Project Cars

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Fri, 05/15/2015 - 00:00
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I hate Snetterton 200!

That is all.

Fri, 05/15/2015 - 10:43 (Reply to #392)
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Thane62 wrote:

I hate Snetterton 200!

That is all.

What car? What are your lap times like? I  am not that great there either but I like the track. I could make a track guide video or we could run some laps. It's been a while.smiley

Fri, 05/15/2015 - 13:50
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I'm doing the Clio series in career. Don't remember my lap times. They were bad.

I tried out the LMP2 car at Monza last night. That was fun.

Fri, 05/15/2015 - 15:32
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its too bad the xbox version has so many issues at launch tho iam sure it will get sorted shortly and youll be able to experience what the pc and ps4 guys are getting.

2 days after the uk release pcars became the first-ever Playstation 4 racing title to top the sales charts in the UK!  its been also the highest played racing title on steam since the realese servers are full and regions are asking for more to become available with the avg. in game player use being higher than all the other racing titles on steam combined...so be patient and rest assure things will get sorted :)

Bugs will get sorted and theres tons of features yet come that will make this title even better than it is.....dont get me wrong theres still some decisions the devs made before release that has left me scratching my head, the biggest being why you give console users a build your own ffb system and lack of ingame info in laymans terms?  personally i enjoy the excessive amounts of customabilty but for the majority its too much and hope they will revisit the individuale car ffb setup and give a better base setup for each.....there good but ive been using bmanics recent guide and its night and day compared to the base and truley shows the complex ffb system sms has developed.

the biggest deterant at the moment asides from the xbox issues is the unfamilararity of a new game and how its options work.  Xbox and playstation have never had a racing title with a tire model/weather system this syphisticated and it will take time to realize how things work and that it it takes 2-3 laps to heat the tires, weather, track rubbering, compounds all effect the grip.....hell when you drive through a shadow or puddle the temperature and grip change in the tires the only other title available capable of that enhanced physics and tech is rfactor 2 on pc and thats a whole nother beast lol

All that being said if you havent bought it yet and still on the fence, this is the advice id give.....

ask your self what do i want in a racing title? a plug and play fun game where i can just jump in and enjoy like forza horizon or do i want something more enhanced than fm5 or gt6 which will take some adjustment and learning?

as the xbox version stands id wait till the controller patch is released and further reviews come back :) 

Fri, 05/15/2015 - 17:10
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That’s an awesome assessment of the game to-date Kurupt…from what I’ve heard and have learned about game releases over the past decade. Parcells first crack with this game on a wheel on the PS4 comes this Sunday, looking forward to it. Seems the Fanatec Elite wheel starts out fairly decent in the ffb department from what I’ve read so that’s promising.

Anyone thinking this game would be as pick up and play as our adorable FM and GT series provide(d) us has been misguided/misled. If you want more realistic SIM racing you need to accept the fact you’ll need to work harder at it to be successful just listen to any mouthpiece F1 team principal to get my point. But its mostly true, just look at how much R&D & testing is required to gain a couple tenths of a second in real life racing and this from professional people who know a hell of a lot more than most of us do.

That said, it befuddles Parcells as to why the ffb settings can’t have a decent default and consistent feeling programmed into each of the platforms but maybe that’s the problem??? Too many peripherals with different feels across different platforms makes it near impossible to code for all setups?

I’ll hold off on my final judgment for a few months but it won’t surprise me that this game never takes off as a reliable go-to like the FM series and to some extent the GT series has done for 2O4F. Weekly races seems like too much work with all the tuning and realistic race settings and all….will take time to build a collection of good tunes too.

But the real reason for Parcells response is for such an eloquent reply Kurupt I found it particularly funny that you spelled sophisticated wrong ha ha  wink

Fri, 05/15/2015 - 19:02
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I'll admit my grammar is pitiful :) I was banking on street smarts and sports instead of books when growing up.....probably why I ended only a labour grunt that loads airplanes lol
Fri, 05/15/2015 - 19:53 (Reply to #397)
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kurupt wrote:
I'll admit my grammar is pitiful :) I was banking on street smarts and sports instead of books when growing up.....probably why I ended only a labour grunt that loads airplanes lol

 

Krupt you sound just like me , Im a grunt too building swimming pools . Aint nttin wong wit dat !

Fri, 05/15/2015 - 19:50
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I hear what Parcells is saying about tuning to find those few tenths of a second and completely agree. However, I would have liked to see the tuning more relative to the car settings (gearing, springs, down force, etc) and boil the FFB settings to a single "more" FFB or "less" FFB slidebar, and let the plethoria Fx, Fy, Fz, etc. settings assist accordingly, so you are tuning the car to the physics engine, and not the other way around, if that makes sense. As a software geek earlier in my career, it feels like the systems engineer lost out to the software guys on designing the FFB tuning portion of the game. But, it is what it is and I'm sure there will be plenty of information on how to dial everything in. I'm thankful there are folks like Kurupt and Snappy that are plugged in to this game for a while and know where to find the info. I saw a nice doc on the Project Cars forum with good base FFB settings for every car. I tried the setting for the kart (I started at the beginning in career mode) and the karts was pretty driveable, so I'm encouraged as more people figure it out, this should be an epic game.
Fri, 05/15/2015 - 20:27
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I have to say I am happy with BOTH of my purchases, xbox and pc.  I just like the FFB I get on the PC better but I'm sure with some fine tuning I will get the xbox setup there.   I do agree though I wish the FFB options where made a little simpler or atleast give a description of what each setting does.   I hate when games force you to go the forums just to find out what a setting does.  I hate when devs take the time to put an option in the menu and then not explain it.  

I am having a blast though working my way through the career from karts to F1 errr FA laugh

Fri, 05/15/2015 - 21:26
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So far im only playing on pc I do have the PS4 version . I have to say at times like Ammo posted it does get alittle annoying searching thru forums for settings and descriptions of ingame settings but also rewarding. Its like building a old car looking for parts searching ebay for deals and once you get the parts together even if its installing that hard to find turn signal light for your "PROJECT CAR"  once installed even if the car is not even close to be finished you always imagine the finished product. From day one when this game was released Krupt has been posting different setups for FFB and everytime it just gets better loving this game even with its faults . For you console user this game has everthing you wished since Gt came and Forza : Day /Night ,weather, pitstops ,tuning . It may not all work right now but give it time it will come together. Just my 2 cents !

 

INK out !

Fri, 05/15/2015 - 21:50
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How do i stop the in cockpit view from reacting to going up/down hills cant align my DashmeterPro .

Fri, 05/15/2015 - 22:04
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looking back I realized I should have worded my "build your own ffb " statement a little better as I kinda caused some confusion as the engine doesn't work like that. Each car in pcars has it own individual unique feel, attributes and ffb files Using the base settings It's not a one for all build your own ffb for each car system. with the wide variety of wheels available on the market each feeling different and making the same car completely different in feel to the next wheel user these settings allow you to fine tune certain effects your wheel might not be producing with the base setting. If you look back on games that didn't have this option I am sure we can all recall many people saying " I am having trouble getting on with this car I can't feel effect X or its too light etc. having these sliders eliminates this and allows you to fine tune every cars effects to your liking so you never have to say " I don't like the feel of the car" A good example is a dtm car. I watched a video where an above avg joe got to drive a dtm car a described his experience" he stated the extreme downforce gave a heavy feel to the wheel with very little detail coming through the and was very hard to determine grip levels until either your ass started stepping out or it was too late and we're spinning, alot of info was from experience and gforces" Know if we took that data and made a sim car replicate that (which sms has tried there best too.....we get "these physics are shit, so arcade, I can't feel the road it's floating" , etc etc That's were these sliders come in :) it allows every user to tune a car took how they think it feels.
Fri, 05/15/2015 - 22:05
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In camera options ingame play with g force, helmet and lean options usually 0 means off
Sat, 05/16/2015 - 00:12 (Reply to #404)
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kurupt wrote:
In camera options ingame play with g force, helmet and lean options usually 0 means off

 

Made some adjustments and it worked. Thanks

 

Fri, 05/15/2015 - 23:13
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Hey Kurupt thanks for the input and for the help you've been posting.  I do like that I can fine tune each car's FFB but like I stated before I just hate when devs put a menu option in then they don't give an explination on what it does.  For example I think it would have helped if when you select the FFB option Fx it tells you that by adjusting this slider higher you will feel this more, or if you adjust it lower you will feel this less.   I have found info in the forums but honestly its a bit confusing: ie..  Fx is the longitudinal force on the tire contact patch.  Okay I know what the longitudinal axis is but does that mean as I give it the gas my wheel will go lighter or heavier? 

I'm not really upset and putting the game on the shelf, I actually sat down for an hour tonight and went through the sliders one by one trying to test and see how they changed the car.  I think its a great game and I am impressed from reading the forums that the Devs already have a patch out to MS for testing and are already working on 1.3. 

I guess that is my biggest gripe with the game, on the xbox and pc is if your going to give me a bunch of customization options please tell me what they do.

Sat, 05/16/2015 - 09:18
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Although I have been able to get more FFB with my TX on the Xbox One, and I am enjoying the game, it is very disappointing to me that the Xbox One version was released with such huge problems with the controller and the TX wheel.  I understand that they had to beta test the Xbox One version internally, whereas the PC version has had an army of alpha and beta testers around the world for year, but it is still unacceptable.  The upside is that the game is still incredible and SMS has acknowledged the FFB issues and a patch is on its way:

http://www.isrtv.com/forums/topic/17913-sms-acknowledges-ffb-issues-on-x...

The reality is that the FFB on the PC version feels great out of the box, I have not had to adjust anything other than the FFB master setting in the controls menu.  I upped that to 100 and boom, I was good to go.  The Xbox One version should have been the exact same.  The more detailed adjustments are there to tailor the FFB to your particular preferences, but the baseline should have been generally good, just as it is on PC.  No other PC sim has been this difficult to adjust, iRacing is cake compared to this.  

So no, I do not buy the apologist argument that Project CARS is a sim and so you have to tailor the FFB to your particular preferences.  

Sat, 05/16/2015 - 10:14
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In time, being able to taylor the FFB to individual liking will prove beneficial. The problem with it right now is that there was very little documentation/explaination as to what each setting actually does to the feel of the FFB and the fact that FFB feeling is so incredibly subjective (this is not readily acknowledged by most long time sim racers). So, when you combine the complexity of the settings with the incredibly subjective nature of the way people use their particular controllers (be it a wheel or gamepad) it all adds up to some serious frustration. I think as time passes and  some solid info gets out there we will start to see the experience improve. 

Is anyone with the game still struggling with controls? I will do my best to help out and locate resources.

I think that it's important for you guys to adjust the steering ratio in the cars. It's particularly helpful in the older cars like the little classic Ford Escort. Try it out with the steering ratio turned all the way to either sides and then tweak it to where you like it. I think if you try this you may see that it's possible to try it on other cars to help address some handling issues...particularly on the gamepad.  Let me know if that helps in any way.

Sun, 05/17/2015 - 12:00
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For those of you on PS4, Im working on plans for a Tuesday Night series to start in a few weeks.  Details will be posted at GT planet by next weekend along with a high level topic here.

Sun, 05/17/2015 - 13:00
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Quick question, does anyone know which FFB setting gives a greater sense of when you lose traction?   I love that in Forza I know exactly when the wheel break but so far I have not been able to get that in Project Cars.   I've gotten everything else set just need to find that last part. 

 

Thanks

Sun, 05/17/2015 - 15:26
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Foot was asking the same in the ffb thread, forza uses a fake canned effect to assist the user, pcars used tire grip and vibrations to simulate a real cars breaking effect.....if your overall fbb setting are too high your most likely clipping and drowning out all the subtle effects needed. adding abs might help till you adjust or find a setting. Another thing I've noticed I use alot of audio cues while driving and I find the base audi setting of 100 plus other cars during a race drown out some of the tire effects and some are even confusing the road noise with wind lol Turing engine down to 80-90% until custom sliders are added will give a better audio sense of the tires
Sun, 05/17/2015 - 21:02
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Okay, been outta town all week, just turned it on and tried the dang 125cc Karts and omg twitchy. Now, mind you, I'm running everything at Laguna Seca. So, I fiddled a little, not much and then  tried the karts again and they are really just twitchy.

 

So I said heck with it and grabbed a Merc DTM, whole nother wolrd, and drives like a dream

So I shifted over to the time trials and stayed on Laguna and picked a car from each category. It's crazy, some feel like a well worn glove and others feel like you stuck your finger in a light socket..

Anyway. I'm back outta town for another week, and I hope this patch drops in the mean time. There's somre real fun to be had with some of these cars, others are really rough.

 

Mon, 05/18/2015 - 11:36
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Yes,,,,,the Karts are very twitchy...You have to get used to them...very little movements. Once you get them down they are a blast. Been running nothing but Career mode (Zero to Hero) and having a great time. Just got to the GT5 Class. But let me vent for a minute....

THE FUCKING GAME DOESN'T WANT ME TO WIN!!!! I have my AI set on 70 which is a little slow. But when I bump it the next notch I cant keep up with them. And when Im running a series. The game throws everything at me just when I need a win. It will rain, AI will run me over and take off a wheel, and that corner that I have been hitting perfect EVERY time, all of a sudden my car doesnt turn. I think they are out to get me.

Mon, 05/18/2015 - 12:22
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LOL Kat, I have mine set to 80 and I hate the brake checking AI.  After the first few turns and the field has thinned out I will be right behind an AI and all of a sudden bam they break way before the turn.  

I'm also doing the zero to hero and having fun in the karts.  Takes a while to get use to them and one of the tracks I hit a hill fast enough that I'm glad I have a pilot license cause I needed it.  I think I landed on another kart and got throw into the wall.  

Mon, 05/18/2015 - 12:49
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How many laps do you do Ammodawg? I have mine as the default (3-5 laps) and if ever get punted off the track I never can catch up with the pack, thats why Im on 70. I want to get more of a challenge but it sux loosing everytime because of AI.

Mon, 05/18/2015 - 13:51
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Karts are difficult and don't really care for them.....I don't like feel or view, just not for me.

On some tracks the ai is optimized better than others, sms are aware of it. most tracks I have the aI set to 90 but on a couple I have to back it down to 87 or they just run away.

a tip that will greatly improve your races against ai, I hear a lot of people complaining about being pushes wide or hit in corners and blame the ai partially. Ben Collins your pit engineer even gives you a tip "block the inside corner" :)

When coming into a corner on the far side of the track with an ai on your tail.......if you stay to the outside like your doing a hotlap, if you watchyour review mirror the ai will go to the inside because you left the door open and try taking the insidever which is one of the most common passes in motorsports.  if you realize this attempt early enough you can shut the door, if not and attempt the outside inside outside corner entry you will actually be driving into them since they have claimed the inside corner.

 

On another note AMD user will be happy to hear, and has finally acknowledged there lack of optimization and the bad performance issues was actually a driver issue on there behalf and a new AMF driver will be released tomorrow! 

 

Mon, 05/18/2015 - 14:09
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A couple of tips I use: Be sure to enable "Race Restart", yeah maybe not hardcore but it wiil keep your blood pressure down.

It's also easy to holeshot the AI, I do it like this.

!.) on the grid bury the throttle with car in neutral

2.) when the 3rd red light goes out but JUST before it goes green, grab first.

3.) time it wrong though and you'll get a drive-through penalty, lol.

4.) BTW, this is with paddle shifter, no clutch pedal.
 

Wed, 05/20/2015 - 12:04
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I really want to like this game and I believe there is a good game in there, I just haven't found it yet.  The reason I believe it can be good is because of all the people here who I know have raced many sims on PC say it is good.

I just need help with settings I think.  @Kurupt, Snappy, and Lawyer, I don't think any of you use the Fanatec CSW.  All of you say the game is good with your wheels.  I have another friend with a G27 who really likes the game.  So the game must be good.

Does anybody know where I can find out settings specific to the Fanatec CSW (both V1 and V2)?  I am currently using the CSW V1 with BMW GT rim.  I have a CSW V2 base pre-ordered which was supposed to ship last week, but has been delayed until at least late June.

So far in trying the game, I just don't feel connected to the car yet.  It feels like I am driving a remote control car instead of sitting in the car driving it.  That is the best way I can describe it.  I can get around the tracks just fine, I just don't feel like I can push it because I'm not completely confident in how the car is responding to my input.

I tried setting those x,y,z things according to the guide Kurupt posted a while back.  I tried increasing and decreasing the main FFB settings and I'm still not feeling what I expect.

For me, the standard is iRacing.  That is where I spend the majority of my sim-racing time.  Most of the time I really feel like I am sitting in a real car.  If I can even get close to that feeling in PCars, I will be happy.

Wed, 05/20/2015 - 13:05
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Lawyer posted this link in another thread. My TX wheel came alive when I changed the SOP settings...maybe it will help it helped me out alot

http://forum.projectcarsgame.com/showthread.php?22885-Settings-for-my-T500RS-with-Kurb-Effects

 

Anyway I bumped my AI to 80 and having alot more fun with the races. But now Im in GT4 class and there is a mandatory pit stop in the main race. But when I try to use my "gt4" saved pit stop it never is the one that is active. I have 3 other pit stop stragedys and even when I activate my "GT4" stragedy it never goes to that...I had to delete the other ones so I can have this one as my default. Anyone experience this or know a way to have more than one pit stop stragedy??
 

Sun, 05/24/2015 - 12:42 (Reply to #419)
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katpeeler wrote:

Lawyer posted this link in another thread. My TX wheel came alive when I changed the SOP settings...maybe it will help it helped me out alot

http://forum.projectcarsgame.com/showthread.php?22885-Settings-for-my-T500RS-with-Kurb-Effects

 

Anyway I bumped my AI to 80 and having alot more fun with the races. But now Im in GT4 class and there is a mandatory pit stop in the main race. But when I try to use my "gt4" saved pit stop it never is the one that is active. I have 3 other pit stop stragedys and even when I activate my "GT4" stragedy it never goes to that...I had to delete the other ones so I can have this one as my default. Anyone experience this or know a way to have more than one pit stop stragedy??
 

I think my default was 80 and it's tough at first. Haven't had much seat time yet. I did a custom myself and backed them down to 60 and they simply suck. Still messing in Formula Rookie. Some cars are really great outta the box, some are undrivable.

Wed, 05/20/2015 - 15:12
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what platform are you running on troy? if on xbox its currently fubared, pc the settings i posted should work.  If your looking for the constant rattling and shaking that iracing has with its canned road effects you wont get it in pcars there ffb is based on tire grip,  vibrations from the tires are sent directly to the wheel and are ment to mimic an actual driving wheel.  It takes some getting use to but once you find it the grip levels become so detailed and when on the edge it just feels like beautiful controlled slide.  From my experience cranking up  and adding to much effects just to feel rattling from the road on straights just drowns out these effects in the corners.

I ve pretty much found a default setting that works with every car

In game ffb strength 100

Master scale 28-34 overall effect strength and heavness of the wheel

fx 66-70 longitudal forces mostly felt under braking

Fy 36-44 lateral forces acts like a spring in corners (tire flex)

Fz- 70-80 vertical effects bumps hills should make your wheel go slightly light when air born

mz 100 grip levels

steering arm 2200-2500

some cars ill use the sop effects but only the cars i have a hard time telling what the rear is doing.  Always make sure your sop settings match your fy and fz settings so they run in parrallel and not against each other

I use these to start than go do a few laps and see if any forces need raising or lowering once my tires are heated up.....also make sure you have slicks some cars default are mediums.  Usually the only effect i need to play with is Fy effect

Road feel also depends on the track texture/tire compound and car combo some are smooth others are bumpy like watkins glen in a gt  is pretty intense.

Ill look on the forum and see if i can find any info for your wheel

 

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