PC1 Project Cars Patch 3 release notes.

Project CARS – Patch 3.0 – Release Notes
PLEASE NOTE - The patch is not yet finalized and is still in testing, meaning that some of this may still change.

One of the largest list of fixes I've seen. Well done SMS
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.
 
Today i ran a 8 lap GT3 race +15 minute qualify with 24 ai set to 100% at Watkins Glen GP and the ai were very impressive with this combination. It was one of the best/cleanest/challenging races i ever experienced and that includes the hundreds of human races that i participated in at this track!

This proves that the ai can be great depending on which car class and track combination you use!

The F1 2015 programmer only needed to make the ai fast lines for one car type thus easier to get a great ai. Multi-car type sims like Pcars and AC use a universal ai thus some car makes can race great and others not so well.

I've been doing some races at Road America in a Mustang Trans-Am with a 55 car field and no qualifying. I have the difficulty at 85% , and by being cautious early , even if I start in 40th. , I can make it work and have fun. I don't know if any other sim would do any better under those circumstances.
 
  • Deleted member 113561

Nope, they don´t. Here you have a race in which my tyres fall 5 seconds per lap right after scoring the fastest lap. Watch around minute 12, I´m doing fastest laps with the tyres just as good as when they started the race, and suddenly the tyres die and lose 5-6 seconds.


Tyres feel the same all through its tyre life and then go to hell instantly. Having the tyre life indicator only made it more obvious, but as you can see it also happened before.




It IS garbage. No pace, zero awareness, zero respect for the same physics that affect the players. It is not worth playing against, a huge waste of time.




I don´t need you to confirm anything, I already know. Here´s a (annoying) way to bypass the bug:

So please, shill number 1216, cut the BS. When people report this stuff is to get it eventually fixed. Digging the head in the sand won´t help this game, and nor your reputation. Speaking empty yada-yada like that only shows you don´t even play the game and you don´t know about its current state.

Postedited by poster: Reformulated sentence: BS? aha very interesting ... "shill number 1216"? aha....

Im doing league races very very often. This video is PRE 3.0! I have 700+h on Project CARS. Im in multiple GT3 leagues

GT Tyres behave differently than Formula 1 Tyres. They dont loose that much grip until the cliff. Its an endurance tyre, not a Formula 1 Tyre! I dont know why YOU loose 5 - 6 sec suddenly, ever though that you may have problems adapting to degredation?. Mostly i loose 1sec, then 2sec when tyre reaches about 80 - 90 % degradation, then 5 - 6 seconds when it reaches the cliff. Still at 50% wear and 0% wear the tyres definitiv feel different,(coz its an endurance tyre) its not a big difference, but i can tell you, that i cant take the hairpin in Imola the same way 10 laps later with an Aston Martin GT3 ...
If you have no tire degredation at all you should get faster over time coz less fuel in the car.

@bout the AI: You say its garbage. That would mean it would be undrivable. That is in Project CARS NOT the case. 0 awareness you say, i say BS! 0 respect for the same physics, i say BS!
Plz go do a racing sim which is better with 3.7 million €uros.

Youre the only one here spreading bs. You have to cut it NOT me. Cause you dont know what youre talking about. You dont question things, you just moan.

P.s. The first video is so damn confusing ... its pre 3.0, and the road car tire has changed. But also road car tires are endurance tires. Theyre made for long life!
 
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  • Deleted member 113561

"Plz go do a racing sim which is better with 3.7 million €uros."

nope just need to play GSC. for 25£
GSCE: 30$, Project CARS: 50$
This sim is a great mod of rfactor. I tried it around 4 month ago and the AI was not so competitive ... i could divebomb easily, and they only overtook me by out-accelerating (Formula 1 Like cars)
No wet weather ... and there's the difference for me why i choose Project CARS.
I think the 20$ difference is more than justified. Project CARS brings its own game-engine, has Wet Weather, beautiful graphics, 300K Polygon cars, is also comprehensible for Arcade Racers, is Multiplattform and is/was crowdfunded. On the other side it has no modding support (officially).
I only listed the differences.
Imo Project CARS has just more features and thereby costs more. Yes Project CARS had many bugs at Release, but theyre working hard at fixing them, and there are since 3.0 just a few remaining one. GSCE had also bugs at 1.0
I also wanna point out, every 1.0 Release version has bugs and missing features and it takes some times until they get fixed and the game gets balanced AND until the players adapted to the game. (in Example:.) I mean look at rfactor 2, damn it has a great tyre and physic simulation and its STILL In beta.
 
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<mod-edit: No need for personal attacks.>

Im doing league races very very often. This video is PRE 3.0! I have 700+h on Project CARS. Im in multiple GT3 leagues

GT Tyres behave differently than Formula 1 Tyres. They dont loose that much grip until the cliff. Its an endurance tyre, not a Formula 1 Tyre! I dont know why YOU loose 5 - 6 sec suddenly, ever though that you may have problems adapting to degredation?. Mostly i loose 1sec, then 2sec when tyre reaches about 80 - 90 % degradation, then 5 - 6 seconds when it reaches the cliff. Still at 50% wear and 0% wear the tyres definitiv feel different,(coz its an endurance tyre) its not a big difference, but i can tell you, that i cant take the hairpin in Imola the same way 10 laps later with an Aston Martin GT3 ...
If you have no tire degredation at all you should get faster over time coz less fuel in the car.

@bout the AI: You say its garbage. That would mean it would be undrivable. That is in Project CARS NOT the case. 0 awareness you say, i say BS! 0 respect for the same physics, i say BS!
Plz go do a racing sim which is better with 3.7 million €uros.

Youre the only one here spreading bs. You have to cut it NOT me. Cause you dont know what youre talking about. You dont question things, you just moan.

P.s. The first video is so damn confusing ... its pre 3.0, and the road car tire has changed. But also road car tires are endurance tires. Theyre made for long life!

Dear PCARS shill 1421, you should abandon the discussion for the following reasons:

- Your initial reaction before being moderated is more than enough proof to conclude you don´t have the maturity to discuss a topic you feel attached to.

- The way you mix up unrelated topics like GT tyres or single seater tyres in a perfectly defined discussion shows that you don´t even know what you´re discussing at this point.

- The one point you manage to make about the discussion at hand shows you don´t have the knowledge needed to participate on it. The tyre being used, something you would have guessed if you had enough experience on the topic, is a Pirelli Pzero Trofeo, which is not by any means an "endurance tyre".

So I give you one advice: go out there, drive a road car on the track compounds (you probably don´t know which ones they are, so use the Trofeo and the Faretti Track), get a clue about the current situation, then you´ll be qualified to talk about it. Apparently these 700 hours were not enough to learn basic traits of the game, so you still need many more.

And again, you talk empty rubbish about the AI too.
- Saying they have 0 awareness is CORRECT because they turn in on you and hit you from behind under braking.
- Saying they don´t respect the same physics than the human drivers is CORRECT because they go through grass and gravel traps faster than any human can.

Plenty of videos around showing these issues so even if it makes you mad, sadly these statements are correct and we must cope with these problems until they´re fixed.
 
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  • Deleted member 113561

Dear PCARS shill 1421, you should abandon the discussion for the following reasons:

- Your initial reaction before being moderated is more than enough proof to conclude you don´t have the maturity to discuss a topic you feel attached to.
...
Weird, you do insult me in this sentence, further you do attack me personally - lets report it.

...
- The way you mix up unrelated topics like GT tyres or single seater tyres in a perfectly defined discussion shows that you don´t even know what you´re discussing at this point.
...
Unrelated topics. Someone mentioned GT3s and in your video you drove a Pagani on road/race tires. Im pretty sure you expect, that most tires have linear laptimes (to the worse) coz of linear degredation. That is WRONG. You should know that as a good simracer.
...
- The one point you manage to make about the discussion at hand shows you don´t have the knowledge needed to participate on it. The tyre being used, something you would have guessed if you had enough experience on the topic, is a Pirelli Pzero Trofeo, which is not by any means an "endurance tyre"....
So I give you one advice: go out there, drive a road car on the track compounds (you probably don´t know which ones they are, so use the Trofeo and the Faretti Track), get a clue about the current situation, then you´ll be qualified to talk about it. Apparently these 700 hours were not enough to learn basic traits of the game, so you still need many more.
...
You think you know everything here. You accuse me of having no experience with Project CARS - hence i have nearly 800h on it. I invest a lot of the time per week in this game (mainly training, league racing, and random multiplayer races)
I rather say, you should better read my post.

Btw: In comparison to a Pirelli PZero Formula 1 Supersoft tire, this is an endurance tire.
The Pirelli PZero Trofeo is a mix of road and race tire. Its for highperformance cars.

You cant judge at all if im qualified or not, nor can i judge the same about you - we dont know eachother (and i never would want that). Dont be so arrogant to think youre the god here *laughing*
...
And again, you talk empty rubbish about the AI too.
- Saying they have 0 awareness is CORRECT because they turn in on you and hit you from behind under braking.
- Saying they don´t respect the same physics than the human drivers is CORRECT because they go through grass and gravel traps faster than any human can.

Plenty of videos around showing these issues so even if it makes you mad, sadly these statements are correct and we must cope with these problems until they´re fixed.
- 0 awareness would mean they would just drive on the ideal line, this is not the case in Project CARS. In those few situation wheter they touch you, either its your fault, AI made an error or they were evading something. This AI is programmed with a certain level of aggression (that means also sometimes squeezing other cars out, what you often see in real racing), which is in certain situations a problem. They are on introducing a slider for AI-Agression, coz people wanted to see one. As previously said, most drivers are happy with the AI in Project CARS, coz its not so boring as in other sim racing games.
- Your second sentence is mostly wrong aswell. Yes they drive through grass at the same speed coz of simplified tiremodel (todays CPU's are too weak), but if they would NOT respect the physics at all, you wouldnt be able to push them off track. They have crashes, they can spin on Kerbs, you can kill them if you want to ... i dont see the (most times) problem of this offtrack behaviour of the AI ... it mostly happens when you try to squeeze them and imo it makes for more interesting battles.

Your problems:
- Something has a flaw in 1 point --> you declared it as unacceptable and you totally overstate the problem. (For others: Little problem = For you: Huge problem)
- You can not be objective. And you cant accept other opinions even if theyre absolutely true (just to clarify, that doesnt mean that im right all the time in this discussion. Were humans (i hope), we do mistake)

My problems:
- I hate people that do bashing
- I have problems expressing in English
 
Last edited by a moderator:

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