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Project CARS (crowdsourcing) racing sim by Slightly Mad Studios (fully funded 3.75M)

Blizzard

Banned
Turn off pit limiter from the options, it seems to have some bugs even when you're out of the pit lane.
That was the option I was thinking of -- I think I've heard the same thing from other people, even though I don't remember experiencing that problem myself.
 

bee

Member
just tried it for the first time this year i think, its still a screenshot generator not a sim :/ something still really off about the handling/physics, for once i've actually driven one of the cars in real life, the ariel atom. The game car and the real car share almost nothing in common

will try it again in a few months, plenty of time to go yet
 

mclaren777

Member
just tried it for the first time this year i think, its still a screenshot generator not a sim :/ something still really off about the handling/physics

I'm curious to see what impact the upcoming FFB changes make, but don't see pCARS ever becoming as realistic as something like iRacing or netKar Pro.
 

Blizzard

Banned
just tried it for the first time this year i think, its still a screenshot generator not a sim :/ something still really off about the handling/physics, for once i've actually driven one of the cars in real life, the ariel atom. The game car and the real car share almost nothing in common

will try it again in a few months, plenty of time to go yet
If you get a chance, would you mind posting your car/control profile from CARS, which version you tried, and what controller(s) you were using? I assume you also deleted any previous profiles on installing the new version (that should be the installer default).

Some people seemd to love how the ariel atom drives, but maybe they liked it because it was unrealistic. I don't know if they are still getting his input, but the CARS team had at least one "pro" real life racer occasionally testing their equipment as far as I know, so hopefully that sort of feedback has helped them.
 

bee

Member
If you get a chance, would you mind posting your car/control profile from CARS, which version you tried, and what controller(s) you were using? I assume you also deleted any previous profiles on installing the new version (that should be the installer default).

sure will post it later when i get in, was using a g25 and modded pedals, didn't delete anything as that was definitely the 1st time i've played it on this windows install
 

disap.ed

Member
I'm curious to see what impact the upcoming FFB changes make, but don't see pCARS ever becoming as realistic as something like iRacing or netKar Pro.

I hope so, it is a game after all and shouldn't be work.
Otherwise I don't know how realistic it is to fly off the course in every second curve like in some "sims".
 

1-D_FTW

Member
I hope so, it is a game after all and shouldn't be work.
Otherwise I don't know how realistic it is to fell off the course in every second curve like in some "sims".


What does that even mean? Of course it's realistic. If you took a turn going way too fast in real life, you'd fly off the course too.

I actually find real sims in some ways easier to drive than arcade sims. At least I know what the rules are and am don't have to figure out where I can game the system and defy reality. There's a consistency that I like.
 

Blizzard

Banned
sure will post it later when i get in, was using a g25 and modded pedals, didn't delete anything as that was definitely the 1st time i've played it on this windows install
I hope someone can help you, or maybe we can find a sample program in the forum. I just thought I'd seen some people give favorable opinions of the atom, but I don't actually know which cars are supposed to be more realistic and which are less realistically implemented at this point.

Mostly I was asking for some details because it's really hard for us to help (or the devs to fix anything) if comments are limited to something like "The game car and the real car share almost nothing in common", especially since there are so many tunable factors at the moment. :p Sorry you had a bad experience though. :(
 

mclaren777

Member
Let's not get into this argument again. It didn't end well on the WMD forums and I don't see it doing any better here.

pCARS is what it is.
 
In reality I'd never be able to start an F1 car without stalling. In pCARS, I can fly around the track in the Formula A car at 200mph. It doesn't feel perfect - yet - but already the foundation of a satisfying driving model is there. They seem to be going for the balance between fun and sim, which is what I want. If I can never do a clean lap then I'm never going to have fun.
 

fresquito

Member
What does that even mean? Of course it's realistic. If you took a turn going way too fast in real life, you'd fly off the course too.

I actually find real sims in some ways easier to drive than arcade sims. At least I know what the rules are and am don't have to figure out where I can game the system and defy reality. There's a consistency that I like.
For what is worth, true sims are never true and are unfairly dificult for one reason: If they are simulating the reaction of the car faithfully, you will be unable to make the max out of it, since there's not enough feedback. Some pro drivers have said this a lot of times, that they find games like iRacing harder than the real thing, since there's not enough feedback.

I hope SMS can struck a good balance between simulating the real tthing and making it not unfairly hard at the same time.
 
I don't actually require true to life simulation, as long as the cars have their own representative character and the physics/audio/visuals provide as much feedback as possible, so that you can "feel" the driving experience and make use of various real-world racing techniques.

Its all going to be smoke and mirrors anyway, but a Ferrari should have the driving character of a Ferrari, a Mini should have the character of a Mini, etc. even if the small details aren't spot on.

Of course there is no reason not to strive for perfection!
 

markao

Member
What time do builds usually go up? This is the first one I've been waiting for since the project started - can't wait to try out Monza and Catalunya!
Normally around 14.00 C.E.T.

However it might be a little later this week, as they are trying to get some other "sky/weather" settings in to this weeks build.
 

fresquito

Member
Today there's a delay because they're implementing a new overcast option for weather. It looks stunning. In some pics, it's hard to know if it's a game or real life.
 

Blizzard

Banned
Nice, thanks. Also:

Another tiny known issue - Connecticut Hill race date is set for late November, which results in a fairly low sun and hence quite subdued lighting. We'll be moving it earlier in the year.

I like how date even affects this, nice. I just asked if there are plans to make the date user-selectable in some sense. :)
 

Watevaman

Member
I read a bunch of that thread but didn't see if this was answered: is there gonna be an option to set the date ourselves? Like in ARMA 2, if you keep the time at say (9) but change the date from the middle of June to sometime in December, the sun will change drastically.
 

Blizzard

Banned
I read a bunch of that thread but didn't see if this was answered: is there gonna be an option to set the date ourselves? Like in ARMA 2, if you keep the time at say (9) but change the date from the middle of June to sometime in December, the sun will change drastically.
Yeah, that's what I just asked myself, and got these responses from Andy and another dev:

Andy said:
Anyway, you'll be able to set the day and month yes, but not the year obviously.

Kevin said:
The sun rises and sets and moves correctly based on the date/time of day and longitude and latitude of the track.

Each track is setup with their own race date and eventually you will be able to set the date you want to race via the FE.
( I am writing the code for the moon to moved correctly based on time of day year and long lat now. )

When Tweak It is released you will be able to hack it all about its quite fun...
I don't know what "FE" is though.

*edit*
Huge list of updates since last week:
Build 174 (16/3/12, Team Member +)

MUST START A NEW PROFILE WITH THIS BUILD

Shadowcontrol (DX11) multithreading fix
Bug fixes for missing forces and software effect mixer issues
Change default date to 22nd June
Fixed spawning on the grid from a practice/qualify session when no pit lane exists
App Support camera fix for crash when closing down the track camera manager
Readded rumble strip effect for gamepads and missing marble vibe
Added cockpit exposure interpolation factor to environment manager, to allow balancing between fully in-cockpit and fully external exposure settings
Debug menu functions added to allow in game control of cockpit exposure interpolation factor
Added in setup for Weather Descriptions
Fix for crash on exit, when exiting from in-game to desktop
Enable weather option
We now animate between weather conditions
Increased default gain for Logitech wheels
New setups for hazey and overcast. clear setup dusk tweaked
Added cam filesfor Jin Ding
Additional track logos/maps and login screen reverted back to the black diagonal background
Formula A: suspension animations
Formula A: Removed extra custom liveries
Racer: started CPIT optimization (10k polys cut), setup changes for display illumination
Cloud shadows slower
New Anhalt exports
New Badenring exports
New Besos exports
New Derby exports
New Florence exports
New Jin Din export
New Milan exports

Build 173 (15/3/12, Senior Manager)

MUST START A NEW PROFILE WITH THIS BUILD

FFB : Major update to integrate AJ's Mz algorithm
Restored spawning of particle effects on impacts
DX11 core StretchRect helper made multithreading safe
Fix pit lane limiter enabing in free practice when the track does not have a pit lane
FFB stationary spring rewritten. Vehicle sets updated with stationary spring tweaker (new profile required)
Switched ROOF CAM to use higher res driver model
Changes to the dynamic weather system:
Enviroment Manager now takes inputs such as long , lat and date.
From this we now work out the suns Azmulth and Elevation from any place on Earth at any time.
The suns information now feeds into the Weather system to give us our weather state.
Our weather data keys are now keyed against the suns elevation based on if its rising or falling.
Note the date will tick when clock goes past midnight.
Milan and Rouen Short logos/maps added
Add grid position option to profile and GUI.
Added environment sounds to Bologna track
Activated patch profile deletion for 0173
New Atom exports
New Rouen exports
Milan GP and Short added

Build 172 (14/3/12, Senior Manager)
Latest FFB deadzone updates
Updating default gain for Logitech wheels. Copied some settings from G27 to Momo
Reworked DX11 MSAA handling of resolves
- fixes MSAA 2x DX11 corruption
- 4% perf increase in MSAA 4x
- 2% perf increase in MSAA 2x
Support for -1.0 -> 2.0 in AI min/max sliders to help extend range
Adjusted defaults for AI min/max sliders
New midday sky textures less cyan
UV seam in sky textures removed
Classic Driver back in the F68
New AIW with grid size of 36, 18 pit spots.. Calcualted fueluse, checked lines and corridors. TRD updated for new grid size at Badenring and Anhalt
Palmer JPLM: UV mapping fixes at the rear
New AIW's with grid size of 36. Twekaed AI corridors and driving lines. Editied TRD's for grid size of 36 at Badenring Historic and Besos
Fixed cut tracks being 1/3 the way across the track at the 3 waypoints near the end of the esses at Bathurst
New Ariel Atom 3 export
New Asano X4 export
New Asano LM11 export
New Northampton export
New Wisconsin Raceway export

Known Issue: Game asserts when exiting from the GUI

Build 171 (13/3/12, Manager+)
Bug fixes regarding wheel lock and circular deadzone
Windscreen reflection strength scaled up and made dynamic, so that as time of day changes it can adjust to match
Fix for 'looking back' camera incorrectly using the cockpit settings (when in the cockpit)
Fix leaking shadow rotation textures
Added cobbles terrain to cut track valid test
Added lods for kart tracks
Vehicles: ambient shadow update on all cars for larger projection area and set texture to read as linear instead of sRGB
Leonus F68 full 360 steering. Palmer JPLM pass1 animations
New physics pass on the Leonus 68
Updated all TRD's with Longitude, Latitude and Timezone data
Fix for Dark Cockpit bug!
Skyrings now properly occlude the sun. (this means that as the sun dips behind this horizon it will fade off nicely)
Aries: New HUD Mini element
Formula A: added livery names
Palmer JPLM updated: animations, driver position, camera position
Racer: updated unlit display textures, new lit display textures added
Changed the intro background and top bar in preparation for further improvements
New Racer exports
New Palmer export
Annhalt GP and National added
Besos GP and National added
Florence GP and Short added

Build 170 (12/3/12, Senior Manager)
Removed two code asserts which were not necessary as they kicked in when loading cockpit meshes
Added support for concurrent competitions with different start/end times. Events are sorted into end time order and default view to the first available 'open' competition. Competitions are described by the server and can be locked down by car, track and forced default setup flag at this time. Basic work complete, refinement of GUI required, and car select system needs to be made available to the Events screen.
Competitions/Events: when the required content is not installed, allow the player to view the event details but display DLC text and disable relevant buttons to prevent participation.
Fixed bugs in PC session volume query to avoid disk space check on CDROM drives and avoid duplicate drive names
New liveries for Forumla A
Crowds/billboards and track textures updates
Fix for external cameras Racer engine audio
Added Palmer Jaguar to the game
Bologna Long Lat and Timezone settings adjustments
New modern Badenring exports
 

Blizzard

Banned
I always feel so claustrophobic in that touring car with the tiny windows. I like bubble canopy/open cars so I can see the scenery and track better. But then again I always feel like I'm sitting so low I can't see the track very well ahead of me, so maybe I am silly. :p
 

fresquito

Member
I always feel so claustrophobic in that touring car with the tiny windows. I like bubble canopy/open cars so I can see the scenery and track better. But then again I always feel like I'm sitting so low I can't see the track very well ahead of me, so maybe I am silly. :p
The Asano is not a good car to learn a track. The driver is so low that you can hardly see when a corner is coming. But it's a blast to play with the AI (you don't go flying as easily as with open wheelers)
 

fresquito

Member
Just bear in mind that rain isn't in yet, only clouds. :)
Well, in fact clouds aren't there, just the lighting and weather conditions, but there're no clouds :-D

Anyway, after my first try, the FFB feels a lot different now. I'd say it's a huge improvement, although I'm not one with a lot of expertise. There's a lot more feedback than before. I'll have to get used to it, but I think it's a huge step up.
 

Sethos

Banned
Just bear in mind that rain isn't in yet, only clouds. :)

Yeah I noticed but it's a start. The haze effect looks really nice.

ibcl2ZSt6qWqjQ.gif
 

Kyaw

Member
I always feel so claustrophobic in that touring car with the tiny windows. I like bubble canopy/open cars so I can see the scenery and track better. But then again I always feel like I'm sitting so low I can't see the track very well ahead of me, so maybe I am silly. :p

I agree. I am loving the open wheel cars more and more as I play racing games.

Gotta get this build ASAP.
 

Sethos

Banned
"Haze effect looks really nice"? How could they mess up the most commonly used graphics technique? :p

What? Just because it's commonly used doesn't mean the implementation is good. It's a matter of colour, brightness, opacity, range, how it reacts when you get close, how dense it is etc.
 

markao

Member
Weird I thought I had seen a video with the hands moving between the wheel and shifter.
Most driver animations are still work in progress, so it could be you saw one of the more finished ones, this one still needs some work.



@Blizzard, you are not silly, due to (weight) performance they sit almost on the floor of the car and in the middle. So even in real live it looks like they are sitting in the backseat and they can hardly look over their dashboards, as I found out when looking for reference pictures for my skin. :p






@McLaren, Palmer as with all new cars, still has a lot of placeholder files (just ingame 3d model test), so we will have to wait a few builds to say something sensible/meaningful about the physics.
 

Izayoi

Banned
Not sure it matters anymore (seeing as we've already hit 1000 euros), but I'm a Team Member now. I'm Drew on the forums.
 
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