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Project CARS 2 announced

hesido

Member
Budget seems to be that, but:
-it's not kickstarter it's their own platform
-it's the total budget, most big kickstarter games don't derive their full budget from the campaign, for example Divinity had less than 20% budget through KS.
-they will put more of their own money as well as actual private investors
-there's no target, they still plan on raising a big chunk of the money on their own and the amount of people let in will limited due to the forums ballooning otherwise
-11mil is fairly reasonable, hell it's kinda low for the scope given, but I get the feeling that this time they have much more allocated on polishing the crap out of it

Oh, thought it was going for Kickstarter with a time limit, would have never made the goal.
 

Dilly

Banned
How are so many people oblivious to game development standards, even on NeoGaf?

As soon as a game is released, part of the team works on patches and DLC, while the rest of them start moving onto the next big project. Usually you don't hear about that because it's publisher funded, and they won't reveal the game until it's in a state to be shown. Slightly Mad Studios use crowdfunding instead of pure publisher money though, giving them a lot more freedom to create the games they (and their community) want.

Example: Fallout 4 began development in 2009, almost immediately after Fallout 3 launched. They didn't abandon Fallout 3 though - they still had people working on patches and DLC. They went into full production on Fallout 4 in 2011, shortly after Skyrim launched, while still being able to patch and release DLC for the recent Elder Scrolls game.

The ONLY difference here is you're hearing about every stage of their development cycle due to their funding solution. This is 100% normal in game development. They're not abandoning the game they just released. There will be plenty of DLC. It's just that rather than fire their programmers or have them twiddling their thumbs while the artists work on more cars and tracks for DLC, it makes a lot more sense to start funding their next game and have those programmers get to work on the foundations.

Stop making sense!
 

Jamesways

Member
Dark Souls 3 was in production 1 year before DSII was released? The NERVE!!!

Oh sorry, wrong "game development, how does it work?" thread.
:p

Stop making sense!
Exactly!

PC has issues to be sorted still, but they are working on it. It's still an amazing racing experience on console IMO. And Ian Bell can be one sarcastic/cantankerous odd fellow, but I am looking forward to see what they bring to table with 2.
 

_machine

Member
Tell me it is a joke?

$11 million?
As a budget for a game with +200 car licenses and 50 track locations? No, it's certainly not. It's higher than pCARS1 for sure, but it's considerably lower than biggest competition. Keep in mind that it's not a funding goal, but the actual whole budget that will have their own and private investors investment in it, which will most likely make up for far more than the community's chunk.
 

waters10

Neo Member
How are so many people oblivious to game development standards, even on NeoGaf?

As soon as a game is released, part of the team works on patches and DLC, while the rest of them start moving onto the next big project. Usually you don't hear about that because it's publisher funded, and they won't reveal the game until it's in a state to be shown. Slightly Mad Studios use crowdfunding instead of pure publisher money though, giving them a lot more freedom to create the games they (and their community) want.

Example: Fallout 4 began development in 2009, almost immediately after Fallout 3 launched. They didn't abandon Fallout 3 though - they still had people working on patches and DLC. They went into full production on Fallout 4 in 2011, shortly after Skyrim launched, while still being able to patch and release DLC for the recent Elder Scrolls game.

The ONLY difference here is you're hearing about every stage of their development cycle due to their funding solution. This is 100% normal in game development. They're not abandoning the game they just released. There will be plenty of DLC. It's just that rather than fire their programmers or have them twiddling their thumbs while the artists work on more cars and tracks for DLC, it makes a lot more sense to start funding their next game and have those programmers get to work on the foundations.
Again, it's not that people don't understand this. It's just that the first game is in such a bad state, with bugs everywhere, that fixing it must be their top priority. Even though they could have enough people dedicated to the first game, fixing it and implementing new features, announcing the second game now, gives the perception that their focus is not in the right place at this point in time. I'm sure a lot more people would be supportive of this announcement, if the game was in a much better shape.

I say this, as somebody that is enjoying this game immensely, despite the bugs.
 
I think a lot of the backlash of this announcement is derived from the state of pCARS. If the game managed to release in it's buggy state despite 4 years of development by 140 people and thousands of beta testers, what are the chances that a group of 40 can fix these issues in the near future? It's not as simple as that, I know, but that is how many people think. Not everyone knows how game development works.

And seriously, when this crowdfund is confirmed to not even be necessary to get the game released (think of it as a glorified perk-based donation system), it makes a mockery of why crowdfunding exists in the first place. Oh, and there will be a proper publisher this time around. A "crowdfunded" game with a publisher, yeah right... I am really curious to know if the backer cash isn't just a simple pocket liner for SMS if their vision for the sequel could be achieved without any crowdfund income.


Thsy should have held their tongue on the announcement while they still developed goodwill within the community fixing up the original game. All the artists needing work can still work on the sequel in private, working on stuff that community involvement likely won't change much (car/track models in particular). When the first game has been patched enough, then open the donation scheme and community involvement for the sequel along with having more concrete info on when the sequel will release, plus have a few images from new cars and tracks to accompany the announcement.
 

aliengmr

Member
Again, it's not that people don't understand this. It's just that the first game is in such a bad state, with bugs everywhere, that fixing it must be their top priority. Even though they could have enough people dedicated to the first game, fixing it and implementing new features, announcing the second game now, gives the perception that their focus is not in the right place at this point in time. I'm sure a lot more people would be supportive of this announcement, if the game was in a much better shape.

I say this, as somebody that is enjoying this game immensely, despite the bugs.

Those upset could postpone their rage when/if they don't live up to their promise to continue support PCars.
 

Grassy

Member
Way to kill the sales of your first game. I was looking into the game too. Now ill wait.

See you in a few years in the Project Cars 2 OT champ!

Oh btw. I couldn't help but notice in your post history that you seem to be interested in Halo 5. Well I suggest you hold off on Halo 5, because I heard a rumour that as soon as Halo 5 gets released, 343 Industries are going to start on Halo 6. So you may as well wait for that.

Thank me later.
 
I registered on the pCARS 2 forum but seem to be locked out of the forum. Pay to play?

It's like pCARS 1 where the WMD site is only accessible if you've backed it, so you can only join if you're involved with the game. They'll probably open up a public forum whenever it's released but the WMD ones will always require backing to access.
 

Raven77

Member
How many copies has Project Cars sold? I seemed to hear a lot more about it PRIOR to it releasing. Now that it's out, I haven't heard a single thing.
 

_machine

Member
How many copies has Project Cars sold? I seemed to hear a lot more about it PRIOR to it releasing. Now that it's out, I haven't heard a single thing.
Well over a million and it's had some spikes in sales recently even without the Steam Sale.
 

AU Tiger

Member
I know they wanted to do some things for their initial release of the game but by the time the game was in development, it was too late to go back and make some of those changes (grass tech is one)

They said there are several things they wanted to do differently on the 2nd one so I can't wait to see what they do and will absolutely be in the early backers program again.
 

SMSRenderTeam

Neo Member
Meanwhile...

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.

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.
 

Tibbs-McGee

Neo Member
* 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.

Nice, this has ruined a good few races for me, a couple of times 13 or 14 laps into a 15 lap race. I'll probably throw some money into PC2 at some point, but it feels like I've only skimmed the surface of what the first game has to offer anyway.
 
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