Project Cars

For the guys that like trolling people.

Get a mate over and set a lap time in the Lotus 98T, then when it's his turn just go into the setup meny and change the wastegate boost from 4.7 to 6 bar :D and prepare to laugh your ass off :D

hahaha.... that's just mean!
 
lol As soon as the turbo kicks in all hell breaks loose and he'll most likely end up in the barrier 90% of the time :D
Ha. That's just mean! Farkin funny though.

Patch 1.4 is out since late last night on PC. 531MB. Dev post on the forum says PSN should see it today still. No word from MS on XBox yet though.
 
Same circuit, same car all the time? Or any car, any circuit?
Double check your Pit Strategy settings before your race. Make sure the one you want to apply is active. And that the tyre pressures aren't set to some extreme.
 
Very strange, maybe a bug? or your tires aren't being replaced?

The second time it happened I made sure to select the option to change tyres, heard the sound effects of them being changed. I then left the pit and pop, red tires and I lose the race. I don't know if I'm missing something or what but it's rather frustrating.

Edit: Seems I'm not alone, this is a bug http://forum.projectcarsgame.com/showthread.php?31047-INVESTIGATING-Very-Hot-tyres-after-pit-stop. Guess I'm done until they fix it... :/
 
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Edit: Seems I'm not alone, this is a bug http://forum.projectcarsgame.com/showthread.php?31047-INVESTIGATING-Very-Hot-tyres-after-pit-stop. Guess I'm done until they fix it... :/
If ever there was a more appropriate time for a "Hot Fix"... :)
Suggestions in the interim from that, and other threads, if you want to try:
- set Tyre Wear to off, create a PS strategy that stipulates not to change tyres and apply it in your race. Not realistic, but should get you through the pit stop okay.
- race until you are able to Simulate the, remainder of the race, and then let AI take over for you. People suggesting that AI pit stops don't seem to suffer from the bug?
 
Ok so i still have the same issue my game just closes after a race no error no nothing i even switched off the steam in-game overlay and still same issue
 
Ok so i still have the same issue my game just closes after a race no error no nothing i even switched off the steam in-game overlay and still same issue
Got to be hugely irritating. See you posted over on the official forums too - hopefully someone there has an idea of what's going on.

I did notice a thread on the Steam forums where a guy mentioned he was experiencing the same issue and he thinks he tracked it back to old ATI drivers he had left on his AMD system. Hang on, will go find the link....

edit: http://steamcommunity.com/app/234630/discussions/0/613958868363242589/#p2
 
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Thanx gregg i actually use atiuninstall to clean out the drivers every time i install new ones and for some reason amd gaming evolved told me there are new 14.12's so i downloaded them but haven't installed them as of yet
 
I must say this game is truly challanging it really has brought "racing" back to sim driving games.It is so fun driving the historic racing cars the Ford Escort is my favourite.
 
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Digital foundry did a article on the performance increase for xbone and ps4 in patch 1.04.You should check out the article if you are interested.
 
Project CARS 2 announced, development started

Slightly Mad Studios have launched the development of Project CARS 2, again using the World of Mass Development crowd-funding and collaboration process. The pC2 project will be run simultaneously with the ongoing content development and support for Project CARS 1.

Following Project CARS’ smashing success around the globe, Slightly Mad Studios are proud to announce the second title to be funded & developed by their innovative World of Mass Development portal: Project CARS 2.

World of Mass Development once again allows gamers around the world to help shape & develop an AAA racing title, giving every interested gamer the chance to follow the development process from up close by getting access to regular development builds and vote on key decisions regarding the title’s development.

Everyone’s invited to join the Project CARS 2 development process by choosing one of our five membership tiers – More details are available on the Project CARS 2 project page.

Those 5 backer tier levels begin at Bronze level for £50 (includes Regular PC build access (usually daily) during development, read & post on the Project CARS 2 forum, Digital Standard Edition version of Project CARS 2 (PC), Bronze Member playar avatar identification in-game, Exclusive Project CARS 2 Bronze Member wallpaper). If you want your game on a different platform (it will release on PC, Playstation 4, Xbox One, & Steam OS) you'll have to up your level to £75 where you'll have the choice of platform.

Largest Track Roster - 50 unique locations and 200+ courses including 'loose surface racing' on dirt, gravel, mud, and snow. All will have dynamic time of day and weather allowing you to play anytime, anywhere.

Widest variety of Motorsports - with 8 different disciplines now including Rallycross, Hillclimbs, and Touge.

More cars - 200+ cars from over 40 different vehicle classes including never-before-seen Concepts and Banned Race Cars.

Co-Op Career Mode - Play as the Teammate Driver, Spotter, Driver Swap, or Co-Pilot. More choices, more opportunities, more strategy, greater risks and greater rewards.

Seamlessly Connected - Socialize and compete via Online Track Days, have players from around the world take the place of AI-controlled drivers in your solo play, and get news updates on the Driver Network around you.

Pro eSports Racing - Skill & Behavioural-based matchmaking, create your own Online Racing Seasons, and Live Broadcast and Spectator functionality.

Personalised Testing - Your own personal, customisable Test Track to tune and test your cars. Invite others to showcase your passion for racing and learn race craft and engineering with the Project CARS Academy

There is already an initial Development Build (Build 0000) available for backers to download and begin testing with. 4 cars, 1 test track, and snow!
snow.jpg
 
Announcement this afternoon of the next patch for pCARS being finalised. It's another big one. So much so that SMS have gone straight from patch version #1 .4 to 2.0:
http://forum.projectcarsgame.com/showthread.php?32776-Project-CARS-All-Platforms-Upcoming-Patch-2-0-Release-notes
Project CARS – 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.
(Had to remove the General section as text went over the 10k character limit - told it was a big one!)
 
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