PC2 PCARS 2 Announcement Trailer Released & Massive Q&A

Paul Jeffrey

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Slightly Mad Studios reveal announcement trailer for Project CARS 2 and Ian Bell undertakes massive Q&A session on the new game.

Following our recent "what we know so far" article on Project CARS 2 it seems like the studio have flooded us with new information, and it provides a very interesting read.

Prior to the new announcement trailer released just over an hour ago, SMS Studio Head Ian Bell took to the GT Planet forum to offer up an impromptu Q&A session regarding the new game, sharing some very interesting facts about Project CARS 2 as the studio begin a mammoth marketing campaign ahead of the proposed September 2017 release.

First let's get the visual stuff out of the way. Have a look at the brand new reveal trailer for Project CARS 2 below...

So now you've seen that, let's get stuck in to what Ian Bell had to say about the new title...

Bell has confirmed in a recent posting spree over at GT Planet that the upcoming Project CARS 2 racing game will feature an increased roster of laserscanned circuits, with all new additions to the series benefitting from a new scanning technique as well as many previous tracks having been revisitied and scanned for PCARS 2.

"Every new track we've added is laser scanned (or our new trick drone scanning method). We're also scanning some of the old tracks that weren't previously scanned. I don't have the list to hand but the Nordschleife is now fully scanned (as is the Nurburgring GP circuit)" Said Bell.​

When questioned on what exactly the new "new trick drone scanning method" actually is, Bell went on to state SMS are making use of a "drone based 'photo scanning' aerial photogrammetry system". This method is thought by many to be a less costly yet equally effective method of scanning track data as opposed to the more traditional methods considered the industry standard.

Bell went further when explaining the differences in technique -

"The difference really is imperceptible because we always abstract the point cloud anyway. The little vaunted additional benefits that drones provide are variable height scanning (which gets us much more detail on the off track terrain) and the ability to place the drone at known camera points to capture more detail there."

This is actually a very interesting take on laserscanning technology and could be of a considerable benefit to SMS over regular techniques. As Bell alluded to in the quote above, the ability for the studio to better and more accurately recreate the surrounding track environment is considerable, and could very well lead to a substantial increase in accuracy when moddling the surrounding scenery and trackside buildings / grandstands - something that has annoyed me in other games when it becomes obvious that the track in question is surrounded by scenery that either doesn't exist at the real track or isn't accurately modelled.

Furthermore Bell went on to clarify some of the confusion that surrounds the proposed multiplayer features in Project CARS 2. Initially when the new game was announced back in 2015 a CO-OP multiplayer feature was included in the announcement news, however since then reference to this functionality has been removed in some parts of the Project CARS 2 forum, leaving many users asking unanswered questions as to what this means for the title. Although not offering a conclusive response when directly asked this morning, it does appear that the possibility of co-op featuring in the new title hasn't been totally discounted out of hand.

Bell said "We're still working on multiplayer features. I have 10 full time dedicated multiplayer coding staff on the project now and we're working very hard to deliver all that we want to deliver. That delivery list is VERY long though and at some point very soon we have to stop new feature work and move to bug fixing and polish. So I can't say for sure yet sorry. Our main focus has been on improving the 'acuity' of the online experience; on dealing properly with griefing (wreckers) and dealing more efficiently with those suffering temporary connection issues."

It is very reassuring to see as many as ten dedicated staff members working on multiplayer however, so one can expect a much improved online experience with the new title, something that will be critical to get right if Project CARS 2 is to step up another level from its best selling predecessor.

Unfortunately dedicated servers on console won't make it for Project CARS 2, with Bell stating:

"the work (and expense) required is insane and we're not EA but we have worked our peer to peer system massively to improve the experience." Of course lack of dedicated server support is a blow for console players, however the above quoted P2P system sounds intriguing and should go some way towards filling that gap for Xbox One and PlayStation 4 players.​

Netcode has also received some love from the studio -

"We've greatly improved the interpolation and we're working with distant player throttling code. We're also working with ghosting players who have a very bad connection, within limits, before they're removed"

When pushed on the subject of new content to be found in Project CARS 2, Bell was understandably reluctant to give away too much information at this early stage of the marketing programme. The Head of Slightly Mad Studios did however reveal a more concerted attempt to increase American themed content has taken place for PC2, stating that the game has "more US based circuits that we haven't announced yet that should please our fans from that region". Additionally Bell has confirmed our suspicions from a post I made yesterday and confirmed that significant work has been undertaken to improve the offline experience for oval based content. We already know the new game will feature at least one NASCAR style machine and Indianapolis, Daytona and Texas Motor Speedway (all laserscanned the traditional way), and it now looks like Ovals in general will be seeing more love in the new game.

When asked to comment about the possibility of seeing more than the previous leaked Daytona, Texas and Indy oval tracks Bell went on to add:

"I can say that we have a little more in the bank there that you don't know of yet and we have been working for 14 months on perfecting oval AI behaviour... I say 'perfecting' but 'making it good enough' would probably be more accurate as nothing is ever perfect"

This will no doubt come as a great piece of news for American fans who were left disappointed by the lack of oval content in the first title, despite the game featuring NASCAR style cars for use on road courses. We are aware that SMS have previously found difficulties with oval AI when developing Project CARS 1, and it seems the studio have acknowledged that fact by Bell's claim above that the studio have poured considerable resource into this side of the game for over a year of the title's development.

Furthermore Bell very briefly touched on the fact that the new game will have more focus on endurance style racing than was previously the case, responding to one users question asking if we can expect to see more multiclass endurance WEC style racing with a short "yes". So that's two styles of racing confirmed for the new game that were under represented in the previous version confirmed already.. good news for those with an interest in varied forms of motorsport.

Due to licencing restrictions and a planned marketing campaign Ian Bell was reluctant to go into details concerning exactly what new and returning cars will be included in the in the new title, however we did get a little sneaky peek as to the thought process behind licencing for Project CARS 2. One of the questions thrown at Ian this morning asked the SMS boss if such popular classics as the Viper, Lister Storm, Ferrari 550 and Saleen from back in the mid 2000's GT scene might make an appearance in the new game, and Bell gave hopes of cautious optimism that we might get some of what we want come release day. In direct response to the question Bell replied:

"I can't give specifics (man those car companies are strict these days!) but we have things that we didn't have before from your list that will make you happy".

Getting back to the online features for Project CARS 2, unfortunately livery editors coming as part of the base game for console players have been ruled out with the new release, despite the studio having investigated the possibility during the design phase of development:

"We created a pretty decent livery system for Shift but it comes with many downsides. You need to reduce the online car limits as the liveries come with a memory overhead. For pCARS we have massive fields on 24 hour tracks like Le Mans and for that reason we had to restrict livery work. It's a tough choice but I think it's the correct one" responded Bell.​

With Project CARS 2 shaping up to be such a detailed and visually impressive title many are going to be left concerned about the performance requirements of the new game. Will players struggle to get a decent frame rate whilst running reasonable in game settings? Probably not claims Bell:

"We have massively increased the detail on tracks in terms of using fully 3d trees, adding live track details, etc. So while the overhead is increased, we've also worked very hard to improve efficiency. On dual cards and on AMD kit in particular we are much faster than we were before. We're running at 90+% efficiency with crossfire and we've optimised other areas massively. We have more to do but a fair summation would be that you'll get more quality for less kit in pCARS2."

This will come as welcome news to fans of the series, and with a reasonable amount of time left until the finished version is due to go into production one can expect further gains to be made in performance requirements for the title, an area Project CARS 1 actually achieved quite respectable results when it launched initially back in 2015.

As well as ensuring the game is fully optimised on a number of different PC specs, it looks like Slightly Mad Studios have been at pains to ensure a more focussed and structured gaming experience greets fans when they fire up the title for the first time. Bell has gone on to state that the studio have assessed the content from the original release and decided to focus on areas found most popular from the original, with the decision taken to drop less popular game modes in order to focus on fleshing out areas of the title they perceive to be more desirable to fans of the series:

"We cut Touge and Hillclimb. They were part of the initial 'vision' but not the post 'pre-production' plans. They simply felt excessively niche and didn't appeal to a large swathe of the potential punters. So they're not on the radar at the moment. We've doubled down on the areas people enjoyed and added much more content there, in a big way"

"We have a much more varied offline experience than before, it's safe for me to say that :)

We've left almost nothing out of the roster we had before and added a lot (loads!) more for this one. We've also updated all of those tracks to the new standards".

On the subject of the often criticised Force Feedback difficulties experienced in the first game, where a massive range of adjustable settings left a lot of people at a loss in their quest to find an acceptable compromise in order to receive a respectable experience within the game, Bell has confirmed the studio have been working diligently to address these issues and feel they have found a suitable solution. It will be of a great relief to many that the process of setting up FFB settings has been streamlined somewhat, but a wide range of adjustability has been retained for those who want to dig down into the files and tweak the experience exactly to their preferences.

Bell went on to say on the subject -

"We have new physics and from that falls out new FFB. For this one we're shipping (as of now) 3 FFB preset options (we default 1 of course) that you can single click and get (hopefully!) the feel you prefer from the feedback. I'm biased but it's a huge step forward from the rocket science we had before. That rocket science is still hidden in sub menus and accessible for the more masochistic"

As for the offline experience, Bell has confirmed the studio have expanded considerable efforts towards upgrading the Artificial Intelligence to exhibit more life like and reliable behaviours for the new title, something that was severely lacking in the original release.

"The main issue we saw with pCARS1 was that the AI were excessively eager to drive into you under braking and in corners. We've had coders full time on this for the last 2 years working on the 'AI personalities' to make them more human. We've also worked hard on the 'sticking issue' where when you contact an AI driver you seem to lose input and you merrily understeer off together. This should be fixed.

With AI you will never create a perfect scenario in all conditions. They are not human after all. But what we have created is what we feel is a set of AI personalities that approach humanity without the downsides that we coded before."

This is something that was much needed in the original release and could no doubt prove to be one of the main improvements found in PC2. If SMS manage to nail this side of the sim, coupled with the visual improvements and reworked FFB effects, Slightly Mad Studios should be well on the way towards putting to bed many of the concerns from people reluctant to dip their toe in the water after difficult experiences from the previous release.

Visuals, FFB, performance and multiplayer are not the only things due to receive an overhaul in the new title however, Bell then went on to discuss the change of approach from SMS with regards to the audio in game. Bell confirms this side of the sim has received considerable attention for the new release. Now looking at running the increasingly popular fMod system, the new Project CARS game will be looking to make considerable strides in the sound department. Ian Bell commented:

"We've completely changed our audio. We've moved to the fmod rev based system with custom plugins. Therefore we've had to recreate all of our base audio input for pCARS2. We have a wonderful team that are working overtime now to transform all of our extant audio to the new system. I think it sounds massively better for those cars that have been converted thus far. It's a case of polishing now. Those cars that are polished sound epic if I may say so"

With the new game looking very much like SMS are focussing on the simulation aspects of the racing world, the team are keen to ensure accessibility for everyone with Project CARS 2. The original title suffered from poor controller support on launch and although players could make adjustments to get a satisfactory experience with plenty of fiddling, the aim of Project CARS 2 is to make the experience much better "out of the box":

"We've massively reworked our pad input filters to try to pre-empt what the user wants to happen, in coordination with what actually happens in game. It's been rewritten from scratch and we've been influenced a lot by what our competitors do here.

What we want to happen is that we don't need to build in subtle understeer for controllability to allow the average person to enjoy the experience on a game pad. I personally have put away my wheel for pCARS2. I'm using a pad exclusively and I'm insisting that we retain the dynamics of the car but allow the player to control such things as sharp front end turn in and on the apex and on-throttle balance with full throttle oversteer and opposite lock controllability (if that makes sense)... That was our aim 2 year ago and I think we've achieved it. I think it's a very affirming experience for pad users now" said Bell.
So there you have it, a new video and loads of new facts in relation to the much anticipated new racing game. So far so good from the guys and girls at SMS, I don't know about you but I for one am very excited to see what the team can produce come release date at the end of the year!

Project CARS 2 is due for release on Xbox One, PlayStation 4 and Windows PC late 2017.

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Check out the Project CARS forum here at RaceDepartment for all the latest news and discussions regarding Project CARS on both PC, Xbox One and PlayStation 4. Browse out modding database, engage with the community or join in one of our many League and Club Racing events. Its all here at RaceDepartment. For Project CARS 2 specific information have a look at our Project CARS 2 sub forum.

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Looking forward to the new game? Does the trailer and Q&A response add to your excitement? What part of the new game do you look forward to the most? Let us know in the comments section below!
 
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I guess maybe you have bad gamepad experience

yes, wheel does put this into different league, but it can also ruin it, if the FFB is not what you like or expect

I play on gamepad a lot but I also bought fanatec CSW2, and the raw physics feeling doesn't change when playing on wheel, it feels more realistic yes, but it's not like it makes me that much faster or anything, and unlike gamepad, where almost every game feels similar enough, with wheel this is heavily influenced be FFB,
say that the game has worng self centering force, and inverted ffb where it is numb/easy to steer around center, this ruins the experience even if the physic is good, this happened to me in AMS

with gamepad, yes its still affected by settings, but not as much, and it feels more raw, less biased
and I feel like its bit easier to see differences in physics , where's with wheel the differences you feel is FFB not physics
 
Makes me wonder if we do indeed need those converts. I heard enough of simracers switching to the real deal, but what is there to hear about casual gamepad users switching to wheels because they were convinced by the gamepad?

I still have my doubts on the subject of people who weren't serious in the first place changing their mind just because they had a good gamepad experience. You are either enthusiastic about cars, or don't care. Furthermore, the good portion of the idiots on the real roads might be the result of deliberately making the driving process appear different to what it really is in many mainstream cars related games.

When I was hooked on sim racing many, many years ago on an old Pentium 1 PC, the only controller I had back then to race F1 and Indi Car titles was the keyboard - that was all I had and all I could afford.
I just couldn't go out and buy a cheap joystick even then - as a kid that meant 3 to 4 hours worth of work after school (and I had other hobbies as well).

Then along came Grand Prix Legends and the thing got me so hooked that I just had to upgrade from that keyboard - a cheap joystick it was then.

Then along came "Gran Turismo - The real Driving Simulator" the thing got me so completely hooked (on the original digital only Playstation controller mind you) that I skipped school almost for a week just to be able to afford better cars …
Then came along as an upgrade a Namco Negcon - the best game pad controller for racing ever developed!

Now after so many years I would never touch a racing simulator without a proper sim racing rig with triple screen setup, sound system and FFB controls. I don't use any game pads any more (the little time I have left to enjoy sim racing, I rather spend as quality time).

Good game pad support in ANY sim racing software is key for people like I was as a kid, to provide access and allow anyone the joy of sim racing.
It is a bit elitist to think that people who cannot or won't afford a racing wheel are not as serious about the hobby as the guy next door with his full motion simulator rig.

It is never about what you can or do afford. It is only about how much true passion you have for something. Passion is not measured in the gear you own and use. That stuff is measured in financial expenses and cubic meter of storage space.
 
Try to do adopt a broader, longer term perspective? Imagine, as an example, that you're introduced to pC2 at the tender age of 11 by your uncle on your PS4 and are captivated at the sounds and the visuals while you enjoy the challenge of handling the different cars and the different tracks.

Then imagine that you later try the title on a wheel and realize how much more immersive it feels and you then work out a deal with your parents that if you save up for half the cost of a supported FFB wheel, your parents will top off the other half.

Then you race online with your friends and invite them over to show them your cool FFB wheel and let them try it, while you chat about what it's going to be like to maybe some day own one of the cars depicted in the title , or what it's going to be like to race with the pros IRL. And you put hundreds of hours into playing this title and make it a part of your youth.

But since IRL racing is really expensive, you grow up, get an education and land a job and end up becoming a sim-racing enthusiast, honing your skills and using your disposable income and some of your spare time to connect and race with like-minded people from across the world.

I'm a programmer and recently attended an accelerated vocational school mechanics course and have now started studying Mech. Eng. One of the things that stuck with me when talking to people from within the industry is that, within 20 years, cars will become autonomous, AI-driven appliances that you hail with your smart phone, and which run on either electricity, hydrogen fuel cells or a combination of gasoline range extenders coupled with electric motors. In 20 years, that 11-year old kid will have reached the age of 31 and will be the sort of person who hangs out on a forum like this.

If we don't think about the bridge functionality, odds are that controlling your own car -- or god forbid, turn off the AI nannies and go racing -- will be a VERY minuscule niche hobby to most people, very much to the detriment of the sim-racing genre in general.
In my tender age of 11 I had absolutely nothing in terms of electronic entertainment, save for maybe a cassettes based Walkman... most likely didn't have even that at the time.

I'm trying to instill some enthusiasm about cars into a kid of a similar age these days using my humble rig, albeit with a very little success so far. In his age I would probably kill for such a chance (or course the technology involved would be considered pure science fiction back in the day)... Kids these days.

Yes, soon enough there will be no cars around. Or at least not what we used to perceive as such. Even more reason to get serious about the task of digitizing the remaining ones as true to life as at all possible, for one of these days this will be the only means to get behind the wheel of a 'car' in the sense we understand it now.
 
I guess maybe you have bad gamepad experience

yes, wheel does put this into different league, but it can also ruin it, if the FFB is not what you like or expect

I play on gamepad a lot but I also bought fanatec CSW2, and the raw physics feeling doesn't change when playing on wheel, it feels more realistic yes, but it's not like it makes me that much faster or anything, and unlike gamepad, where almost every game feels similar enough, with wheel this is heavily influenced be FFB,
say that the game has worng self centering force, and inverted ffb where it is numb/easy to steer around center, this ruins the experience even if the physic is good, this happened to me in AMS

with gamepad, yes its still affected by settings, but not as much, and it feels more raw, less biased
and I feel like its bit easier to see differences in physics , where's with wheel the differences you feel is FFB not physics
Before I got myself a wheel I had to do with alternative means of controlling the virtual cars, including pure keyboard, keyboard plus mouse and joysticks.
If only someone showed me in time just how much difference there is between a wheel and anything else.

Even though I agree that FFB can really skew the perspective in a bad way, this part of simulation is crucial for me. Maybe even more so than the physics itself. I still pay attention to when something is the FFB's fault or the physics'. And it's easy enough to just turn the feedback off for checking how much impact there was due to the feedback itself.

One thing many seem to misunderstand is that FFB's primary function is not necessarily to make someone go faster. It's all about making you feel like actually being there behind the wheel. The tactile feedback can do wonders making you believe you are driving one of these things for real. I don't know, maybe mine is a rare case, but I don't even need any VR gear to get the immersion, but the FFB is a must for this illusion to work out properly.
 
When I was hooked on sim racing many, many years ago on an old Pentium 1 PC, the only controller I had back then to race F1 and Indi Car titles was the keyboard - that was all I had and all I could afford.
I just couldn't go out and buy a cheap joystick even then - as a kid that meant 3 to 4 hours worth of work after school (and I had other hobbies as well).

Then along came Grand Prix Legends and the thing got me so hooked that I just had to upgrade from that keyboard - a cheap joystick it was then.

Then along came "Gran Turismo - The real Driving Simulator" the thing got me so completely hooked (on the original digital only Playstation controller mind you) that I skipped school almost for a week just to be able to afford better cars …
Then came along as an upgrade a Namco Negcon - the best game pad controller for racing ever developed!

Now after so many years I would never touch a racing simulator without a proper sim racing rig with triple screen setup, sound system and FFB controls. I don't use any game pads any more (the little time I have left to enjoy sim racing, I rather spend as quality time).

Good game pad support in ANY sim racing software is key for people like I was as a kid, to provide access and allow anyone the joy of sim racing.
It is a bit elitist to think that people who cannot or won't afford a racing wheel are not as serious about the hobby as the guy next door with his full motion simulator rig.

It is never about what you can or do afford. It is only about how much true passion you have for something. Passion is not measured in the gear you own and use. That stuff is measured in financial expenses and cubic meter of storage space.
Pretty much the same story here. Except I had to start with worse and obtained a wheel much-much later than I should have. Simply because I was sure that a wheel is more like a racing suit, i. e. only good for showing off. Until I finally took the plunge...

I think you misunderstood my words. What I said is that if someone of my financial abilities could obtain a wheel, pretty much anyone else can. I simply don't believe in the words "I can't afford a wheel". Anyone can. Those who can't don't visit the Internet in the first place. Neither can they afford a PC, a console or a game. It's all depends on how important simracing is for you personally.
People are buying VR sets left and right these days, for crying out loud.
It's just that one should be presented with an opportunity to seriously try out a full-fledged sim with a wheel before making the decision.
 
Before I got myself a wheel I had to do with alternative means of controlling the virtual cars, including pure keyboard, keyboard plus mouse and joysticks.
If only someone showed me in time just how much difference there is between a wheel and anything else.

Even though I agree that FFB can really skew the perspective in a bad way, this part of simulation is crucial for me. Maybe even more so than the physics itself. I still pay attention to when something is the FFB's fault or the physics'. And it's easy enough to just turn the feedback off for checking how much impact there was due to the feedback itself.

One thing many seem to misunderstand is that FFB's primary function is not necessarily to make someone go faster. It's all about making you feel like actually being there behind the wheel. The tactile feedback can do wonders making you believe you are driving one of these things for real. I don't know, maybe mine is a rare case, but I don't even need any VR gear to get the immersion, but the FFB is a must for this illusion to work out properly.

VR adds way more illusion then steering wheel :) but yeah, it obviously makes it better

however!!! some real life cars ( like VW Golf 1.4 we had) has really numb and super light steering, so you don't really feel connected to driving it, unlike my M3, where it's just amazingnly communicative

and both are real life cars, same physics, (different FFB?) both absolutely different experience ;)

don't take me wrong, I'm not trying to convince people that gamepad is more true to life or that it gives you better physics judgements , but it's imo less biased when comparing game A to game B,

and while you might not like FFB you get with Golf, becasue you prefer M3, .. driving on gamepad will make that difference way less obvious

and making game work well with gamepad - like what AC has done - doesn't make it more arcade, does it ?? I don't hear pepole complaining about AC being simcade becasue it has really good gamepad support/feedback
 
Most people with a PS3 or PS4 would consider forking out 80euros to be pretty ludicrous only to play a game. I don't know where you live or what financial background you come from, or how much money you are making now, but you are coming across a bit "final", my way or the highway. It's nice that you started off and built your way up, but the reality for a lot of people is that 80+ euros for a vanilla wheel is a lot of money for something you could be playing on a gamepad. Because they don't know any better... But that's all they know for now, but when they get hooked with driving and IF they have a great interest and passion, then they will start thinking about buying more sims or more sim-games and more expensive hardware. And everyone benefits. Including you the serious sim racer.
 
Not sure to understand your "lol"...
Just giving my impression about it. Not talking about "eye candy" and "good looks" here... But happy to make you laugh, anyway.

Sry to create any confusion ! I'm just good natured so the lol's flow freely from me ..lol .. <see .. Your post gives me hope is all and I appreciate it as it seems to from someone who has real sim experience that's all ;-) me, coming from solely the gmotor sim's early on I now use AC, AM & rF2 pretty equally across the board with a little PC1 tossed in there from time to time and I do enjoy it to an extent until the over all feel gets old for me so I'm hoping if what you say is true this PC2 could be something awesome , I remember after the early access for AC and the first build was released I was slightly disappointed with the lack of actual racing features but loved a lot of it .. I made the statements (as many others did) that if we could have the gmotor rf2 features inside AC's gpx and more modern look & such we would have the perfect sim ! so now I kind off have that feeling again for PC2

Also Im not trying to bash pad drivers , the point I was trying to make is it seems like most of the vid's come from casual pad users that don't seem to have the same experience as a hardened sim driver does to give me any insights on the psyx & FFB changes ect... that's all ..

;-)
 
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Sry to create any confusion ! I'm just good natured so the lol's flow freely from me ..lol .. <see .. Your post gives me hope is all and I appreciate it as it seems to from someone who has real sim experience that's all ;-) me, coming from solely the gmotor sim's early on I now use AC, AM & rF2 pretty equally across the board with a little PC1 tossed in there from time to time and I do enjoy it to an extent until the over all feel gets old for me so I'm hoping if what you say is true this PC2 could be something awesome , I remember after the early access for AC and the first build was released I was slightly disappointed with the lack of actual racing features but loved a lot of it .. I made the statements (as many others did) that if we could have the gmotor rf2 features inside AC's gpx and more modern look & such we would have the perfect sim ! so now I kind off have that feeling again for PC2

Also Im not trying to bash pad drivers , the point I was trying to make is it seems like most of the vid's come from casual pad users that don't seem to have the same experience as a hardened sim driver does to give me any insights on the psyx & FFB changes ect... that's all ..

;-)

OK, sorry my bad... didn't catch it.
I must be French... :)
Hope you'll enjoy it!
 
The ability to save and resume races indeed sounds like an essential feature to have.

I remember that this feature was talked about, but there's been no feedback on whether this will be included or not. I do, however, remember the devs stating that IF it were to be included, THEN it would be a massive headache due to the amount of 'simulation state' data one would have to save and subsequently initialize on the next load.

ISTR that there was also talk about saving only during pit stops, but again, that's all I know. In other words, it's probably wise to not get ones hopes up just yet...
 
Saving during pit stops would be fine/downright preferable anyway. And headache or no, other sims have managed it. But glad to hear it's not dismissed just quite yet.
To me any simulation feature that takes a direct link from reality is a fantastic feature.

Some here (myself VERY much included) just love endurance racing and many (like myself) do most of their simulator racing against the AI as this is simply the most convenient as of personal schedules in their daily lives.

Having the ability to run and simulate full fledged endurance races and simulate being one of the three team drivers during an event is such a great feature - having a proper save feature during pitstop and MORE importantly a very streamlined and realistic pit stop schedule and direct feature is just fantastic (I cannot remember a single racing simulator getting this so difficult feature perfect).

I value all simulator features taken realistically from real racing - I don't want extensive HUD overlays, timing charts, damage hud symbols, etc … on my screen during a race.
I want realistic pit radio (for gap to leader ahead, race position, how many laps left, damage on car that can be monitored by pit telemetry, …).
I want pit boards instead of hud overlays (and a team member to hang over the pitfall showing those boards to me).
I want driver changes (with saving during pitstop should you be the only one racing and endurance race).

Most of these features were already in some form or another in diverse racing sims - why in this modern day and age with such incredibly high quality racing sims (the best we ever had) are all these features not standard or at least attempted to replicate.

I still remember the fantastic (yet basic) pit radio feature in GTR2 - this was fantastic stuff back then - why we don't have such features?
I remember also many years ago to have had proper pit boards (without the leaning over pitfall lads though) - was it Ferrari Challenge on Sega Dreamcast? My remembering is a bit fuzzy.

We all are talking tire models, every one and their grandma is a physics expert and we are making track wind speeds and direction a major feature in a new game/ simulator while bending over backwards to have an expert VR mode - can we just walk before trying to run or even attempt to enter the Olympics?
 
VR adds way more illusion then steering wheel :) but yeah, it obviously makes it better
Maybe the problem is I have yet to try a VR set in a sim (and those things are really expensive compared to any decent entry wheels), but imagining myself immersed in the visuals while feeling no force feedback on my hands... I really don't like the idea.

Maybe it's the lack of experience, maybe I'm less of a visual person (even though I always thought I was, just preferred quality over quantity), I don't know. As I see it now, I would still easily choose the good wheel + single screen combo over the VR set + gamepad one every time of day.

Maybe I'm just religious when it comes to certain aspects of simulated experiences :) I admit this also could be a possibility :)

however!!! some real life cars ( like VW Golf 1.4 we had) has really numb and super light steering, so you don't really feel connected to driving it, unlike my M3, where it's just amazingnly communicative

and both are real life cars, same physics, (different FFB?) both absolutely different experience ;)
Actually, that's another thing I want added in the future car sims. Some sort of emulation of the different kinds of assisted/unassisted steering columns :) Preferably, recreating the feel of the real world cars as close as possible.

don't take me wrong, I'm not trying to convince people that gamepad is more true to life or that it gives you better physics judgements , but it's imo less biased when comparing game A to game B,

and while you might not like FFB you get with Golf, becasue you prefer M3, .. driving on gamepad will make that difference way less obvious

and making game work well with gamepad - like what AC has done - doesn't make it more arcade, does it ?? I don't hear pepole complaining about AC being simcade becasue it has really good gamepad support/feedback
I would still say turning off the FFB for a bit makes for a more objective comparison. With a pad the car will drive the way the filters dictate it to. And the filters might mess everything up beyond any recognition even it's basically the same physics engine underneath. Though I agree that if a developer is going to add some gamepad support to their racing sim, they should at least make an abstraction layer that would translate the user's inputs into plausible virtual driver inputs while using the same physics set as in the full-sim mode.

AC has its own problems even with a wheel, I see no reason to make the gamepads responsible for that either. However, if KS focused more on wheels, they might still make it a better sim.

And if simulation developers insist on adding "game modes", driving aids and gamepad support to their respective sims, why don't we get the same treatment from the arcade racers developers? I wouldn't mind getting my hands on one of those NFS titles, GT, Forzas, should they magically grow proper wheel support and acceptable physics/tyre models :)
 
Most people with a PS3 or PS4 would consider forking out 80euros to be pretty ludicrous only to play a game. I don't know where you live or what financial background you come from, or how much money you are making now, but you are coming across a bit "final", my way or the highway. It's nice that you started off and built your way up, but the reality for a lot of people is that 80+ euros for a vanilla wheel is a lot of money for something you could be playing on a gamepad. Because they don't know any better... But that's all they know for now, but when they get hooked with driving and IF they have a great interest and passion, then they will start thinking about buying more sims or more sim-games and more expensive hardware. And everyone benefits. Including you the serious sim racer.
You need to just believe me that for myself my G27 was also a substantial investment. I was on the fence for years... The first wheel I set my eyes on was Logitech Momo probably since it just hit the market. As you can see, it was a long wait, since I dropped that idea and finally decided on the G27 when it almost disappeared from the horizon.

It's all just a matter of determination and asking yourself just how much can you give up for your hobbies. For those people with consoles you mentioned a sim is "just a game". Ok, not necessarily for the console people, but pretty much for every casual player out there. For them, I agree, such an investment makes a very little sense, if any. Personally, I don't understand that approach. For me it's either a hobby, or it's not worth investing neither time, nor money at all. And I can't even call myself a serious sim racer. I am rather a serious simulation enthusiast. But if it is just a game... why go sims? Why not choose GT instead? Or Forza? They seem to be not entirely arcade either, or so I heard. Well, or NFS Shift for that matter. Yet it's supposed that a casual player wouldn't mind paying for a title they wouldn't utilize fully anyway and would most likely quit promptly in favour of one of the aforementioned driving games.

Probably I'm wrong, but I suspect this conception requires at least some statistical research been done before coming to the conclusion that it necessarily works. Let's be honest here, sims are usually poor games, because one cannot have everything... for the same amount of money, at least.
 
  • Deleted member 130869

No, thanks. Quick bit on ice video, no evident loss of traction and easy launch but yet, on the first corner there is immediately a change in how the tire friction works and there's excessive turn though easily controlled. That is not consistent and it's noticeable immediately.

Too many underwhelming games with too much promise followed by games saying how the previous was not good, etc, and how said game fixed it. And the pC game design promise and what was delivered, plus other bits. Nope.
 
A few things Im wondering about for PC2 .
Will we ever have full control out of the pits? - MP
Will we ever have a "warm up" session between the end of Q & race start ? -MP
Will we still have the mix class cars racing in Mp ? example like BMW M3's don't belong in GT3 class , do they ? lol the class thing seems all messed up in PC1 .. so I hope things are more organized in the class racing .. or an I wrong ??

One thing that has always bugged me in PC1's MP is you find a server with 20 + drivers .its says GT4's at where ever but when you enter its has EVERY FRIKIN CAR IN THE GAME ! lol how is that a fair race lol .. I know I can just make my own ect.. but this seems so crazy, like an arcade approach that drives me nuts when trying to find some good racing lol ..

I take this all with a grain of salt and not Im really complaining caz I can just go play something else but wtf ..haha

IMO these slight little features can make a huge deference in how players approach the game .. I have no issue letting anyone race what ever thay want but label it that way ! don't call it GT4's and then LMP1's & FA's are beating up on clios lol ..

I remember Ian stating in a post for PC1 that because of the console ratings ,(to have the rating they want to be able to sell to any age) ,that we wont have full control in the pits so kiddies cant go murdering the pit crews by running them over ..lol .. really ?

I respect that the guys with early release cant say anything but Im wondering if anything can be said about these small little quirks the game has ..
Again just my personal feelings .. players coming from the console side probably never had the likeness of actual real racing simulation , like some new and older PC sim's have , Gmotor sim's mostly because they simulate every aspect of a real race day .. you know what I mean ?

I just did a GT3 race in PC1 and had a blast ,that is after the 12 car pile up at the start ..lol 22 drivers 9 stayed half way and 7 finished the whole 7 laps 10 left after trying to pass each other before T1 as they climbed all over each other going sideways ectt. you know the drill . more left on or before the 3rd lap ..lol but once the knuckle heads cleared out we had some great racing for the top 7 spots .. (until the M3 blew by me on the strait like I was in a VW beetle ...lol ):whistling:

Im really hoping PC2 just blows me away but I fear its along the same flavor as its predecessor and will fall short in the same areas PC1 does for an old die hard simmer like me .. but I will buy it anyway.. so they get my $$ either way lol

Hopeful .... :unsure:
 

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