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

markao

Member
I didn't know. That's great. Has he said anything about the game yet?
I don't know, at least not in the "public site" of the forum and I doubt he would do that. I think they made him account because Nicholas asked them, they seem close as family so maybe it is just so they can play together.


Ian made a comment about getting a real live (& current) F1 drivers feedback for the FA & FB tires, I assumed he meant Lewis, might have been someone else, who knows. But with the enthusiasm that Nicholas has for the game, I can see him asking his brother for help to get it better.
 

fresquito

Member
I don't know, at least not in the "public site" of the forum and I doubt he would do that. I think they made him account because Nicholas asked them, they seem close as family so maybe it is just so they can play together.


Ian made a comment about getting a real live (& current) F1 drivers feedback for the FA & FB tires, I assumed he meant Lewis, might have been someone else, who knows. But with the enthusiasm that Nicholas has for the game, I can see him asking his brother for help to get it better.
He's very enthusiastic and very profesional as well. I've been reading his latests posts and wow, he's asking Mercedes engineers about tyre temps to know real data (although seeing how tyres work with Mercedes this year,I doubt that's what we want in the game xD).
 

TJP

Member
Clearly many who visit this thread aren't members and do not understand the professional drivers who are providing their real world feedback to SMS. pCARS videos on YT and other places are of work in progress builds which means any number of aspects of the sim could be being worked on from a newly created tyre model to a new car with placeholder physics.

I see no love for Ben Collin's feedback 8( The former Stig knows his stuff inside and out. This is a snippet of Ben's feedback from an OLD build (#520) back in July:

Audi DTM / Asano Touring Car

Looks amazing for starters!

Default Tyre.

The DTM has this awesome unique feature under braking where it is very sensitive to how much pressure you apply with your foot. The whole car begins to float if you overcook it, led by the rear rolling into oversteer. What i love about this sensation is that it's totally predictable and fun to control, and it's currently a unique feature to this car. MAJOR THUMBS UP!!

The floating sensation vs reality feels like a DTM on worn tyres with a relatively soft set up. I really like it because you can feel what is going on and feel connected to the tarmac and the features of the circuit. This car will also allow you to BRAKE AND STEER which has become a problem across many models now. By that i mean you can trail brake into the corner without the car wanting spin without warning.

TURN IN: After an exciting straight line braking sequence, the car turns in on the brake with a hint of oversteer. This curious feature has appeared and disappeared on other models. It's really a lot of fun - it might be slightly too easy vs real life but if i had the option of losing the compliance or putting up with a little turn in o/steer then i would opt to leave it alone. This feature should absolutely appear more in the GO KART because of the way they handle.

The car balances mid corner, then picks up some power understeer as you exit the corner. The only improvement i feel could be made to this car would be for the u/steer to eventually and gradually slip into o/steer. At the moment it just won't do it - my impression is that a very minor tweak, nothing heavy, that would permit the tail to break free to some extent would make this car perfect.

Another GREAT FEATURE of this car: it picks up wheelspin over the big kerb at Imola. This is the first car i've driven to do so and it's very realistic so i think its great.

At no point does this car over-react or try to kill the driver, which i'm afraid is becoming a strong feature elsewhere.

Yellow Modal GT Slick - it felt the same and as a general rule would only benefit from a little more power o/steer.
Slightly more detailed than the average sim racer can muster 8)
 

disap.ed

Member
I love Ben's comments. While I don't have experience with real racing cars his thoughts are targetting exactly the things that are taking the fun out of the game for me.
 

p3tran

Banned
I'm on the same boat with Seanspeed on this.
cool graphics bro and all, but where's the physics?

still, q4 14 gives a lot of time, (actually puts the release maybe in the same window or close to polyphony's/turn 10's future offerings on consoles)

I say again that my best assurance that this game is going to work, is that the racing community is behind it.
unfortunately I didnt participate in pcars, so all I got is what you guys write and show, but dammit if you see time passes and physics are all over, crack dat whip!
 

Dilly

Banned
I'm on the same boat with Seanspeed on this.
cool graphics bro and all, but where's the physics?

still, q4 14 gives a lot of time, (actually puts the release maybe in the same window or close to polyphony's/turn 10's future offerings on consoles)

I say again that my best assurance that this game is going to work, is that the racing community is behind it.
unfortunately I didnt participate in pcars, so all I got is what you guys write and show, but dammit if you see time passes and physics are all over, crack dat whip!

What?

So you're on the same boat as the other guy who doesn't have acces to the WMD forum/the game in its current state and you disregard the comments from the people who do?
 

p3tran

Banned
What?

So you're on the same boat as the other guy who doesn't have acces to the WMD forum/the game in its current state and you disregard the comments from the people who do?
yes, thats exactly what I said.

I have not played a recent beta, I did not get in time in participating, I look at videos and read comments from the community.

but also, I have played ALL previous games they did. and this is the reason i am worried about physics and handling.


AND, I said that the fact that the community is IN, is the only reason that I know I should not worry.
 

nib95

Banned
yes, thats exactly what I said.

I have not played a recent beta, I did not get in time in participating, I look at videos and read comments from the community.

but also, I have played ALL previous games they did. and this is the reason i am worried about physics and handling.


AND, I said that the fact that the community is IN, is the only reason that I know I should not worry.

Don't judge the games physics solely off videos, comments and past games (pCARS is not the same as Shift). Probably best to play the game yourself before shitting on that part unless you have any specific video examples or something.
 
Obviously sacked-Stig knows lots more about real cars than me. But I still feel the game has some way to go for those of us using a pad. Whether the handling is 100 authentic or not isn't the issue - how fun is it to play with the pad is. And for me it's just not there yet - certainly compared to Forza 4.

The game has plenty of time left in development - I'm not for one writing it off. I just feel that for all the attention the graphics are getting there could be a bit more focus on the game for a while. It is after all, a videogame. I am not totally optimistic though - I think we can all agree the two previous games lacked in this area. Yes I know this isn't Shift 3 - but those of us playing the game should be able to see a lot of similarities, it's obvious when playing they come from the same stable.
 

p3tran

Banned
I am not <<shitting>> on the game Nib! edit: you edited and changed expresion

and Dilly, I am referring to:

2009 – Need for Speed: Shift (Microsoft Windows, PlayStation 3, Xbox 360)
2011 – Shift 2: Unleashed (Microsoft Windows, PlayStation 3, Xbox 360)
2012 – Test Drive: Ferrari Racing Legends (Microsoft Windows, PlayStation 3, Xbox 360)[6]

as per their wikipedia info: http://en.wikipedia.org/wiki/Slightly_Mad_Studios

now, let me be clear:
give me the best graphics in the world, with shift/shit physics, and you can straight up have them back!

I like racing games, and this along with assetto corsa is (afaik) our best chances.
and out of the two, this one seems that will have the more complete material.

So i want it to be a great game and a big success. but my worries about physics I think are not unreasonable, neither of course am I <<trolling>> or <<shitting>>.
 

Dilly

Banned
Obviously sacked-Stig knows lots more about real cars than me. But I still feel the game has some way to go for those of us using a pad. Whether the handling is 100 authentic or not isn't the issue - how fun is it to play with the pad is. And for me it's just not there yet - certainly compared to Forza 4.

The game has plenty of time left in development - I'm not for one writing it off. I just feel that for all the attention the graphics are getting there could be a bit more focus on the game for a while. It is after all, a videogame. I am not totally optimistic though - I think we can all agree the two previous games lacked in this area. Yes I know this isn't Shift 3 - but those of us playing the game should be able to see a lot of similarities, it's obvious when playing they come from the same stable.

I also don't understand this, the last major thing that happened graphics wise is that grass is rendered for a longer distance.

I am not <<shitting>> on the game Nib! edit: you edited and changed expresion

and Dilly, I am referring to:

2009 &#8211; Need for Speed: Shift (Microsoft Windows, PlayStation 3, Xbox 360)
2011 &#8211; Shift 2: Unleashed (Microsoft Windows, PlayStation 3, Xbox 360)
2012 &#8211; Test Drive: Ferrari Racing Legends (Microsoft Windows, PlayStation 3, Xbox 360)[6]

as per their wikipedia info: http://en.wikipedia.org/wiki/Slightly_Mad_Studios

now, let me be clear:
give me the best graphics in the world, with shift/shit physics, and you can straight up have them back!

I like racing games, and this along with assetto corsa is (afaik) our best chances.
and out of the two, this one seems that will have the more complete material.

So i want it to be a great game and a big success. but my worries about physics I think are not unreasonable, neither of course am I <<trolling>> or <<shitting>>.

And making a Need for Speed game for EA or a Test Drive game for Atari is something entirely different than building a crowd-funded simulator. It's still the same team as when they made GTR and GTR2.

It feels nothing like Shift anymore, it's not even the same tiremodel that was used in those games.
 
I also don't understand this, the last major thing that happened graphics wise is that grass is rendered for a longer distance.

Perhaps I wasn't clear - I do have a bastard of a headache this morning.

By focus I meant the thing everyone talks about when looking at this game. Folks outside seemed wowed by the graphics. But that's not going to carry the game. I'd love the handling to be something that I could praise in the same way I could do so for the graphics.
 

PriitV

Member
So i want it to be a great game and a big success. but my worries about physics I think are not unreasonable, neither of course am I <<trolling>> or <<shitting>>.
Considering SMS's previous 3 big titles were done under a publisher, I'd say your worries are a bit unreasonable. Seeing who work for SMS currently (most of the people from Blimey!), then you should also consider that they've done titles like "GTR, GTR2, GT legends" in the recent past.
 

p3tran

Banned
It feels nothing like Shift anymore, it's not even the same tiremodel that was used in those games.

well, considering that the best thing i can come up with for shift "physics", is
"skateboard simulator", that by itself does not say much at all.


Considering SMS's previous 3 big titles were done under a publisher, I'd say your worries are a bit unreasonable. Seeing who work for SMS currently (most of the people from Blimey!), then you should also consider that they've done titles like "GTR, GTR2, GT legends" in the recent past.
you know what? as I said, I have more faith in the racing guys, the people like you and all racing fans that are funding this that it will work all right,
than whoever used to write good code yet his last three games (all in exactly the same genre) had bad physics code, for whatever reason/excuse.
 

fresquito

Member
McLaren MP4 at Watkins Glen with Spanish comentaries.

http://www.youtube.com/watch?v=DZNi_3PbCHI

Edit: So we have:

a) People that say the game has no good physics, even though they can't play the game and only watch youtube videos. And at the same time, they complain that the game focus is put on graphics, just because apparently most people that talk about the game can't play it, so they only praise the graphics. Thus, by some strange logic, that means the focus is put on graphics.
b) People that complain about how the cars respond, while playing with a control pad. Knowing beforehand that the focus now is getting the game to work right on wheels, then adapt that to control pads.
c) People that compare pCARS to Shift no matter what. The first public build was like Shifft and the last build is like Shift, even though both builds are utterly different in every possible way. No matter what SMS does, the game will play and feel like Shift, just because.

Give me a break, please.
 
No I won't. Save the passive aggressive nonsense for Facebook.

People playing a game can have opinions on thst game. Who are you to decide what can or cannot be discussed, or what people's actual experience of something is. What rot.
 

Megasoum

Banned
well, considering that the best thing i can come up with for shift "physics", is
"skateboard simulator", that by itself does not say much at all.



you know what? as I said, I have more faith in the racing guys, the people like you and all racing fans that are funding this that it will work all right,
than whoever used to write good code yet his last three games (all in exactly the same genre) had bad physics code, for whatever reason/excuse.

What a load of BS... The vast majority of people who have access to the game didn't really invest in it. I paid 60$ for my Full Member... I don't consider that an investment and don't expect to receive anything back in return (or a ridiculously small amount at best). I see that as a 2 year early pre-order. In the end, I won't loose sleep over it if the game end up failing.

To value youtube videos and armchair analysts over ANYBODY who has actually played the game is complete bullshit.
 

Xanadu

Banned
yes, thats exactly what I said.

I have not played a recent beta, I did not get in time in participating, I look at videos and read comments from the community.

but also, I have played ALL previous games they did. and this is the reason i am worried about physics and handling.


AND, I said that the fact that the community is IN, is the only reason that I know I should not worry.

how whos the silly one ;)
 

p3tran

Banned
What a load of BS... The vast majority of people who have access to the game didn't really invest in it. I paid 60$ for my Full Member... I don't consider that an investment and don't expect to receive anything back in return (or a ridiculously small amount at best). I see that as a 2 year early pre-order. In the end, I won't loose sleep over it if the game end up failing.

To value youtube videos and armchair analysts over ANYBODY who has actually played the game is complete bullshit.
even thought I used the word "participate" and not "invest" like you are going to be rich or something...
i would also pay 60$ if i knew it, or if it opens again.
but then again there are people that have put more into it I think, like star citizen also.

and other than MONETARY investment, what I referred to is PERSONAL INVESTMENT,
involvement, like lots of guys that spend a lot of their time, participate, learn all info they can, download each build immediately and try the fuck out of it, do videos for it, discuss with others about it etc.
this is investment too, right?

and THAT is what I refer to as "guarantee is that the community is on it", and not like you are a bigshot investor lol

and about "armchair analyst", well, you gotta understand that i use exactly the same armchair and the same panel when I'm watching, and when I'm actually, you know, playing them games... its not so much of a day/night difference as you think... ;)

how whos the silly one ;)
you would be amazed ;)
 

Xanadu

Banned
even thought I used the word "participate" and not "invest" like you are going to be rich or something...
i would also pay 60$ if i knew it, or if it opens again.
but then again there are people that have put more into it I think, like star citizen also.

and other than MONETARY investment, what I referred to is PERSONAL INVESTMENT,
involvement, like lots of guys that spend a lot of their time, participate, learn all info they can, download each build immediately and try the fuck out of it, do videos for it, discuss with others about it etc.
this is investment too, right?

and THAT is what I refer to as "guarantee is that the community is on it", and not like you are a bigshot investor lol

and about "armchair analyst", well, you gotta understand that i use exactly the same armchair and the same panel when I'm watching, and when I'm actually, you know, playing them games... its not so much of a day/night difference as you think... ;)


you would be amazed ;)
hey i never criticised a games physics without playing it ;) trust me this game will have better physics then both forza and GT when its done, PC sims always prevail
 

p3tran

Banned
hey i never criticised a games physics without playing it ;) trust me this game will have better physics then both forza and GT when its done, PC sims always prevail
I have the same assumption for the final game, for the reasons I clearly wrote above.

the games I called for shitty physics, I have played and own.
 

pax217

Member
What's the best way to approach this game? I love Forza for what it is, I love GT for what it is. Most people like one or the other. I know I can love this game...

...I've been a "Team Member" (or whatever the 3rd member tier is) for about two years, but I've rarely played this game beyond half a lap with a new car every now-and-then.

How did you guys get into Project CARS, and what do you do that keeps you coming back?
 

fresquito

Member
No I won't. Save the passive aggressive nonsense for Facebook.

People playing a game can have opinions on thst game. Who are you to decide what can or cannot be discussed, or what people's actual experience of something is. What rot.
You can have your own opinion, of course. And I can say it's bullshit as well.

You say they are focusing on graphics, and that's false, not an opinion. Check the Build Release notes thread for reference. Check the AJ thread and Physics forum for reference.

Whether the handling is 100 authentic or not isn't the issue - how fun is it to play with the pad is
So you complain about the handling, you talk about physics and how the game only shines in graphics. Then you go on to say: fuck everything that is objetcive, the game has to be fun for me to play. So yeah, SMS should switch focus, stop caring about simulating things, just make the game fun for Jack.

I'm tired of reading the same nonsensical complaints over and over again. I've read a lot of criticism that is legit, people that have played the game through and through and can have an opinion on what's not working in the game at the moment. But don't pretend to come here, spread your bullshit and then wave the "it is my opinion" flag to make it any legit, it is not.
 

fresquito

Member
What's the best way to approach this game? I love Forza for what it is, I love GT for what it is. Most people like one or the other. I know I can love this game...

...I've been a "Team Member" (or whatever the 3rd member tier is) for about two years, but I've rarely played this game beyond half a lap with a new car every now-and-then.

How did you guys get into Project CARS, and what do you do that keeps you coming back?
I'd try to start playing with easy cars, such as the Palmer or the Asano X4.

If you need some extra motivation beyond doing laps by yourself or fighting the crazy AI, you can enter the weekly events. There you drive in a set car and track combo for a best lap record for the week. This way you get to know some cars and tracks while you're somehow competing.

If you are familiar with games such as Forza or GT, you shouldn't have much of a problem. I mean, the simulation is more complex and all, but most cars are very drivable at this point in time.

Game server down? When logging in, I get something about a connection error "Null" and then it closes down.
Happened yesterday too. I think there's some kind of problem with this build. Some people say it could be related to Steam traffic or the new McLarens, but I don't think so.
 

Pepto

Banned
The physics are bit hit and miss for me. With a wheel the game feels great most of the time and yet still the when playing with a xbox controller the physics seem pretty mediocre.
 

Jedi2016

Member
What's the best way to approach this game? I love Forza for what it is, I love GT for what it is. Most people like one or the other. I know I can love this game...

...I've been a "Team Member" (or whatever the 3rd member tier is) for about two years, but I've rarely played this game beyond half a lap with a new car every now-and-then.

How did you guys get into Project CARS, and what do you do that keeps you coming back?
Well, I spend most of my time just doing hotlaps. Same thing I do in Gran Turismo. I just like to drive. I get a new car or something, and I just go throw it around the 'Ring or Spa for an hour. I'll do a race every now and then for money or just for fun, if it's a particularly good matchup, but that's it.
 

Watevaman

Member
Yeah, I also run mostly free practice just to get a feel for everything. I don't like spending too much time going much deeper than basic car setups because stuff changes every few days.

I actually just tried MP for the first time yesterday and while the racing was smooth, I had problems with the game itself screwing up that made me not want to revisit MP until much closer to release.
 

disap.ed

Member
b) People that complain about how the cars respond, while playing with a control pad. Knowing beforehand that the focus now is getting the game to work right on wheels, then adapt that to control pads.

I (playing with a gamepad) would agree with this point if the points I see lacking weren't absolutely the same that Ben mentions (as mentioned above). Snap oversteer for example is way too much at nearly all the cars atm. Generally cars are overly sensitive / way too nervous IMO (but I am no expert). I am absolutely not expecting an arcade game but this seems to tend to the other extreme.
 

_machine

Member
Well, I spend most of my time just doing hotlaps. Same thing I do in Gran Turismo. I just like to drive. I get a new car or something, and I just go throw it around the 'Ring or Spa for an hour. I'll do a race every now and then for money or just for fun, if it's a particularly good matchup, but that's it.
Heh, I'm just like you. I just like to drive for hours and have fun and then maybe do a race or something.

As for the physics, as mentioned they're very much a hit and miss between the cars; a few feel great from the get go, some need a little bit of tuning and some just simply feel awful, but I do think there's already a great base for the physics, but a long way to go with the overall tuning when it comes to most of the cars. For example I've really liked playing with the new Mclaren F1 even with a pad since I won't be getting my friends wheel before monday. There's a distinct balance between under and oversteer and it just feel really logical even if it isn't perfectly balanced just yet.
 

fresquito

Member
I (playing with a gamepad) would agree with this point if the points I see lacking weren't absolutely the same that Ben mentions (as mentioned above). Snap oversteer for example is way too much at nearly all the cars atm. Generally cars are overly sensitive / way too nervous IMO (but I am no expert). I am absolutely not expecting an arcade game but this seems to tend to the other extreme.
I'm no expert either, so I can't say. But there's a difference between giving feedback, giving your opinion and complaining like thiss iss final product (or even foreseeing how the final product will be). The first two are okay, but the last is stupid. This is WiP, there're lots of little changes day by day, and they affect greatly how cars feel. Once every technology is set, they will need to fine tune everything, but they're still implementing all kind of different tyres, calculating how heat affect them and what not. Some people seem to forget this is WiP.

Obviously not talking about you, you have always given clear and trustful feedback in this thread.
 

wiggleb0t

Banned
What's the best way to approach this game? I love Forza for what it is, I love GT for what it is. Most people like one or the other. I know I can love this game...

...I've been a "Team Member" (or whatever the 3rd member tier is) for about two years, but I've rarely played this game beyond half a lap with a new car every now-and-then.

How did you guys get into Project CARS, and what do you do that keeps you coming back?

I love the 24 hour time and the impact it has on ambient lighting, the change in the way shadows are cast or absence of them being cast due to the suns position preventing that tree shadowing that area of track.
Night time, weather, lightning, rain haze etc... The track might be the same but the vibe and nuances are so vast and differentiate it.

So personally I go to a track I like; one which has a fantastic ferris wheel, which is illuminated in fluorescent green come night time. Which looks fantastic, and once again transforms the track you thought you knew so well in the day time.

*Choose a track I like either the short or long version depending on mood.
*Choose time I want to race, morning, midnight, midday,evening,etc... - depending on mood
*Choose weather, clear, hazy, rain, thunderstorm etc... depending...etc
*Like rocking the road cars lately, so the Mercedez is my pick and I'm familar with it.
*Choose the amount of ai, no ai, amount of laps etc...

Rock it up with music of choice in background, do 1-2 laps to start and enjoy a replay, they look fantastic no doubt. Then take it from there, stay with current settings, or change to night, early morning etc...

So much variety in just the track setting.
Has potential to be the best car game ever made at the rate they're going and consoles next gen aren't even released but they can't compare with hardware pc is pushing.

Haven't played it in a while, biggest issue was details grass draw distance. Wrapped to hear poster above claim they've increased the draw distance :D
 

Xanadu

Banned
The physics are bit hit and miss for me. With a wheel the game feels great most of the time and yet still the when playing with a xbox controller the physics seem pretty mediocre.

gamepad isnt that great with it atm, this will be fixed though. obviously a wheel is much superior anyway
 

markao

Member
Vote ended, result: pCARS races to next gen

Project CARS will be available for the PlayStation 4, Xbox One, Steam OS, PC, and Wii U starting Fall 2014.

cars_bannern8i8m.png
 
Landslide vote, so no big surprise, but great news. Plenty of time to make it just right, and the Fall release should be a great spot to make it a success.
 
So... no PS3 and X360 versions anymore?

Nope. The choice was current gen, or next gen. Too much work to do both. Personally, I think it would have had to of been released right now to make much hay on current gen. Even then, it would have been in the unenviable position of competing with GT6.

On too many levels it didn't make much sense to continue on.
 
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