PC2 Nissan GTP ZX Turbo Project CARS 2 Reveal

Paul Jeffrey

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Project CARS 2 Nissan GTP ZX 5.jpg

Slightly Mad Studios have revealed the beautiful Nissan GTP ZX Turbo of IMSA fame will be making an appearance in Project CARS 2, a first inclusion of this classic car to the franchise.

The Nissan GTP ZX was a phenomenal piece of race car engineering back in the 1980's, sensationally showcasing Japanese technology as the mighty machines took on the established old guard and won against the odds. With Porsche taking home literally all the silverware whenever it's 926s hit the track, it was left to the relatively unknown Nissan brand to field the brand new GTP ZX around some of the greatest race tracks in North American, eventually taking home the spoils no less than nine times during the 1988 IMSA season, securing a first of four consecutive driver championships for Australian Geoff Brabham and the Nissan team, ending the Porsche winning streak that dated back to the early 1980's.

The version due to be included in Project CARS 2 is that immaculate 1988 specification car, probably representing the pinnacle of 80's GT technology.

Slightly Mad Studios had the following to say on chassis 8801 that is coming to the simulation:

"Elvis is the car that has been recreated in Project CARS 2. Chassis 8801. It will be one of the most violent and savage cars you have ever driven. With ’80s levels of power and lag from the turbo, and ground effects pushing enough grip to tear the skin from your grinning face, this is not a car that is easily tamed.
It comes with some peculiarities, too—the lack a front roll bar being one. In common with most ground effects cars of that era, you’ll find this animal reluctant to turn through the low-speed stuff. Back in the day, they’d run it with some serious toe at the rear to counter the severe low-speed understeer. This, though, is largely irrelevant because, once you start flinging it through the quick turns, you’ll understand why it was so dominant.

The engine is a 3-litre V6 turbo and when the thing spools up, you get about 960hp shoving 860kgs along with all the deliciously insane lag you’d expect. It’s also a bit of a pig in terms of visibility—the car was designed for aero’ balance, and you’ll be seeing precious little of the world outside. With no back window, you’re also reliant on some awful little mirrors—not that you’ll spend too much time worrying about what’s behind you.


When you lose it, you’re going to lose it big time—the car was notorious not only for its grip, but also for being difficult to bring back over the limit. You’re also going to be surprised at how quiet it is—you’ll definitely hear the brakes and the turbo spool at 9000rpm. In the low-noise cockpit of the Nissan GTP ZX Turbo, everyone will hear you scream".
Project CARS 2 is due to release on Xbox One, PlayStation 4 and Windows PC September 2017.

Project CARS 2 Nissan GTP ZX 2.jpg
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Project CARS 2 Nissan GTP ZX 4.jpg


Check out the Project CARS 2 sub forum here at RaceDepartment to keep abreast of all the latest news and discussions with regards to the game. We will be monitoring the development of this title closely in the coming months and offer a lively forum space for fans to discuss the game prior to release around September 2017.

Project CARS 2 Nissan GTP ZX 8.jpg Project CARS 2 Nissan GTP ZX.jpg Project CARS 2 Nissan GTP ZX 10.jpg Project CARS 2 Nissan GTP ZX 6.jpg Project CARS 2 Nissan GTP ZX 6.jpg Project CARS 2 Nissan GTP ZX 7.jpg

Looking forward to trying the Nissan? Which cars would you like to see included in the game? Let us know in the comments section below!
 
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  • Deleted member 130869

The Sauber C9 in pC had brakes like a modern gt car, very docile acceleration with planted tires, and didn't get upset at abusive driving. So much like everything else about pC2, will wait and see for at least two months until after launch. The GTP's description means nothing if it doesn't drive like it.
 
tbf, from my granny-footed, 5/s per minute down on pace experience with iRs model of this car (which i'm thinking is '89 spec, just bc they list 800hp), id actually say it also ticks those boxes. well -- wouldnt say it's docile on power, but its quite manageable until you try to go full bellof, & the grip thru the corners & stopping power is incredible.

re: the SMS description, dunno where the 960bhp figure comes from, but i'm pretty confident it's incorrect:

"When I first drove for Nissan there weren’t any restrictions on the turbo and we had more than 1000 horsepower. We used to race with less than that, somewhere around 900, but it was a little bit of a hand grenade. In ’88, IMSA put some restrictions on the size of turbo inlets because speeds were getting pretty high. That cut down the horsepower but funnily enough it increased the torque so we went faster. We still had more than 800bhp, but no one would say publicly how much we had." -- GB
 
  • Deleted member 130869

The 917k is extremely drivable and like an engaged Sunday drive. It's some ways from finished but it's far from being crazy. C9 on AC with 80%+ turbo pressure is the handful when pushing.
 
The 917k is extremely drivable and like an engaged Sunday drive. It's some ways from finished but it's far from being crazy. C9 on AC with 80%+ turbo pressure is the handful when pushing.
Well, I didn't mean it was undrivable, but it sure is an adrenaline pump. Maybe because I don't care much for tweaking setups and mostly drive on bumpy enough tracks...
 
Even if PCARS2 won't live up to the physics expectations some of the hardcore simracers have, I think the content and the dynamicity (weather, real pit stops) will be a huge selling point. I mean, look at the positive reception of F1 2016 in the simracing community, which was mostly thanks to the "game value", the career.

The licences I look for in a game/sim about cars weren't in PCARS1, but it seems PCARS2 will fix that, for me (Ferrari, Nissan). So as a no-fan of the first game I am looking forward to this one. And if they improve the simulation/driving aspect (which is very strongly indicated by the info we have), and not make it a bug fest (I don't remember finding a bug in PC1), it's a win-win.

Choo choo...
 
I dunno...

The car is cool, the screens are pretty. But are we going to get another "car reveal" every week now for the whole year?

This piecemeal hypetrain is really cluttering up the news and feels like a very forced attempt to get people interested months before there's anything going to be released.
 
Nice, I really enjoyed this car in iRacing but had trouble finding races that went official so it was basically a hotlap car for me. Surprisingly easy to drive, even though I'll admit my times were never that great. Will be fun taking it for a ride in the rain and night.
 
I dunno...

The car is cool, the screens are pretty. But are we going to get another "car reveal" every week now for the whole year?

This piecemeal hypetrain is really cluttering up the news and feels like a very forced attempt to get people interested months before there's anything going to be released.
Well, besides being the home of a great community via the forums, this is a sim racing news portal. The faster "news" are published, the more "clicks" which means more money to keep up RD. I used VirtualR for news in the past, they got slower, I rarely visit them anymore. It would look better having a monthly reveals thread, I agree, but it's not how our world works...
 
Amazing shots! Perfect lighting system...for a second I had to think if I was looking at real photos or ingame screenshots.
Let's hope to have a good number of cars per Series or even full car grids per Series, although Series will have fake names.

Since they "buy" the laserscanned tracks from "partners", it is theoretically possible to have all the tracks we want, even if with fake names due to license costs.

So far so good.
I want to see the good side, so I'm positive!
Go go go SMS! :D
 
theoretically isn't the same as legally. no idea what the data costs but i doubt its worth investing in without a license or at least an understanding, & i can tell you there's zero chance you'll see a laserscanned circuit that isn't licensed in pC2 (unless someone's scanned macau, but even there i think its a different situation from monaco; there was talk about macau appearing in pC1 but i assume license fell thru...actually, what is it that makes monaco distinctive from other street circuits??)
 
Looks great (tracks & cars), probably drives okay, but what's the point? nVidia posted a gameplay video and the AI still is awful, looking like your average public server pickup race with AI cars being punted in T1 & driving through the grass as if it's as good as tarmac.
 
Looks great (tracks & cars), probably drives okay, but what's the point? nVidia posted a gameplay video and the AI still is awful, looking like your average public server pickup race with AI cars being punted in T1 & driving through the grass as if it's as good as tarmac.

Dude, game is still in Alpha phase. AI has changed a lot since the press event, still receiving heavy feedback from WMD members and Pro drivers.
 
Looks great (tracks & cars), probably drives okay, but what's the point? nVidia posted a gameplay video and the AI still is awful, looking like your average public server pickup race with AI cars being punted in T1 & driving through the grass as if it's as good as tarmac.
Fake news ole.
I have 8 incident free races in a row now, no idea what's your problem. They are not overly aggressive, and as long as you make no mistakes, there is no crashing what so ever. As long as you race properly, there are no incidents..
The grass part is also not true..you as well as the AI are getting seriously slowed down when in the grass...i have overtaken plenty of AI i pressured into the grass.
 

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