I find it an important part of game design for many games. In fact it's my biggest gripe with F2P games at this point. The systems they use force them to design games outside of the optimal progression speed,m outside what feels the best. A game that gets it right can be intoxicating, but this is your Counterstrike of the console racing genre(plenty like this on pc). It's about racing, winning and personal improvement. Some would likely extend this to starcraft or even Dota 2 and they would have a point, but I think Dota in particular still bases some of it's core gameplay around that sense of progression within the game. That said, for people playing it seriously the level up elements are clearly not what they are getting out of the experience as for them it transcended that long ago.

In that sense this game is closer to a sport than a "game" as we know it. While most sports, including racing do have a progression system(position, goals etc..) They are very simple and limited systems, that will be repeated over and over again. The pleasure comes from playing, competing and winning. It comes from the mechanics of the sport. And while I know many games that would never make philosophy work, I'm overjoyed that PCARS embraced it. I personally love Driveclub, like seriously love it, but it's about all the other parts I was talking about. It's not about racing, or even driving that much. It's about unlocking cars, getting points and beating challenges. I love it, and I love that is the polar opposite.

I understand what goings on, as I've already said I know its sim, there is no confusion. I understand exactly where the strength of the game is and it does work, it just isn't for me. One best example is the pit stops, the sim part of it completely absurd, same old issues over and over, its difficult to be engaged when your pit crew leader is yelling at you about the car behind you is "ducking in on inside lane" when he's over 4 seconds behind. WHAT Where?

My whole problem with the game is the progression, its built around this team and pit crew that isn't developed at all. I understand becoming a better driver, yada yada, yes, great all well and good. I got that and enjoyed that part of it. I was fine with finishing 10th as long as I beat my last time. Tracks are awesome too. Visuals are even amazing at times. The bugs and menus were just icing on the cake and one race I finished 1st and was listed as 9th? lol, I can look past all that those, but when you focus on an element so important like pit stops and pit crews, make an effort. I would have rather them delayed it for another 6months and nailed that aspect.

Anyway, I took the game back today so no need wasting time defending it against me, its a good game, and I could see where many would love it. I'm not trolling but I don't want my opinion downplayed because I didn't use the same assist as you or the same AI settings, cars or I didn't "get it" in the same special way as you, no I did, I just did "enjoy it" in the same special way. Huge difference. Not saying anyone said that, but just confirming. I tried enough of them to understand, being a developer myself it doesn't take long for me to figure it out.
 
I understand what goings on, as I've already said I know its sim, there is no confusion. I understand exactly where the strength of the game is and it does work, it just isn't for me. One best example is the pit stops, the sim part of it completely absurd, same old issues over and over, its difficult to be engaged when your pit crew leader is yelling at you about the car behind you is "ducking in on inside lane" when he's over 4 seconds behind. WHAT Where?

My whole problem with the game is the progression, its built around this team and pit crew that isn't developed at all. I understand becoming a better driver, yada yada, yes, great all well and good. I got that and enjoyed that part of it. I was fine with finishing 10th as long as I beat my last time. Tracks are awesome too. Visuals are even amazing at times. The bugs and menus were just icing on the cake and one race I finished 1st and was listed as 9th? lol, I can look past all that those, but when you focus on an element so important like pit stops and pit crews, make an effort. I would have rather them delayed it for another 6months and nailed that aspect.

Anyway, I took the game back today so no need wasting time defending it against me, its a good game, and I could see where many would love it. I'm not trolling but I don't want my opinion downplayed because I didn't use the same assist as you or the same AI settings, cars or I didn't "get it" in the same special way as you, no I did, I just did "enjoy it" in the same special way. Huge difference. Not saying anyone said that, but just confirming. I tried enough of them to understand, being a developer myself it doesn't take long for me to figure it out.


It isn't about downplaying your option choices. It is just that these games require a certain amount of boldness. I mean if you are playing with non-real tire wear and no mechanical failures with low lap numbers then you are not really experiencing the game. There is no shame in using assists, especially in this game as it gives the option to use the ones used in real life on each car. Lap numbers are important because they allow big features of the game time to come into effect.

As for pit stops, yes they are basic, but in the grand scheme of a race they are 10-15 seconds of it.

It is a shame you didn't enjoy it and have returned it, but I am still curious as to what your assists, lap numbers, and AI settings were.
 
It isn't about downplaying your option choices. It is just that these games require a certain amount of boldness. I mean if you are playing with non-real tire wear and no mechanical failures with low lap numbers then you are not really experiencing the game. There is no shame in using assists, especially in this game as it gives the option to use the ones used in real life on each car. Lap numbers are important because they allow big features of the game time to come into effect.

As for pit stops, yes they are basic, but in the grand scheme of a race they are 10-15 seconds of it.

It is a shame you didn't enjoy it and have returned it, but I am still curious as to what your assists, lap numbers, and AI settings were.

I played with different assists, I immediately went in and turned them off, super bold, but fun to come in last 3 times in row, then middle of the pack a few times, etc, etc. I get it. Its not about not being bold either for me, that's usually what I do. lol. I did a 60 lap race, "ah well you need to do shorter races, THEN you'll get it."

no, I get it.
 
I played with different assists, I immediately went in and turned them off, super bold, but fun to come in last 3 times in row, then middle of the pack a few times, etc, etc. I get it. Its not about not being bold either for me, that's usually what I do. lol. I did a 60 lap race, "ah well you need to do shorter races, THEN you'll get it."

no, I get it.
Cool.

Like I said I was just curious more than anything. Now my curiosity has been satiated :txbsmile:
 
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If you are having some serious FPS issues on certain tracks try this...Clear your Blu-ray persistent storage under the Blu-ray settings.

I was having terrible performance on Oulton Park, I did the above and it is now 98% better.
 
What is everyone using for steering settings on Xbox One with gamepad. I thought I had found a nice setting that felt similar to Forza then I switched to the faster prototype cars and it feels completely twitch again.

dead zone 35
steering sensitivity 15
throttle dead zone 10
throttle sensitivity 30
...................
speed sensitivity 40
filtering 5
input 3
 
Menace listed perfect setting above (IMO) for Formula Rookie. But now that it has moved me to Historic Touring Cars, the Ford Escort is a bitch to handle. I think it is on a car by car basis? I need to see if there is a controller setting for this car.

Edit: Disregard. The settings that Menace gave me for Formula Rookie work fine on the Escort. The problem was me, trying to drive the Escort like a Forumla car. Now that I am driving it like a 1972 Escort, it works great.

That Escort is a squirrelly little f***er.
 
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What is everyone using for steering settings on Xbox One with gamepad. I thought I had found a nice setting that felt similar to Forza then I switched to the faster prototype cars and it feels completely twitch again.

dead zone 35
steering sensitivity 15
throttle dead zone 10
throttle sensitivity 30
...................
speed sensitivity 40
filtering 5
input 3


You wont find a perfect set up until it gets patched. Right now the analogue stick values are borked. If you go into 3rd person view, pan round to a wheel and slowly steer left & right you will see the the car reaches full lock at around 40-60% of stick movement.

However, I personally have been racing Trouring cars, GT cars, and Open Wheels on this ..

Mode 3

Steering Dead Zone- 0
Steering Sensitivity - 0
Speed Sensitivity - 65
Control Filtering - 50
Steering Dampening - On ( this is found with advanced settings on)


Have you tried Mode 1 with the prototype cars? The different Modes have different base values that can not be changed by the user. Maybe try Mode 2 as well.

Also, steering sensitivity will make your Twitchyness worse
 
Menace listed perfect setting above (IMO) for Formula Rookie. But now that it has moved me to Historic Touring Cars, the Ford Escort is a b**** to handle. I think it is on a car by car basis? I need to see if there is a controller setting for this car.

Edit: Disregard. The settings that Menace gave me for Formula Rookie work fine on the Escort. The problem was me, trying to drive the Escort like a Forumla car. Now that I am driving it like a 1972 Escort, it works great.

That Escort is a squirrelly little f***er.

Yeah, the Escort is a right dog. I have been trying to tune it a bit, but it has such limited options and range values that there isn't that much you can do with it.
 
Control Filtering just increases input lag so I find the lower I keep that the more responsive the game feels.

I did up my speed sensitivity which in theory should require more steering input the faster your car is moving. This should reduce twitchiness but getting this number too high makes it feel as though you cannot crank the wheel fast enough around a sharp turn.

With a low steering sensitivity it should make the stick distance from center to full lock the most gradual and consistent, where as a high number plots it more as a curve. The further from center you move the stick the faster it turns the wheel. I find the low number here works somewhat against the speed sensitivty. If these two are not balanced well you will either feel twitchy or slow to reach turning angles.

The bug you mentioned just makes the situation worse. I am also not sure if it is related to that bug or why the speed sensitivity does feel like it is applied dynamically based on the top speed of the car you are in. Why you can dial in a a sett ing for one class and then move up or down a class and the settings feel off again.
 
Control Filtering just increases input lag so I find the lower I keep that the more responsive the game feels.

I did up my speed sensitivity which in theory should require more steering input the faster your car is moving. This should reduce twitchiness but getting this number too high makes it feel as though you cannot crank the wheel fast enough around a sharp turn.

With a low steering sensitivity it should make the stick distance from center to full lock the most gradual and consistent, where as a high number plots it more as a curve. The further from center you move the stick the faster it turns the wheel. I find the low number here works somewhat against the speed sensitivty. If these two are not balanced well you will either feel twitchy or slow to reach turning angles.

The bug you mentioned just makes the situation worse. I am also not sure if it is related to that bug or why the speed sensitivity does feel like it is applied dynamically based on the top speed of the car you are in. Why you can dial in a a sett ing for one class and then move up or down a class and the settings feel off again.

Most likely because the moving up or down a class changes the speed at which you travel. So a setting for GT3 will likely be too much for GT4.

The other two settings do have their limits, but I do find the control filter at 50 and speed sensitivity at 60-65 tends to work well all round. I have used that same setting on Formula Rookie, Formula C, & A. Plus, I used it for GT4, 3, the Clio Cup, and the retro touring cars via solo event.
 
So, I have been tweaking and playing with the Escort RS1600 for about 4-5 days now, and this is what I have come up with.


Tire Pressure Front - 1.63bar
Tire Pressure Rear - 1.55bar
Brake Pressure - 95%
Brake Balance - 55%
Traction Control Slip -
13%
Steering Ratio - 10.9:1
Caster Right - 4.5 degrees
Caster Left - 4.5 degrees
Camber Front - 1.9 degrees
Camber Rear - 0.0 degrees
Toe-in Front - -0.6 degrees
Ride Height Front - 75mm
Ride Height Rear - 100mm
Spring Rate Front - 65N/mm
Spring Rate Rear - 56N/mm
Sway Bar Front - 21N/mm
Sway Bar Rear - 10N/mm
Bump Stp Front - 30mm
Bump Stop Rear - 30mm
Slow Bump Front - 3250N/mm
Slow Bump Rear - 3250N/mm
Slow Rebound Front - 7900N/mm
Slow Rebound Rear - 7900N/mm
Limited Acceleration Lock - 70%
Limited Deceleration Lock - 52%
Preload - 15N-m
Gearing - Final Drive = 3.76

Tested it on Road America Full, Watkins Glen GP, Oulton Park International, Imola, & Brands Hatch GP. It might not set any lap records but I found it competitive in its class.
 
So, I have been tweaking and playing with the Escort RS1600 for about 4-5 days now, and this is what I have come up with.


Tire Pressure Front - 1.63bar
Tire Pressure Rear - 1.55bar
Brake Pressure - 95%
Brake Balance - 55%
Traction Control Slip -
13%
Steering Ratio - 10.9:1
Caster Right - 4.5 degrees
Caster Left - 4.5 degrees
Camber Front - 1.9 degrees
Camber Rear - 0.0 degrees
Toe-in Front - -0.6 degrees
Ride Height Front - 75mm
Ride Height Rear - 100mm
Spring Rate Front - 65N/mm
Spring Rate Rear - 56N/mm
Sway Bar Front - 21N/mm
Sway Bar Rear - 10N/mm
Bump Stp Front - 30mm
Bump Stop Rear - 30mm
Slow Bump Front - 3250N/mm
Slow Bump Rear - 3250N/mm
Slow Rebound Front - 7900N/mm
Slow Rebound Rear - 7900N/mm
Limited Acceleration Lock - 70%
Limited Deceleration Lock - 52%
Preload - 15N-m
Gearing - Final Drive = 3.76

Tested it on Road America Full, Watkins Glen GP, Oulton Park International, Imola, & Brands Hatch GP. It might not set any lap records but I found it competitive in its class.
I will give it a try, thanks Menace. I have ZERO time to test and tweak like that, so I appreciate the work you went and did.
 
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I finished up my formula C championship yesterday and found it a bit too easy. So I have changed disciplines to GT4 (Aston Martin Rapide S), bumped up the lap percentage to maximum and upped the AI to 80. I did one 12 lap race last night had a blast. This morning I did a 24 lap race and annihilated the competition. I was racing Dubai (Full I think) and my lap times started out at 1:49, by the time 18 laps had passed I had improved lap times by a staggering 3.5 seconds, turning in mid 1:45's & low 1:46s.

Game is great.
 
I will give it a try, thanks Menace. I have ZERO time to test and tweak like that, so I appreciate the work you went and did.
I made the adjustments, and I didn't notice any changes unfortunately. But it's all good, I have the Escort under my control now. Almost done with that series anyway.

Loving the game.
 
I made the adjustments, and I didn't notice any changes unfortunately. But it's all good, I have the Escort under my control now. Almost done with that series anyway.

Loving the game.

You did save it, right?
 
I rented this game on Xbox One along with Witcher 3 and MKX on X1.

I'm really impressed with this one. If this version is the inferior one, I'm really impressed. Great visuals and smooth gameplay.

I saw slight screen tearing in the final corner of the first track. I'm also not a fan of the depth of the field effect on replays. It makes the visuals look toyish in that replay camera.

The lighting is great. Road textures are great. I thought jaggies would be worse than they were based on comparison videos. Aliasing didn't really standout in any kind of way. This looks like a legit next gen racing game. And it's fun too
 
Patch coming on the 28th for Xbox One. Change Log below

Project CARS – Xbox One Patch 1.3 - Fixed Issues


Gamepad Controllers:
* Added ABS brake rumble to Xbox One triggers, so that the triggers will rumble on losing traction when braking. The amount of trigger rumble is controlled together with Force Feedback strength via the Force Feedback slider.
* Improved the efficiency of the controller rumble effect, to help make the steering more responsive on the Xbox One.
* Fixed an issue where moving the sticks from one extreme to the other would sometimes result in the steering getting stuck.
* Reworked the Xbox One analogue sticks range and axis dead zones, providing much improved steering control.

Wheel Controllers:
* Fanatec wheels – Fixed the issue with steering jolts that some users experience.

Online:
* Fixed an occasional crash when advancing from Qualifying to Race.
* Fixed an occasional crash when returning from a race to the Race Central.

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.

Ghosts:
* 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.

Tracks:
* 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.

AI:
* Fixed an issue where AI vehicles were sometimes sent to the pits due to low fuel on races where refueling is not allowed.

Pitstops:
* 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.

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.
 
So I finally got around to playing Forza 5 (which is a masterpiece by the way...) Would it be worth it to play this one now, with Forza 6 on the horizon? I'm almost thinking I should wait, seeing as Im in deep dive mode with Forza 5.
 
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So I finally got around to playing Forza 5 (which is a masterpiece by the way...) Would it be worth it to play this one now, with Forza 6 on the horizon? I'm almost thinking I should wait, seeing as Im in deep dive mode with Forza 5.

Might as well wait since you just found Forza 5. Pick this up a little later, for cheaper, and then do the same Forza 6. You can't lose:txbsmile:
 
So I finally got around to playing Forza 5 (which is a masterpiece by the way...)

bbrs.gif


Forza 5 is completely amazing. The quality of this racer is second to none.