Project CARS 2 announced

Discussion in 'Games, Gaming & Game-demos' started by eclap, Jun 22, 2015.

  1. Sabbath

    Sabbath Maha Guru

    Messages:
    1,219
    Likes Received:
    368
    GPU:
    RTX 2080 Super
    Well i spent $45.00 ( i thing it come can$ 48.03 for a full member for pcars 1.
    All was going really well unit 4 months go bye i decide too go from rogers cable internet over too bell fibe internet and i lost my pcars account. So i email'ed Ian Bell about 3 or 4 times over a year asking for help. And no help & no refund never again.
     
  2. ElFishoIII

    ElFishoIII Guest

    I'm sorry, you switched internet providers and you think it had something to do with you losing your pcars account? How does that make sense?
     
  3. SMS PC Lead

    SMS PC Lead Guest

    Messages:
    22
    Likes Received:
    0
    GPU:
    Titan X SLI
    ..............

    Project CARS - All Platforms - Upcoming Patch 2.0 - Release notes

    Performance Improvements
    * PC – up to 5% frame rate improvement when using Ultra settings
    * XB1 – up to 17% frame rate improvement in extreme conditions

    Online & Community Events
    * Multiplayer search filter 'Skill' now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth.
    * Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’.
    * Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers.
    * Xbox One - fix attempt for a hard-to-reproduce issue where the game would at times freeze or crash when 8 or more players joined a session all at once.
    * Xbox One – fixed an issue that at times would prevent a player from establishing full connectivity when leaving a lobby and trying to reconnect to it.
    * PS4 – fixed an issue where, after the PS4 resumes from Rest Mode, no network features can be used.

    Controls – All platforms
    * Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts.
    * Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds.
    * Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode.
    * Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached.
    * Fixed an issue in Force Feedback calibration that would prevent a player from setting "Soft Clipping (Half Input)" back to 0 after modifying it from the original value.

    Controls – PS4
    * Thrustmaster T100 Force Feedback improvements.
    * Fixed the Force Feedback dynamics for wheels with physical steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and similar wheels.
    * Added a Motion Sensor controller profile.
    * Fixed a crash issue when disconnecting and reconnecting Fanatec wheels.
    * Enable support for USB keyboards to be used for in-game controls.

    Controls – Xbox One
    * Built in protection to prevent unsupported controller devices from crashing the game.
    * Gear shifters – fixed an issue that prevented the selection of neutral when using an H-gate shifter add-on with a car that has an H-gate shifter in-game.
    * Implemented accelerator vibration on the gamepad right trigger to indicate when and how much the tyres slip under acceleration.
    * Madcatz wheel - fixed an issue where the switch on the wheel to change between 270 to 900 degree mode stopped functioning.

    Physics & AI
    * Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced.
    * Adjusted the AI tyre wear rate to better match the player’s tyre wear rate.
    * Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts).
    * Adjusted the heating of slicks and rain tyres to more realistic levels.
    * Adjusted tyre temperature sensitivity on several cars.
    * Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry.
    * Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking
    * Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting.
    * Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying.
    * Fixed an issue where the AI would set impossible lap times during races with pit stops.
    * The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race.
    * Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate.
    * Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car.
    * Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field.
    * Fixed an issue that prevented the AI from pitting within the final 3 laps of a race
    * Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet
    * Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions.

    Pitting, tuning, setups
    * Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres.
    * Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop.
    * Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated.
    * Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again.
    * Reworked the brake bias display information so that changing the values is more intuitive.

    Tracks
    * Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars.
    * Track cutting tolerances reduced on all tracks where it was too forgiving.
    * Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks.
    * Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects.
    * Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier.
    * Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane.
    * Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits.
    * Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs.
    * Laguna Seca – improved the AI performance as they were running too slow in some sections.
    * Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float.
    * Bathurst - fixed a render issue with shimmering edges in parts of the track.

    Career
    * Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career.
    * Fixed the unlock details for the Supercar Ardennes Club Day Invitational.
    * Fixed an issue where skipping the session during a race caused the player to move up in the session results.

    Vehicles
    * Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session.
    * Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
    * Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy.
    * Lotus 98T – tweaked turbo to improve AI estimation of top speed.
    * McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used
    * McLaren F1 - Fixed an issue that caused the car to use the wrong default tyre compound.
    * Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer - Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI.
    * All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights.

    General
    * Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts.
    * Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen.
    * Fixed an issue that could cause the game to crash while watching a saved replay.
    * Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered.
    * PS4 – fixed an issue that required the game to first restart after installing an in-game DLC before the DLC would be available for use.
    * Audio – rebalanced the volume of skid sounds to make them a bit more audible.
    * PC, Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences.
    * PC, D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected.
    * Updated the achievement "I am the 5%" to ensure that it can be achieved in non-Pro-modes as well.
    * Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails.
    * GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment.
     
  4. eclap

    eclap Banned

    Messages:
    31,468
    Likes Received:
    4
    GPU:
    Palit GR 1080 2000/11000

  5. SMS PC Lead

    SMS PC Lead Guest

    Messages:
    22
    Likes Received:
    0
    GPU:
    Titan X SLI
    There seems to be quite a few misconceptions about the announcement of pCARS2 and the actual reality of how game development works.

    Pretty much all Studios start pre-production for their next game around Beta - stop and think about this for a second and why this is the case!? Making games has many disciplines, so once a game is featured locked, team members like designers, concept artists and other core content creators are essentially finished, while a proportion of the team finish the game. A core percentage of a game-team stay on doing DLC, patches and sometimes new features. My point with the above post is to demonstrate this reality - there will be a ton of on-going DLC and improvements based on feedback from the people who have purchased our game - the announcement of pCARS2 so early is precisely the opposite of what other developers try to hide with PR - from this thread it would seem that everyone is happy be duped by this sort of PR nonsense, when "suddenly" X,Y or Z game is announced a few months before launch, like the developers had magically made it in the last 3 months, and not done exactly what SMS are doing.

    I just don't get it - we are just removing that PR layer... and here we are getting grief for it.
     
  6. eclap

    eclap Banned

    Messages:
    31,468
    Likes Received:
    4
    GPU:
    Palit GR 1080 2000/11000
    Please take your preaching somewhere. We all know how development works. We're not stupid. I personally question why you are crowd funding the sequel when you've openly admitted you don't need money to make it. Why take it then?
     
  7. SMS PC Lead

    SMS PC Lead Guest

    Messages:
    22
    Likes Received:
    0
    GPU:
    Titan X SLI
    The CA in Project CARS stands for "Community Assisted"...

    We learned a lot from the first game in how to run a development project where members of the public are involved and can help shape a game : We noticed that as a general theme members that had crowd funded above a certain level were very much more engaged and contributed at a much higher quality. So the 'crowd funding' for the sequel is more about getting people involved who have much more of a committment to the project, and want to contribute and participate in the progress of each build.

    So take for example the Oculus Rift support which is in the above patch notes. The Project CARS 2 members will be able to help us iterate and refine this support and this enhancement will then (because it's common code) propogate to PCARS 1.

    Now I apologize if you thought I was preaching - but there are no smoke and mirrors here. What you see is what you get.
     
  8. eclap

    eclap Banned

    Messages:
    31,468
    Likes Received:
    4
    GPU:
    Palit GR 1080 2000/11000
    yeah, the community really helped to deliver a stellar product with pCARS. Look, you didn't have to crowd fund the sequel. If you wanted community's feedback, there's other ways. You could have selected trusted WMD members and offer them them weekly builds to play. Also, why the £1,000 and £10,000 tiers when Ian Bell said he doesn't need money? Is he trying to insult general public's intelligence?
     
  9. SMS PC Lead

    SMS PC Lead Guest

    Messages:
    22
    Likes Received:
    0
    GPU:
    Titan X SLI
    I think this sentence sums up precisely what I was saying above. This is a free forum, and it is the home of some dilgient and amazing technical analysis, but at the same time this is also the wild west. What actually would you expect me to say to the quote above, after I'd spent some three years of my life making the PC engine for Project CARS , with that community?

    The 'assisted' nature of WMD means it is a work-place - so imagine yourself in a normal work-place setting and using the tone you have here. It's bonkers and it's only the anonymous nature of the internet that makes for posting like this - so for Project CARS 2 we made the change that forum members have to use their real names, because we want high quality input from the people who participate.
     
    Last edited: Jun 25, 2015
  10. eclap

    eclap Banned

    Messages:
    31,468
    Likes Received:
    4
    GPU:
    Palit GR 1080 2000/11000
    Sure, people using their real names on pCARS2 WMD forum will guarantee a polished product. Are you quite done yet? You're not fooling anyone.

    BTW, I just created a profile on pCARS2 WMD forum, didn't use my real name. Hope you see that what you're saying makes no sense. I doubt it. Now go study your WMD manual and come back when you answer what I asked.

    Why are they taking money when they don't need money. Go.
     
    Last edited: Jun 25, 2015

  11. Bohi2_OGU

    Bohi2_OGU Guest

    Messages:
    143
    Likes Received:
    0
    GPU:
    MSI GTX690
    SMS PC Lead go back to your ban moderating place/ habits where you belong you can fool there not here like eclap is saying.
     
  12. eclap

    eclap Banned

    Messages:
    31,468
    Likes Received:
    4
    GPU:
    Palit GR 1080 2000/11000
    SMS dude, nice 16gb videocard you have there.

    And, you see, nobody here cares about your hokum. Just look at all the replies in this thread, everyone thinks it's a dirty move. You will not change our minds. We're not WMD sheep.
     
  13. Bohi2_OGU

    Bohi2_OGU Guest

    Messages:
    143
    Likes Received:
    0
    GPU:
    MSI GTX690
    ^1000 ROFL :banana:

    I cant remember that im so harse in any forum including this one as right now oh well expressing my feelings and the hate of all spit out once and for all ;)
     
  14. SMS PC Lead

    SMS PC Lead Guest

    Messages:
    22
    Likes Received:
    0
    GPU:
    Titan X SLI
    Thanks - updated my profile to 24 GB (Titan X SLI) and i7-5960k, 16GB, ASUS Rampage. (If it's etiquitte here to state the single GPU memory I'll correct again)

    I'm under no illusion about changing minds like yours - it's like the whole NVIDIA Gameworks conspiracy. When I finish the DX12 engine in a few months time and AMD suddenly is super-fast, how will you integrate that into this old fantasy? My best strategy is just to provide actual facts, against random opinions, that have no basis in reality. Additionally despite this sort of negativity I've decided to help some of the Master Guru's here with some methods of analysis for things like CPU bottlenecks and GPU usage. Stay tuned ...
     
  15. eclap

    eclap Banned

    Messages:
    31,468
    Likes Received:
    4
    GPU:
    Palit GR 1080 2000/11000
    Yeah, you're full of facts. Do you have any more of these facts?

    Sorry, I won't have time to reply to your facts for a while, off to play some Assetto Corsa.
     
    Last edited: Jun 25, 2015

  16. Bohi2_OGU

    Bohi2_OGU Guest

    Messages:
    143
    Likes Received:
    0
    GPU:
    MSI GTX690
    profile to 24 GB??? >(Titan X SLI)<If it's etiquitte here to state the single GPU memory I'll correct again!!<<< analysis for things like CPU bottlenecks and GPU usage :bang:

    "methods of analysis for things like CPU bottlenecks and GPU usage." you mean you cant handle your own cafe regarding this issue as you need others (-read gamers) to do it for you in your own cafe and now you come over to help us? Wow you should start to finish.....:puke2:
    Yeah like eclap i dont get playing i goto sleep its time to let the tiresome discussion be what it is and dreaming more importing things in life.
     
    Last edited: Jun 25, 2015
  17. eclap

    eclap Banned

    Messages:
    31,468
    Likes Received:
    4
    GPU:
    Palit GR 1080 2000/11000
    it's good to see the guy coding the DX12 engine for SMS really understands his hardware, amarite?
     
  18. BangTail

    BangTail Guest

    Messages:
    3,568
    Likes Received:
    1,099
    GPU:
    EVGA 2080 Ti XC
    NM /5 chars
     
  19. morbias

    morbias Don TazeMeBro

    Messages:
    13,444
    Likes Received:
    37
    GPU:
    -
    While I can understand that people who invest more money will likely be more interested (concerned?) with what they have bought into, forgive me for thinking this statement comes across as somewhat snobbish. Maybe it wasn't your intention, but it kind of sounds like you're saying people with more money have more to offer (both monetarily and intellectually), thus by removing the lower funding tiers you are preventing the less favoured (and favourable) from having any input.

    This doesn't really help to counter the view that those who paid more in Pcars 1 development bought into a buddy club, but rather plays up to it.

    And it does seem quite contradictory to say the second game needs no crowdfunding but then make the tier levels higher than for the first game.


    [EDIT] In fact, having just noticed the comment by Ian Bell further up the page, that's exactly what it sounds like


    ---------------------------------------------------------------------
    On a side note, I would ask all posters active in this thread to keep it civil and refrain from baiting other members, however much you disagree with them, cheers.
     
    Last edited: Jun 25, 2015
  20. eclap

    eclap Banned

    Messages:
    31,468
    Likes Received:
    4
    GPU:
    Palit GR 1080 2000/11000
    Noted.

    Interesting thing too... Response from FCA.

     
    Last edited: Jun 25, 2015

Share This Page