People keep saying this but never come up with concrete evidence nor a good explanation of what this semi-new "simcade" term even is.
Objectively if you take the actual word "simulation" pCars ticks the boxes. Keep in mind that I'm not saying it is perfect (it isn't.. nothing is) but it tries to simulate the following, with better or worse success:
1) Proper dynamic tire physics with a complex non-lookup table based model, aka a "physical model"
2) Proper vehicle dynamics:
- complex engine, turbo and supercharger simulation (altitude/pressure changes and air temperature affect this simulation). Throttle application is properly simulated and is not a simple "go faster when depressed" kind of thing that we've seen for years in other simulators (which is why throttle feel is different in pCars compared to almost all the other simulators).
- proper differential simulation (as far as I know, created by the guy who made the differential simulation in Richard Burns Rally, Eero Piitula). Personally I think this simulation could be expanded and further developed. There are some workarounds used to get the 4-wheel drive cars to work properly
- complex suspension simulation with dampers and bump stops and all that jazz (with real-world digression knee values and suspension geometry taken either directly from the CAD models from the manufacturers or as closely estimated as possible). This area too can be further expanded with more complex simulation of the dampers.. but this is just a guess on my part.
- very detailed simulation of each components weight and placement within the chassis. For example fuel tanks have their proper place and shape within the chassis of the car. This means that a full fuel tank on some cars can feel very different to an empty fuel tank due to the placement and shape.. believe it or not, this was not at all always the case in earlier simulators. Fuel was just an arbitrary number of extra added weight that got mixed into the overall weight of the system and then subtracted when it depleted. Another example being engine orientation and the gyroscopic effects it has on a car. You can see this while standing still and revving the engine. Yet another effect that wasn't always taken properly into account in older sims.
3) complex tire heating, tire wear and heat flow system. Break pads transfer heat to the tire and vice versa. Tire has multiple layers of heating and multiple types of heating. Carcass has "flash heating" (instant surface heat buildup that directly affects the gooeyness/stickyness of the tire to tarmac), "deep heating" (overall warming up of the tire carcass and of course this is divided into segments over the whole tire. You can even see the heat patch flicker in the telemetry if you happen to flat spot the tire.. similar to all those rFactor 2 videos that made all us simracers go "woooah! the future!" a few years ago. Tire wear is also simulated through all the relevant layers of the tire, though in my opinion it is too lenient still. Flat spots were absolutely brutal at one point during the beta but was later toned down heavily. They are still there but the tire needs to be abused a few times before you can actually feel it through the FFB up to annoying levels (provided that you have FFB set to give you low-level forces).
4) Aerodynamics are simulated moderately thoroughly by dividing up the different parts of the car and how they relate to airflow. This is one part that could be better though. Some cars feel like they are too sensitive to wing changes even at slow speeds.. though I may be wrong about this. Active aerodynamics are also simulated at some level but the simulation doesn't tie into the animation system well.. which is why cars like the Pagani Huayra don't look correct during replays, which is a shame.
5) pCars tries to simulate a whole race session with pitstops, tire management, practice sessions, qualifying and such. It tries to truly simulate a full experience (not entirely successfully though.. oh those damn bugs all over the place.. oh well, at least it tries) from beginning to end.
6) Moderately advanced AI that tries to race you and fights for position. This is one area that is very splintered and divides people a lot. Personally I think the AI, when given some respect and when it doesn't bug-out, is absolutely awesome. Almost on par with ISI ai code (which in my opinion is currently king, mainly in the shape of Game Stock Car). Some people of course think it's awful (and to be fair, in some situations it is).
7) Proper weather simulation where perspiration, wind and air temperature all directly affect the physics (though I'm truly skeptic about the wind simulation.. I've yet to experience gusts of wind actually moving the car. Pretty certain it isn't simulated properly, or at all!).
8) Rubber buildup and marbles. Not as complex as rFactor 2 but more complex than GTR 2. This whole system could be a lot better but what is there is sufficient for now. The system they intend to implement in pCars 2 seems to be on a whole new level though.
9) KERS / ERS and DRS type of systems are simulated at a moderately complex level (energy storage and discharge is properly simulated in the various KERS/ERS enabled vehicles).
10) ABS, Stability Control (ESC) and Traction Control are simulated though ABS is a bit wrong as it's working at the same tick rate as the physics simulation which is way too high at 600Hz. Real ABS systems only work at much lower frequencies which makes the pCars ABS feel so smooth and thus a bit unrealistic.
Things obviously missing from the game that could/should be simulated
- Chassis flex is not simulated at all as far as I know.. or at the very least it is a very simple simulation with a "3rd spring" type of system, ala original rFactor. This could be a lot better and is one of the major causes for some cars to feel "strange" no matter how complex the rest of the systems are. Especially the Karts suffer from the lack of proper chassis flex modeling. Considering how sensitive the pCars tire model is to even tiny changes in suspension, I have a feeling that proper chassis flex simulation could truly make a pretty big impact on how the cars drive.. even the truly stiff cars like Formula A / B type open wheels or prototypes.
- Complex active damper nor any kind of complex hydraulic systems are simulated which means cars like the McLaren MP4-12C can't be all that authentic.
.. umm, from the actual vehicle simulation these are the only ones I can think of at this moment. Anybody know any other missing systems?
Notable problems/inaccuracies in the simulation:
- Tire longitudinal grip seems to be a bit too high on most cars.. most notable on the street cars.
- Tire transient grip characteristics seem to be a bit off which leads them to gain grip a bit too quickly in situations where you'd expect them to keep sliding and "stretching" a bit longer.. like over nasty bumps or sudden swerves or such.. but this is pure speculation on my part and only uses my meager real life experience as a measure. Could be the data is correct and my intuition wrong.
Anyhow, if you truly try to be as objective as possible then calling pCars anything less than a "true simulation" (whatever that means anyhow) is quite obviously unfair. You can make a similar list of your other games and see how they compare. Several areas of the list above are absent in for instance iRacing and Assetto Corsa yet they are considered by some more realistic?
If all this is just based on subjective feelings (which it in the end boils down to) then I can understand people wanting to put labels on things to describe these feelings.. but if we are truly honest here, I'd say there is a certain elitism and herd mentality going on here and these terms become used as derogatory terms instead of descriptive terms. It's put into a "us vs them" system so that one can feel comfortable and feel like a part of a team.. which has always been very strange from my point of view as I own almost all the simulators on the market. Personally I don't care who makes the best sim out there.. I just want it.
Actual answer to the topic: In my opinion and objective analysis (or at least as objective as I can be) Project CARS is most definitely a "true sim", whatever that means. It sounds like a car, drives like a car and smells like a car (referring to my leather office chair and sweaty TX 458 wheel).