PC1 Project Cars Patch for Xbox One

The following was posted 22nd May on the ProjectCarsGame.com forum. Apparently the patch now awaits approval and release by Microsoft for Xbox live. Posted for information purposes:

Edit: 28th May 2015 - The patch is now released by Microsoft and downloads automatically when starting the game.

Pasted Info begins >>>>>

"While we wait for the various external parties to complete their processes and release patch 1.3, here is a more detailed breakdown of the issues addressed in this patch.

(Elmo, please update your pinned/locked post with the below list)

Project CARS – Xbox One Patch 1.3 - Fixed Issues


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

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

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

Time Trial:
* Set Time Trials starting time to 11am to match the PC platform. This ensures consistent track temperatures across all platforms, as track temperatures affect lap times.

Ghosts:
* Enabled saving of community event ghosts. These ghosts are automatically stored online, and you can then download ghosts of other players’ laps for these events.

Tracks:
* Sakitto and Summerton variations - Corrected track info regarding number of turns and track length.
* Sakitto Sprint - Fixed a crash that would at times occur when using time acceleration.
* Cadwell variations - Fixed draw distance issues on various objects.
* Oschersleben variations - Fixed odd lights around track and colour issues with the horizon.
* Zolder - Fixed an issue where the player car would sometimes start in a closed garage.

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

Pitstops:
* Pitstop strategy will now use the actual bar value for tyre pressures.
* Fixed an issue where the Pit engineer would repeatedly inform the player that a pit crew member has lost a wheel nut during pit stops.
* Fixed an issue where the Pit Engineer would call the player to stop for fuel when fuel consumption was disabled in options.

Replays:
* Improved the smoothness of the sun, moon, stars, and shadow motion when rewinding replays of a race that had a high time acceleration.

Driver Network Profile:
* Fixed an issue where at times the miles driven on a particular track or with a particular car would be logged under the wrong car or track. This improves the accuracy of the player’s Affinity ratings."
 
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the xbox one gamepad trigger rumble doesn't have support in PC games? From what I know, Microsoft so far only released x360 drivers for the xb1 gamepad on pc. But maybe there would be a way for SMS to ask such support to PC, from Microsoft.
 
Patch released for Xone owners! Works fine with gamepad (got on Xone just to play with friends, the serious stuff is on PC;))

I have only spent about 45 minutes testing and only at Sekitto in the Lotus 98T. What I have found there is that whilst the twitchiness is indeed gone, the frame rate problem at fast turns is now much worse than before, resulting in input lag. I was actually able to put in faster laps here prior to the patch. That said, Sekitto and Silverstone were both bad for frame rate before. Sekitto is now worse. I have tested in free practise and time trial, same conclusion.

Update: using controller input mode 3 and dialling down controller steering sensitivity to zero has provided me with a stable controller. Dialling down the Controller Filtering seems to have eliminated lag/frame rate issues.
 
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