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OFFICIAL Project CARS (Discussion)

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Yeah I have heard great things about the G27, for me i'm waiting to get some money and get Fanatec CSW Set, I just hope it's supported on Xbox One...

may wanna hold off and get confirmation on that. for the 360 microsoft had a far different FFB system than PC/PS3. which required the Porsche GT2 and CSR wheels to have dual FFB software interfaces. Hopefully they'll go the same route as PC this time, but you never know.

The CSW does look pretty sweet though. i like the formula 1 wheel you can get for it.
 

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jesus. Hello graphics! :twitch:
 
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I can't see paying that much for anything TBH. I'm not that hard core of a player given, but that stuff is nuts! I prefer to put money into my real life "racecar" lol. Must feel nice though.

Yeah its pricey, but for me I have always wanted to be a real racecar driver so for me its a lot cheaper. I feel that if i have a real wheel it will allow me to hit my corners a lot better and be overall more accurate.



may wanna hold off and get confirmation on that. for the 360 microsoft had a far different FFB system than PC/PS3. which required the Porsche GT2 and CSR wheels to have dual FFB software interfaces. Hopefully they'll go the same route as PC this time, but you never know.

The CSW does look pretty sweet though. i like the formula 1 wheel you can get for it.

Yeah if I go to buy one it will be a while once I do a full haswell build.(late this year)
I kinda like the formula rim I just wish it was a little nicer and more accurate to a real formula rim, hopping that simracinghardware will make a good one.
 

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Probably 2014. But its fun to play now.

You mean it's fun if you have access to play now. I ask about release date since it seems access isn't granted anymore.
 
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You mean it's fun if you have access to play now. I ask about release date since it seems access isn't granted anymore.

Yes, that is true it would be nice if they could allow a limited amount of people to join, now that its getting more popular.
 
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A new month has begun and with it comes some great news about Project CARS development that i believe you will enjoy.

Two new tracks were announced, Old Northampton (Historic Silverstone ‘75) and Fort Felix (fictitious). The last one looks just fabulous and has been the stage of some amazing screenshot sessions by the community as you can see below.


There have been also a lot of amazing new implementations in terms of physics and car behavior into the game that have changed the feeling and the way the cars respond greatly.

Penalty Systems (Ballast Weight): Is a weight ballast system for performance balancing of cars/players, particularly in MP but also for single player stuff as well, they will allow cars with different performance levels to compete with each other in a much more balanced way.

There will be 2 modes:
Manual - Ballast can be added to balance the performance of cars when setting up an event/championship for single and multiplayer modes by the event creator. Ballast weight can be added up to a maximum defined for each vehicle in 1kg steps.
Automatic - Additional weight will be added to a player’s vehicle, up to a pre-defined maximum, based on previous race results in a series/championship/group of races in either single or multiplayer mode. This weight penalty would not have an effect outside of the specific series where Success Ballast is set to be active.

Air Pressure and Altitude Based Air Temp – Now it’s possible to generate air pressure (pa) and altitude base air temp based on altitude of the track. This will affect your car performance greatly depending on the track height which adds more realism into the game.

Volumetric Throttle System – This is a new feature that calculates torque output using an approximated manifold pressure. Side effects include air restrictor effects, possible better metrics for sound system to use, fun engine response changes with the atmosphere among other things. One of the things it will also do is change the 'neutral' throttle position - where the engine is producing zero net torque - to be much lower in the pedal's travel. You'll have much better precision over the torque and the sensitivity curve will change naturally through the rpm range. A great side effect is that you get much more of a feel for the clutch bite point from standstill. Because you have a certain amount of air going in to the engine at idle and air is directly related to torque, as the clutch starts to bite and rpm drops the air available produces more torque.

Brake Mapping - This controls the level of engine braking and is a fairly abstract value. Think of it like a vacuum line connected to the throttle, so that it opens up more at high rpm to relieve some of the intake manifold vacuum (the major source of engine braking torque). All you really need to know is that 0=lots of engine braking and 10+=very little engine braking.

Restrictor Size - This changes the size of the restrictors/throttle bodies on the engine to control the amount of power produced. This will ultimately move out of the setup screen and become part of the event setup, only adjustable by the event administrator. For now it needs to be somewhere everyone can work with for testing. As a result it's possible to create a 600hp Asano X4, for example. Honor system will be required for multiplayer with these cars. Do play around with this on the cars that have it enabled. A particularly cool one is the Caper stock car which has a minimum restrictor size similar to what was used at restrictor plate tracks in 1990. You'll notice that not only does the power level reduce from 650 to 400hp, but it also moves down to a much lower rpm simulating the choking effect of the smaller air aperture. Cool stuff.

So as you can see, all these features will work together, gone is the time of the large 'deadzone' when you start to press the pedal; the engine starts producing positive torque very quickly now and you will have a much larger range for modulation.
Snappier throttle response at low rpm. A car's peak power may vary a bit from track to track. This is because we now use ambient air pressure as part of the engine torque calculations, so things like elevation and weather will have an impact on engine performance.


A improved tire model was also included, it’s a non-race able version currently, that allows us to see how flat spotting will work in the future and so far the results have been great !

Amongst these changes there have been some new info about Project CARS moving to Steam in the near future allowing everyone to access all the great features that Steam allows:

For those unaware, here are some of the benefits of the Steamworks platform:
Authentication
Friends system
Invitation system
Achievements
Matchmaking
Ranking system
Leaderboards
Ghost storage for all players
VOIP
DLC packages
Community portal
Digital delivery and automatic updates

These are just some of the great features and benefits but there will be more.

That's all for now, here's some images and videos for you to check out, also be sure to join us at our Steam Group for the latest news and info about pCARS.


http://youtu.be/FP_lXMsjbvg
 
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Good news would be that they actually and finally got around in releasing it lol. Kinda sick of seeing pictures of this tbh and no release..
 
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Can anybody shed light on the best settings they've found for the G27 (as it sits)?
 
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Bow

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So how long until I can try out this game??
 
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Good news would be that they actually and finally got around in releasing it lol. Kinda sick of seeing pictures of this tbh and no release..

Most games go under multiple years of development. You dont typically hear about them till theyre almost ready. Since this went under the public eye from the get go, it seems like a longer term. Current plan is for spring 14.

If anyone wants some gameplay, i can see about making some with fraps or something.
 
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So how long until I can try out this game??
This is what the devs mentioned recently:

"We're looking to re-open WMD specifically but not solely to support development on next-gen console(s). More info on this when we have it though. The move to Steam and re-opening WMD are independent of each other."
 

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Most games go under multiple years of development. You dont typically hear about them till theyre almost ready. Since this went under the public eye from the get go, it seems like a longer term. Current plan is for spring 14.

If anyone wants some gameplay, i can see about making some with fraps or something.

Well at least i can ignore this thread for another year then.... Cheers.. And yes i agree with it but enough is enough..
 
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Anyone can or has talked about AI for Project CARS?

We're pretty much almost there in terms of other aspects of racing games these days. We have strong graphics, good feedback systems, peripheral support, and plenty of depth.

What lacks though is solid AI and is the number one frustration for any simulator.
I get so very tired of AI driving too slow or too fast, not obeying flags, not understanding how to react to the vehicles around them.
 
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Anyone can or has talked about AI for Project CARS?

We're pretty much almost there in terms of other aspects of racing games these days. We have strong graphics, good feedback systems, peripheral support, and plenty of depth.

What lacks though is solid AI and is the number one frustration for any simulator.
I get so very tired of AI driving too slow or too fast, not obeying flags, not understanding how to react to the vehicles around them.

So far there hasnt been much work done to the AI but the concept is to have a strong AI with reactions to every situation that may come up and they will be able to loose their stamina or gain depending on situations. Heres an idea of how it will work:

There is a lot of interaction between the sliders and how they influence the driving abilities of the AI and their decision making on the track. The sliders move from 0->100 but please note that simply setting a value to 100 is not necessarily going to produce perfect AI, you may find the value makes the AI over-react to a decision so all changes should be done in moderation to see its influence. Here is the info...

Start Reactions
Race starting reaction to red lights
How hard to push when in front
Making mistakes
Late braking ability
Braking modulation
Gear changing
Rate of change of direction
Defending the driving line reactions
Reacting to an imminent impact

Intelligence
Making mistakes
Offline speed into a corner
Braking modulation
Using push to pass logic
Rate of change of direction
Overtaking distance
Overtaking logic
Overtaking/undertaking into a corner
Braking point into a corner
Tight corner defence

Qualify Ability (only used in qualifying laps)
Driver strength
Driver mass penalty
Throttle control
Steering logic
Wall avoidance

Race Ability
Driver strength
Driver mass penalty
Throttle control
Steering logic
Wall avoidance

Passing
Offline speed into a corner
Rate of change of direction
Overtaking logic
Race start line
Use of rumble strip track width
Overtaking distance
Overtaking/undertaking into a corner
Hazard avoidance
Switching driving line

Defending
Defending the driving line
Give way to being lapped

Stamina
Tiredness recovery
Reduces pressure
Increases concentration
Defending the driving line reactions
Overtaking pushing

Risk Taking
Making mistakes
Speed into a corner
Using push to pass logic
Steering logic
Braking logic
Collision avoidance
Rate of change of direction
Use of rumble strip track width
Give way to being lapped
Defending the driving line
Overtaking risks
Wall avoidance
Obstacle avoidance
Rubbing

Aggression
Making mistakes
Rubbing
Offline speed into a corner
Braking point into a corner
Using push to pass logic
Steering logic
Throttle control
Rate of change of direction
Tight corner defence
Defending the driving line
Impact and obstacle avoidance
Overtaking risks
 
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Feels a lot better with the tweaks to the G27 - I'm really getting to actually play the game now. It's great.
 
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I cannot wait for this game...Seriously..Gonna be EPIC!!!! xD
 
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Found that browsing through the SimRig thread...some of these guys are maniacs.
 
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Nice one Delta that looks really good.
 
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It's just crazy that some of these dudes dump that much cash into these damn setups. It's more than they probably have in their actual cars.
 
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Nah, these setups are quite cheap if you do it yourself.
 
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Ahh indeed, those become a bit more expensive ^^
There are worse tho, i've recall seeing a £200k simulator being sold somewhere.
 

1Kurgan1

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Well thats a bit disappointing, need to be a member to see pictures, can't register for membership currently...

Maybe I need to login to log out.
 
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