Project Cars - New Racing Game from Shift Dev

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Xeno
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PostRe: Project Cars - New Racing Game from Shift Dev
by Xeno » Sun May 17, 2015 6:30 pm

I can almost hear your voice shouting. Did it reach Rog levels in pitch?

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Xeno wrote:Chewing takes effort. What he needs is Emma Watson to chew his food then transfer it to him for him to swallow.

I dont know why, but that sounds strawberry floating incredible.

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Victor Mildew
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PostRe: Project Cars - New Racing Game from Shift Dev
by Victor Mildew » Sun May 17, 2015 6:33 pm

I've seen the battery fail in a pit stop AND have a wheel nut jam. Like you say it's gut wrenching sitting and watching the entire field go by.

Hexx wrote:Ad7 is older and balder than I thought.
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PostRe: Project Cars - New Racing Game from Shift Dev
by False » Sun May 17, 2015 6:46 pm

Xeno wrote:I can almost hear your voice shouting. Did it reach Rog levels in pitch?


I wasnt really that upset. Its one of those racing incidents I guess :slol:

Ad7 wrote:I've seen the battery fail in a pit stop AND have a wheel nut jam. Like you say it's gut wrenching sitting and watching the entire field go by.


Yeah, just listening to the engines of everyone else passing you by. Managed to salvage a win out of it in the end with some very aggressive overtaking moves.

I quite like that this kind of thing pops up though, I hope to see a few punctures and other random failures that force me to limp back to the pits, but maybe not when Ive just fought up to first.

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Victor Mildew
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PostRe: Project Cars - New Racing Game from Shift Dev
by Victor Mildew » Sun May 17, 2015 6:57 pm

I like the failures, I mean it's going to be bad when it ruins your race but knowing something could go at any moment makes it all the more rewarding.

I remember getting a full on fire engine failure in F1 97 as I crossed the line to win.

Hexx wrote:Ad7 is older and balder than I thought.
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PostRe: Project Cars - New Racing Game from Shift Dev
by False » Sun May 17, 2015 7:08 pm

I cant remember what game it was, maybe Grid, where it also had random failures etc. The problem was they were so incredibly rare I witnessed only one ever and that was on an AI. You dont want them every race, but you do sort of want a tiny niggling doubt that this could be the race when the gearbox lets go, or where the rad gets punctured, or you lose a tire cutting the kerb too hard etc.

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cooldawn
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PostRe: Project Cars - New Racing Game from Shift Dev
by cooldawn » Sun May 17, 2015 7:16 pm

Trelliz wrote:What you said about gran turismo got me thinking - that game doesn't have races, it has overtaking challenges. You always start at the back on a rolling start, and the ai seem like time trial ghosts that you can't drive through. Plus as you say, the events are broken; i did the french-only cup or whatever in gt5 using sebastian loeb's citroen rally car and won by a mile. In this races seem more like races, and i think simple things like standing starts really help in that regard.

Pretty much yeah. You could break the game in Arcade mode...or rather when you select a Single Race. Equip your own car with Racing Soft tyres mean't the A.I. loaded up faster cars. Just before you start, equip harder tyres and the game opens up. Doing this on the Nordschleife with a early morning transition from night to day in misty conditions is...glorious. Still an experience yet to be beaten.

Speaking of tracks...I'm really disappointed with Le Mans and the Nordschleife in Project CARS. Neither have any character because the topography is near completely smooth. There are parts of the track I know have rather large surface variations but they don't appear to be in Project CARS. They aren't anywhere near as challenging. GT's versions eclipse them by miles.

Also, the Nordschleife by night is useless. I set it to 3am and expected it to be pitch-black but I can turn the main beams off and see the track. It's crap, really. It's another part of the experience that is completely outclassed by GT.

Visually the game is extremely serviceable...not really spectacular but it looks just fine...however, the lighting engine just isn't as good as it could be. Luckily the physics engine and the A.I. pose a really fun game so on the whole it's really enjoyable.

Can't wait for some patches though...just to clean things up a bit and some DLC (shame the pre-order cars are locked out for normal version buyers) to expand the car list.

"Race drivers don't really care how fast they're going..we keep going faster and faster until we approach that limit of control and that's when we balance ourselves..that's how we make good time."
JOHN FITCH
1950's Le Mans driver
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PostRe: Project Cars - New Racing Game from Shift Dev
by False » Sun May 17, 2015 7:29 pm

I live on a planet where people think GT looks better than PCARS.

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jamcc
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PostRe: Project Cars - New Racing Game from Shift Dev
by jamcc » Sun May 17, 2015 7:42 pm

I've got the Xbone version, and weirdly, the game looks a lot better in third person/chase cam than in-car, which is annoying. It looks almost last gen at times.

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PostRe: Project Cars - New Racing Game from Shift Dev
by Albert » Sun May 17, 2015 8:17 pm

What Driving Aids do people tend to have on?

I started in Karts with nothing on, and...well it wasn't fun.

I've turned all of them on now and am having more fun but wonder if I am now cheating a bit...

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PostRe: Project Cars - New Racing Game from Shift Dev
by Rog » Sun May 17, 2015 8:22 pm

Albear wrote:What Driving Aids do people tend to have on?

I started in Karts with nothing on, and...well it wasn't fun.

I've turned all of them on now and am having more fun but wonder if I am now cheating a bit...


It is made to be suited to what you want. If you're not enjoying yourself with everything off then turn some on until you are.

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Bertie
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PostRe: Project Cars - New Racing Game from Shift Dev
by Bertie » Sun May 17, 2015 9:02 pm

Albear wrote:What Driving Aids do people tend to have on?

I started in Karts with nothing on, and...well it wasn't fun.

I've turned all of them on now and am having more fun but wonder if I am now cheating a bit...


I end up switching between them. I found the karts a nightmare without stability control and ABS. I then tried some front wheel drive low powered cars and there isn't much point in having it all on. Jumped into an F1 car and my lord, couldn't stay on the track with no assists.

I think the driving aids should be an option before you start a career race, rather than be buried in the menu.

I'm really enjoying the game, it's just tough. Completely different game to Driveclub, I'm just not quite sure yet which one I prefer, and which will keep pulling me back long term.

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Victor Mildew
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PostRe: Project Cars - New Racing Game from Shift Dev
by Victor Mildew » Sun May 17, 2015 9:10 pm

Speaking of failures I had:

In one stop, a wheel nut jam, a nut get lost and the battery fail :dread:

It also started raining at the end of the second lap so I came in for my mandatory stop and to change tyres, fuuuuuck me the car was totally undrivable after that, swapping ends if I even touched the brakes, under then over steering. I pitted at the end of each lap to tinker and get used to it before restarting a few times, then going for a 'whatever result I get, I'm keeping' race.

Turns out I thought I'd put extreme wets on the front and wets on the rear but what if actually done was put extreme wet front left, wet front right and slick softs on the rear :fp: :fp: No wonder I couldn't drive the thing.

Went full Inters for my 'keeper' race, was holding 5th on the penultimate lap when I spun and ended up 13th.

Final round next and I'm 29 points in the lead, going to be damn close :nod:

Hexx wrote:Ad7 is older and balder than I thought.
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PostRe: Project Cars - New Racing Game from Shift Dev
by False » Sun May 17, 2015 9:24 pm

Ad7 wrote:Turns out I thought I'd put extreme wets on the front and wets on the rear but what if actually done was put extreme wet front left, wet front right and slick softs on the rear :fp: :fp: No wonder I couldn't drive the thing.


I did exactly this for my first two Clio cup races. Mandatory stops saw me leaving the pits with a front left slick and 3 wets.

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Victor Mildew
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PostRe: Project Cars - New Racing Game from Shift Dev
by Victor Mildew » Sun May 17, 2015 10:28 pm

It doesn't help the menus, while clean and nice looking, are very hard to read even on a 40" screen from not that far away. Found my brain filled in the blanks and made it just say fronts and rears rather than individual corners. Would be interesting to try a totally asymmetrical tyre setup to see what happens. Like of you have all but one tyre at racing temp at all times, try the cold one on a softer compound rather than raise tyre pressure.

Hexx wrote:Ad7 is older and balder than I thought.
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PostRe: Project Cars - New Racing Game from Shift Dev
by False » Sun May 17, 2015 11:02 pm

The menus arent the easiest to use with a controller either, Ive found. I often have to navigate with the mouse to do what I want to do.

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Victor Mildew
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PostRe: Project Cars - New Racing Game from Shift Dev
by Victor Mildew » Mon May 18, 2015 8:37 pm

Penultimate round of the Clio cup is another win and I'm pretty sure enough points to guarantee the championship. I hadn't touched the setups yet so I thought I'd have a look and sure enough, I've been racing with a full tank when I need about and Eighth of that on board, same in qualifying :fp:

Hexx wrote:Ad7 is older and balder than I thought.
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Victor Mildew
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PostRe: Project Cars - New Racing Game from Shift Dev
by Victor Mildew » Mon May 18, 2015 9:45 pm

Yep Clio cup done.

Thought I'd give a fast car a go after driving chav mobiles for ages.
Lotus 98T, Les do dis.

Shhhiiiiittttttttttttytt :dread: :datass:

The state of this:


Discovered the ground effect technique is to be high revving and on the power through the apex, which of course means massive torque on exit as the turbo kicks in. Terrifying trying to control that with a pad but great fun. Until i binned it on lap 10.

Hexx wrote:Ad7 is older and balder than I thought.
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cooldawn
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PostRe: Project Cars - New Racing Game from Shift Dev
by cooldawn » Tue May 19, 2015 11:31 am

Falsey wrote:I live on a planet where people think GT looks better than PCARS.

I didn't actually say it looked better. See, I said that without name calling. Aren't I good.

"Race drivers don't really care how fast they're going..we keep going faster and faster until we approach that limit of control and that's when we balance ourselves..that's how we make good time."
JOHN FITCH
1950's Le Mans driver
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Victor Mildew
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PostRe: Project Cars - New Racing Game from Shift Dev
by Victor Mildew » Tue May 19, 2015 10:50 pm

Tried my hand at one of the classic racing I'd been invited to earlier. Qualified 8th out of 20 in the MK1 escort and then the race. Holy gooseberry fool the AI is aggressive as hell in those to the point of somehow driving under me and flipping me over time after time. I broke my rule of not restarting unless I've binned it at the first corner, probably by restarting at least 30 times, 25 of those being the AI smashing me, driving UNDER me on occasion and at one point flipping me into a barrel roll :fp:

I also got a trophy for having all 4 wheels off the ground for .88 seconds, which I got by being spit roasted at the first corner, driven under and flipped on to my side. banana splits.

The race proper. Lightning oversteery start squandered by some crap throttle control on the last lap and leaving the door open on a few heavy braking bits.


Hexx wrote:Ad7 is older and balder than I thought.
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PostRe: Project Cars - New Racing Game from Shift Dev
by Monkey Man » Tue May 26, 2015 9:11 pm

DX12 to give a nice boost to Project Cars, Answers from Ian Bell, Head of the Studio -

Q) With Directx 12 round the corner, could this be upgraded with that in mind? Would it make any difference?
A) Oh yes Our engine loves it also.

A) With DX12 the Xbox will perform extremely well for us.

Q) Ian - as you have been quite open about DX12, what would be the benefits for project cars utilising DX12?
A) About 30-40%

http://forum.projectcarsgame.com/showth ... ssue/page3


Xbox One patch out 29th May -

Project CARS – Xbox One Patch 1.3 - Fixed Issues

Gamepad Controllers:
* Added ABS brake rumble to Xbox One triggers, so that the triggers will rumble on losing traction when braking. The amount of trigger rumble is controlled together with Force Feedback strength via the Force Feedback slider.
* Improved the efficiency of the controller rumble effect, to help make the steering more responsive on the Xbox One.
* Fixed an issue where moving the sticks from one extreme to the other would sometimes result in the steering getting stuck.
* Reworked the Xbox One analogue sticks range and axis dead zones, providing much improved steering control.

Wheel Controllers:
* Fanatec wheels – Fixed the issue with steering jolts that some users experience.

Online:
* Fixed an occasional crash when advancing from Qualifying to Race.
* Fixed an occasional crash when returning from a race to the Race Central.

Time Trial:
* Set Time Trials starting time to 11am to match the PC platform. This ensures consistent track temperatures across all platforms, as track temperatures affect lap times.

Ghosts:
* Enabled saving of community event ghosts. These ghosts are automatically stored online, and you can then download ghosts of other players’ laps for these events.

Tracks:
* Sakitto and Summerton variations - Corrected track info regarding number of turns and track length.
* Sakitto Sprint - Fixed a crash that would at times occur when using time acceleration.
* Cadwell variations - Fixed draw distance issues on various objects.
* Oschersleben variations - Fixed odd lights around track and colour issues with the horizon.
* Zolder - Fixed an issue where the player car would sometimes start in a closed garage.

AI:
* Fixed an issue where AI vehicles were sometimes sent to the pits due to low fuel on races where refueling is not allowed.

Pitstops:
* Pitstop strategy will now use the actual bar value for tyre pressures.
* Fixed an issue where the Pit engineer would repeatedly inform the player that a pit crew member has lost a wheel nut during pit stops.
* Fixed an issue where the Pit Engineer would call the player to stop for fuel when fuel consumption was disabled in options.

Replays:
* Improved the smoothness of the sun, moon, stars, and shadow motion when rewinding replays of a race that had a high time acceleration.

Driver Network Profile:
* Fixed an issue where at times the miles driven on a particular track or with a particular car would be logged under the wrong car or track. This improves the accuracy of the player’s Affinity ratings.

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