Project CARS – Build 417 Available

Slightly Mad Studios have released a new weekly build of Project CARS, adding two brand new cars to the WMD-powered simulation.

Build 417 marks the first time all members with Team Member status and above get to try the brand new Ruf RGT-8 and the BMW M3 E92 GT4 race car.

While the M3 GT4 is BMW’s answer to entry-level GT racing cars build to the FIA GT4 regulations, the RGT-8 is a V8-powered sports car based on the brand new Porsche 991 Carrera.

Since this is the first build release of the month, the build is also available to all members with Junior status who now get to enjoy the improvements made during the past month.

Build 417 (1/3/13, Junior Member+)
Scribe:
* Re-enabled Game usage in external script
* Added script search paths to includes in common libs
* Modified build scripts to bring into line with new script compiler common include handling
* Modified ScribeCompiler build rule to add new default properties and allow per-project editing
* Renamed ‘Scribe_Internal’ folder to ‘RaceAppCore_Scribe’
Physics:
* Library update for “basic” tread mode
* Next revision of kart, including new A/B/C test
Enviroment:
* Lensflares now come from the enviroment system
* New lenflare tech
* Can now live edit Lensflares and overide data based on time of day
* Fixed depth map support in skyrings – allows variation of fog strength so some parts look closer
Animations:
* Crowds small flag animation fixes for props behavior + cleanup and selection sets update to contain proper meshes
* Casual women cheering animations
* Casual animations idles migration
Render: 
* Add appCanOverrideSampler annotations for phase3 techniques to allow DX9 to modify Aniso settings correctly
Audio:
* Balancing of ‘sports’ box
* Armco 3d distance adjustments to match main engine gain and filter roll offs
* Balancing adjustments (levels)
* RUF AI set added.
* Updating RUF set to take account of new physics. Balancing adjustments to 3d distance, distortion, compression and pitch.
* Adding RUF AI engine set
GUI:
* RUF logo added
Tracks:
* Azure Circuit: Added new casino roundabout, merged in latest stuff from Janp, temp fixed sidewalk around latest JanP assets, deleted old stuff, updated trees on the casino roundabout
* Bathurst: Added outer grass, fixed various wall issues, reduced outer terrian extent to fix terrain pop up, created new grass exclusion map. added new texture for grass clusters for the autograss
Vehicles:
* BMW M3 GT: New windscreen banner setup, bugfixing, updated headlights
* BMW M3 GT: Added placeholder livery banners + tweaked lights
* BMW M3 GT4: Fixed livery numbering
* Formula A: new aero with vastly increased ride height sensitivity. set suspension to use wheel rate for everything
* Ruf RGT8: Normals fixes, exhausts fix, AO added on wheels, brake disks and tyres
* Pirault Mega: Fixed spring rate calculation mistake. Ride frequencies now match the appropriate spec

The build also brings plenty of physics changes as the physics department has been busy with the help of race car drivers Nic Hamilton & Ben Collins as well as the whole WMD community:

  • RSC-G: Increase to longitudinal stiffness
  • RRF-G: Added longitudinal flex mode with some finger-in-the-air numbers to approximate a wide range of street tires.
  • street_green: Major overhaul after talking with Ben about his impression of this tire on the R500 and Ariel Atoms.
  • street_limegreen: Similar changes to the above, but specifically tuned for the BAC Mono
  • Asano LM11: Change to RRM-F tire carcass. Trying out a formula car tire to see how it feels.
  • Caterham R500: setup tweaks for revised tire
  • Ruf RGT-8: Initial physics set. Engine curves look good, gearbox is stolen from a 997 GT3 RS until I get hard data on correct ratios, suspension geometry from CAD, aero estimated using the 991 numbers as a guide, dampers matched to dyno plots of some Bilstein PASM units (locked for initial testing, we’ll open up settings after the first round of feedback)
  • BMW M3 GT4: Switched over to RSC-G/slick_green tire with corrected widths
  • Pirault Mega: Fixed a calculation mistake in the spring rates. I had goofed up and factored in the motion ratio squared twice. Ride frequencies now match the quoted spec for this car.
  • Formula A: Major rewrite of the aero with regards to pitch and ride height sensitivity. Used recent Racecar Engineering issues as a guide where they tested a Honda RA107 in the wind tunnel. Our car is built to a different rule set, obviously, but there are enough similarities that we can use their data as a guide. The car is now a lot more sensitive to ride height changes. Like crazy sensitive, more than I ever had thought it would need to be. Expect 1mm setup changes to really mean something.

Build 417 is available via the Project CARS launcher that is available on the WMD Downloads Page

Click Here for Release Notes for All Builds Released During the Past Week

Build 416 (28/2/13, Senior Manager)
Render:
* DX9/DX11 CHDRControl support for DS2X/DS4X tonemapped filtering + bicubic filtering/hybrid
* :CMemoryPools, Renderer::CFixedPoolsManager and Renderer::IPoolsManager replaced by MWL::Base MetaPools implementation
* HDRMethods_Combine shader support for DS2X and DS4X improved quality filtering using tonemapped samples. Placeholder code for BiCubic and Bicubic hybrid methods + Large cleanup of Tonemapping shader code
Art:
* Crowds flag anims: cloth settings + anim scene point cache paths fix
* Point cache data for flags deformations
* Crowds flag_big animation scene fixes + merge SIM flag
* Characters props migration
Physics:
* Ruf RGT-8 and BMW M3 GT4: initial physics. Various tire.rg changes
Tracks:
* Eifelwald GP: Last chicane. End off track dectection 25m sooner to see if “next lap won’t count” message is fixed if taking last corner correctly
* Badenring Historic: Tightened up cut track detection in First chicane. Per forum feedback
* Badenring GP: Tighten the cut track detection in Turn 2. Lossened it up slightly in Turn 2. Per Forum feedback
* Azure Circuit: Added new sainte devote terrace+edited surounding things, fixed trees/bushes on it, added latest assets from JanP/MichalJ/DavidB, optimized mesh around the Casino area, updated trees on the new sainte devote terrace, road mesh, new textures
* Glencairn: Fixed Skyring and collision issues
Vehicles:
* Pagani Zonda R: bugfixing + new cockpit banner setup
* BMW M3 GT4 : alpha1 driver animations
* BMW M3 GT4: Added Dunlop tires to works liveries
* BMW M3 GT4: added livery 1/2 names
* BMW M3 GT4: added works liveries 1/25
* BMW M3 GT4: added rear window banner
* BMW M1: new light setup + various bugfixes
* Caterham R500: setup changes for revised tire
* Ruf RGT8: Added door frames. All mirrors woking in CPIT now. Shadow flags fixes
* Ruf RGT8: Initial driver animations
* Fixed up several cars that couldn’t correctly use the eye point offset feature. Some viewpoints changed, some did not

Build 415 (27/2/13, Senior Manager)
Bug Fixes:
* Fix for BMW M3 GT opponent engine sounds not pausing when game is paused
Render:
* Revert light glow billboards to ignore depth testing
Art:
* Casual characters – fixed paths
* Characters data migration
* Props rig update
* Crowds billboards data migration

Build 414 (26/2/13, Manager+)
Bug Fixes:
* Fixes applink mismatch in TrackSelect/LayoutSelect screens
Helmet Cam:
* BUGFIX for Helmet clipping the near plane
Base:
* Added App Section module
* Updated BProjectKernel to use Create/Destroy etc methods (replaces obsolete Open/Run/Close)
* Fixed a mem leak from the title config module
* Minor updates to BFrameWork based on use by BAppSection Manager
* Added eRetWaiting state to tRetCode so that framework functions can be polled properly instead of sync blocking
* Removed _cdecl from baseconv declaration so that legacy code can be declared without having to add it (such as virtual funcs)
* Fixed various typos
* Renmed BFrameWork GetState/SetState to GetFWState/SetFWState to avoid function aliasing
* Renamed BProject/BProjectKernel funcs to keep consistent with new framework mehods
GUI:
* Changed track selection screens to allow both single screen, and double screen, layouts to work alongside each other
Render:
* Fix for far cascade scene query results being too small (early morning/late evening time of day on a few tracks were hitting “SceneGraph AddObjectResult – Not enough Space” resulting in disappearing shadows in the far distance)
* DX11 – Fixed DepthClipEnable default value (just Align with what DX9 does)
* Fix for lightglow_billboard not depth buffering correctly (brakes lights, pit lights etc, shining through solid objects bug)
* Ambient shadows attentuate with fog distance
* Fix for tyre smoke not fogging correctly.
* Fix axisfacingquad + genericquad particle shaders to incorporate fog (leaves etc not fogging)
* Fixed Racing Line overlay not getting fogged
* Fix for Glass materials not being correctly fogged
* Fix for Sparking helmet materials
* Fix missing vertex shader normalizations in basic and basic windows.fx. Those two vertex shaders are now reusing worldeye for the fog calculation, which saves around 5% of the VS cost
* Shader fix for DX11 only mother-ship shadows bug
Ghost Mode:
* Modified ghost transparency calculations so that in mirror it is solid until it is almost upon you and it doesn’t go solid when near you, e.g. when just behind you but in front of the external camera
Graphics:
* Reverting code that disabled SSAO
Audio:
* Adding Assassin music
* Experimental 3d and distance paramter gain and filtering
* Compression tweaks
* Changes to balance and 3d distance parameters
* Tweaks to levels
* Switches on RUF RGT 8 sound set
* Updated for use with the RUF. Compression, eq, filter and load settings added
* Adding engine set for RUF RGT 8
* Adding fdp for RUF RGT8
Tracks:
* Bathurst: Added specular maps to materials with wrong applied maps, fixed transparency things on fences, added anisotrophic filtering on materials, added fresnel to all of the materials, adjusted terrain height in areas requested on the forum, raised walls around track by 20cm, fixed as much as possible lod pop ups without touching the camera config file, dropped missed trees
* Badenring Historic – fixed flipped cut track corridor line in 3rd chicane
* Badenring National and Short – Last corner cut tracks updated to match recent changes to the GP circuit for consistency. Also moved first garage spot out onto pit lane so you don’t start behind closed garage doors
* Azure circuit – fixed railings, tweaked texture maps
Vehicles:
* Pirault Mega SR: New LODB meshes
* BMW M3 E30: Fixed headlights
* BMW M3 GT: Added livery 19 + minor fixes to other liveries
* BMW M3 GT4: UV mapping + prepared for custom liveries
* BMW M3 GT4: added srcdata/physics files + cockpit display
* BMW M3 GT4: added runtime files + collision export
* BMW M3 GT4: added textures + placeholder liveries
* BMW M3 GT4: First export
* Ruf RGT-8: Cockpit glow texture update.
* Ruf RGT-8: Better black glass lines on windscreen. Basic lights setup, including lightglows. Quick cockpit AO. Fixes after testing in game
* Ruf RGT-8: First export

Project CARS is coming to the PC, Xbox 360, Playstation 3 and Wii U in late 2013. More info can be found on the WMD website.

GTOmegaRacing.com

  • Anonymous

    I’ll install this game again and see what happens. The graphics are great but I’m not sure if they will ever fix the physics to the point of challenging iRacing’s and AC’s physics.

    • http://www.facebook.com/jaimy.mewe Jaimy Mewe

      iRacing`s physics are weirder then a drunken monkey on pink rollerskates. It may have a good multiplayer system, but you can`t tell me that iRacing is realistic. Most cars feel like they drive with frozen tires on a cold december morning. iRacing is falling behind.

      pCARS already gives me a better feeling of driving a proper car with weight behind it on actual rubber tires. rFactor 2 does this the best at the moment imo. After a couple of laps you can really feel the rubber beginning to grip, scrub and bite. pCARS wioth the right car/track combo has this aswell, AC certainly is promising but due it being limited to one car and that one track it just didn`t grab me yet. iRacing just feel weird morst of the time unless you have a stellar setup.

      • http://racingrenders.com/ F1Racer
      • Brandon Miller

        haha. awesome! that’s what it looks like when I’m driving the iracing CTS-V

      • http://www.facebook.com/jaimy.mewe Jaimy Mewe

        That is awesome :D

      • Matt Orr

        Kinda funny, as primarily an iRacing driver, I’d have to say the opposite. rF2 has amazing FFB, but the Corvette for example is 10x more skittish than the iR GT1 car. Can’t tell what is going on with the car at all – the rF2 car to me is – well, I don’t even dare push that thing. The GTR2 C5R feels more like a car with actual tires made of rubber to me than the rF2 C6R. It’s all about what sim you are most comfortable with. I’ve been sideways more than once in iracing and saved it with ease, something some people claim impossible. I’ve spun more in pCars than anywhere, which according to many is impossible because it’s “arcade” (lol)

        I can say the same thing about a lot of the cars in pCars right now as well. After a couple builds ago trying the Capri at notNordschleife, I was impressed. Tires, that are like tires. Most of the others? Crap, even the cars that were updated. But it’s too early to say, hence why I still consider pCars the most enigmatic “sim” out there. Still zero idea of what it is going to end up being.

        Sometimes it feels like an actual car, sometimes it feels like Shi(f)t all over, even still. Always feels like over exaggerated weight transfer though, like you have to drive it off the outside rear tire in a 3 wheel type stance.

      • Dave Smith

        The Shift series sucked ass. Apparently some are permanently butt hurt by Shift. I torrented shift 2 and tried it for 3 minutes and then deleted it. Pcars is not Shift. Pcars is not as good as Rfactor2 yet but it is getting very very close. AC is barely any better than RF2. By the time all these are at full release, it will be a toss up.

      • Matt Orr

        There is a reason for the (f) whenever I type Shi(f)t. And while pCars isn’t Shi(f)t, it fairly often has that same type of vibe. It’s handling is more “relaxed” (Not in terms of difficulty, but like the cars are kind of lazy to respond, not input lag though… tough to explain – not sharp), which was one of the biggest downfalls in Shi(f)t’s handling.

        But again, are those cars that are just plainly not developed now, or cars that were being experimented with, is it a change which will be rolled back, a product of something coming in the future that just isn’t ready yet.

      • Anonymous

        Does that require hitting the shift key on the KB when typing it?

      • nameless

        One thing is clear, SMS should have used similar physics to PCARS (if anything, in a dumbed down/more acessible state) on Shift/Ferrari games instead of the all-over-the-place-handling mess they went with.

      • pez2k .

        Both games were publisher-funded and driven, the choice wasn’t up to SMS. Don’t forget the old tyre model was by Eero Pitulainen too, the physics star of RBR, they did make an effort.

      • pez2k .

        The Zakspeed Capri is the goal for all cars, it still has the same amount of work to do as all of the other cars but has fallen closer to the final ‘feel’ than anything else.

      • Matt Orr

        And that, is what is scary.

      • pez2k .

        All of the tyres are experimental in different ways, even the kart tyres have revealed improvements that can be applied to other cars. Some experiments are more successful than others, but they all help narrow down what the myriad of tyre adjustments actually do and which settings are appropriate for which cars.

      • Anonymous

        Superkart is much better but now it almost seems like it’s dragging the track

      • Anonymous

        Well for me I like the LMP1 Asano except now it has too much grip with the Formula B carcas. Makes sense hey? Because the tread is the same I cut at least 2 seconds off my lap time

      • Menco

        Jaimy Mewe, if that is your real name. Have you even played iRacing? because your name doesn’t show up on the database.

      • http://www.facebook.com/jaimy.mewe Jaimy Mewe

        Yes that is my real name and yes i do play iRacing.I find it fascinating that me giving my opinion is reason for you to look me up in a database?

      • Menco

        It’s called critical analysis. I see you have 10 races under your belt, so I hardly think you have an accurate opinion or in-depth knowledge of iRacing physics to back up your claims.

      • http://www.facebook.com/jaimy.mewe Jaimy Mewe

        And how do you know what i do offline? I don’t always have the time to enter races or do i feel like it. Ive driven alot of different cars on a wife variety of tracks, mostly in online practise sessions. Way to go sherlock…

      • http://www.facebook.com/slaven.corluka Slaven Ćorluka

        Trust me I felt same way about iracing first time I entered did only few races and hated it. Now after 1000+ laps I actually see what the fuss is about. Now that being said I dont think it has best physics but they are up there. Best MP by a mile compare to anything that is out there.

      • Anonymous

        Sorry bro but if you say “iRacing`s physics are weirder then a drunken monkey on pink rollerskates”

        Then
        i say: pcars have NO physics at all, just showing graphics all over
        again.. and im abit sory that whats enought for many many ppl around. We
        are here (i am) for racing, for feeling of the drive (when i will no
        chance to drive sports or racing cars in real) not just for graphics. I
        really dont care. It could looks best on the world, but when i sit in
        the cars and feel notnig…

        Slowly loosing all my pcars
        interests, tried my junior membership few days ago and when i compare it
        what im feeling in rf2 beta or ac tech demo…

        *in iracing i dont like only the FFB differences between classes, forexaple in Mazda thers is sooo weak FFB… in formula mazda also.. but physics you cant compare to cars no way.

    • nameless

      the engine its just not up to the task, imo.

  • Anonymous

    Looks beautiful but clearly drives like a boat. What’s new?

    • http://racingrenders.com/ F1Racer

      Yawn.

      • Anonymous

        You’re yawning at it looking beautiful?

        Or that it moves like a boat?

        Or that someone says it?

        well, sorry, i can’t help what my eyes see. i’ve watched racing cars for decades and i know how they look when they do what they do. PCars looks fabulous but when it’s moving it is so odd i can no longer suspend disbelief. Sorry that’s so boring……

      • http://racingrenders.com/ F1Racer

        I’m yawning because we have to hear this comment every time a pcars thread comes up. You comment added nothing new or nothing that people haven’t heard many times before.

        Either you’ve never steered a boat or you haven’t tried pcars for a while because there are no boat-like symptoms that I can make out.
        Or maybe your wheel isn’t set up right.

        I’ve watched racing cars for decades too but if you want what you see on the TV, then you’re not going to find it here or anywhere else.
        Catch ya on next weeks build no doubt, or is it someone else’s turn to do the ‘looks great but the physics…’ line now ?

      • Anonymous

        Well I check out pCars every time there’s a new build. But still it feels a bit floaty to me. It’s the only reason why I play it for a couple hours and then go back to other sims mainly iRacing for online support or rF2 for physics and FFB. Eye candy isn’t what i am looking for. I have to say pCars have made some serious steps on the physics side and it left the Shift road a long time ago. Graphic wise its superiour to any sim. iRacing is getting behind with physics on some cars.

      • Anonymous

        It looks absolutely amazing in static screenshots. So much so I could probably forgive it some ropey physics. But isn’t that what everyone is doing? It *is* ropey – anyone looking at the video ^^ should know it.

      • Anonymous

        I didn’t realise there was a need to be so original with every post.

        Yes, I know that the perpetual deluge of PCars stuff always generates its share of “Looks great – drives crap” posts.

        But we’re always told “it’s in development”! Well, here’s the latest development……and it (still) looks amazing – when static. When in motion it is (still) considerably short of being convincing. It’s not quite as bad as CodeMasters’ stuff but it’s got a flavour of it, rather than the far more convincing competitors: AC, rF, iR.

        No argument can convince me otherwise – I have my eyes. lol. Maybe they will sort it…..next build, eh? Hmmm.

      • http://racingrenders.com/ F1Racer

        If there was a need to be original with every post, you`d be done for, and that’s just based on what you’ve posted in this thread.

        You’re saying it ‘looks’ unconvincing as opposed to how it feels or both ?

        “No argument can convince me otherwise”
        Oh well if you’re going to close your mind up then there’s nothing more to be said. Makes no odds to me. Those who enjoy it will carry on doing so, along with AC, rF iR.

      • Anonymous

        I said it looks unconvincing. There is no argument that can convince me otherwise – how could there be? Maybe if my optician and a neurologist convinced me I was suffering hallucinations and/or had a sight/brain problem.

        (your belief I have “a brain problem” isn’t quite so convincing, btw.)

      • http://racingrenders.com/ F1Racer

        Well if you’re not convinced and you’re simply going by the video then that’s your issue. I won’t tell you otherwise.

        Do you play pCARS at all or are you just watching videos ? I only ask because I think you`d be hard pressed to say the cars DRIVE boat-like. So maybe its an issue in the replays as opposed to the physics which you are insinuating with your constant references to pCARs’ rivals.

        I
        didn’t say you had a brain problem but saying
        no argument can convince you otherwise is the sign of a closed mind.
        Someone who is not open for discussion or a different opinion. Doesn’t
        have anything to do with a brain problem.

      • Anonymous

        *I* don’t mind different opinions, no. Everyone is entitled to disagree with me. Obviously?

        No, I don’t have PCars. I’m poor, remember? (Though I’m not allowed to mention it, apparently – lol).

        If it doesn’t handle as it looks in the replays, fair enough. But that would be an issue in itself, and it legitimises the complaint about how odd the cars behave when in motion and circuiting. If the feel and look are different because whatever is feeding the feel isn’t quite what is driving the look (behaviour-wise) then what is actually driving the behaviour or the feel? It should be very directly related, no?

        My view is that the behaviour is heavily fudged in PCars. Certainly in the videos, and as compared to rF1/2, AC or iR. What it feels like I don’t know – they haven’t let anyone without the dough have a go. So…. But anyway, AC looks way better, though it still has a tiny hint of something not being quite right.

        If there is a fudge (and I’m sure there is) it might make the driving experience feel better. Not inconceivable at all. So who knows? However, I do know that -to me- the cars behaviour still does not look right.

      • http://racingrenders.com/ F1Racer

        Yeah you mentioned before about you being poor in the AC thread. And I asked you if you owned NKPro and you didn’t answer me. The reason I asked you that is that I was going to buy a copy for you so you could get the AC tech demo. I emailed Kunos about gifting it and he told me how to do it.
        And no before you say it, it’s not charity. It was just one sim-racer helping out another because the moment took me to do so.

        The offer still stands if you want it, maybe it will take your mind off pcars for a while.

      • Anonymous

        Wow. That’s very kind of you. I appreciate it. But I’ll refuse, if you don’t mind. It makes no sense as I’m in the process of moving somewhere very rural and without a net connection – in part for cost, in part to ‘escape’ the net. At least for a while. The hope is to improve my audio production – writing as much music as I can. So I am keen to avoid too many distractions. ;) Plus my pedals are broken. Thanks for the very kind offer though – I’ll take your kindness into the hills with me and try and add the sentiment to my tunes. Hopefully it will help. ;)

      • http://racingrenders.com/ F1Racer

        As you wish. Well write some music we can use in our sim-racing YouTube videos :)

      • Anonymous

        Well, if you’re interested a few months back I did this: not as good as I’d like, but it’s getting better……and will get better, I am absolutely determined on it! :D

        https://soundcloud.com/the-last-name-left/the-day-the-earth-stood-still

      • http://racingrenders.com/ F1Racer

        Very Jarre :) So I can use this in a video maybe ?

      • Anonymous

        It’s yours – do what you like with it :D

      • daz

        CurtOnThe Radio said:-

        It makes no sense as I’m in the process of moving somewhere very rural and without a net connection – in part for cost, in part to ‘escape’ the net. At least for a while.
        ——————————-
        I’m sure F1Racer will miss you in the PCARS comments pages whilst you are ‘rurally without a net connection’, lol.

      • Anonymous

        Oh, surely? And you’ll miss me too! When I’m gone…….and my song is…….sung. Oh do say you’ll miss me! Do! Do! Coz you’ll nevaaaaaaaaaaa wark arone.

      • Big Ron

        You might be fooled by the buggy camera system which is fixed to the pivot point of the cars and make them look pretty wrong when moving. If you use the free cam in replay for example, cars will behave much more natural.

      • Anonymous

        Well, that sounds like it might be a fair point. That BMW looks rough, as it is.

      • Anonymous

        You do understand that adrian’s Ruf video is in head tracking view mode we have like 7 or 8 driving views to choose from. Maybe that is why it looks weird to you but if you had actually bought in and were able to play the game you would know this.

      • Anonymous

        Can I suggest a feature where, once you login, you can completely hide any game posts that you’re not interested in? Perhaps ‘CurtOntheRadio’ could login and then magically all pCARS posts disappear.

        Or could you make it so that I never see CurtOntheRadio’s posts? I’ll take one of each, please.

      • http://www.facebook.com/michael.hornbuckle1 Michael Hornbuckle

        If you don’t want to see posts that aren’t in lockstep agreement with your own views you could always just read the article and skip the forum underneath. Even better, just stay off the internet; then as far as you know the whole world will think just like you.

      • Anonymous

        Michael, I’ll refer you to the staff member’s response to Curt:

        I’m yawning because we have to hear this comment every time a pcars thread comes up. You comment added nothing new or nothing that people haven’t heard many times before. If that’s the first time you’ve said that then you’re very late to the party.

        I’m guessing that either you’ve never steered a boat before or you haven’t tried pcars for a while because there are no boat-like behaviours that I can make out.

        Maybe your wheel isn’t set up right. It wasn’t long ago that the FFB on this felt numb and lifeless which may explain what you are so loosely describing. In the last few builds I don’t get that any more. The steering resistance is strong and it drives better than many rF1 mods.

        I’ve watched racing cars for decades too but if you want what you see on the TV, then you’re not going to find it here or anywhere else. Catch ya on next weeks build no doubt, or is it someone else’s turn to do the ‘looks great but the physics…’ line now?

    • Dave Smith

      Curt……do you have Pcars and drive each of the builds?

      • Anonymous

        No, I don’t. I’ve never tried Shift either.

        Contrary to received opinion humans (and all higher animals) have a very well-developed sense of classical physics. It’s how we manage to walk, how monkeys jump through trees, how birds fly, how lions know pythagoras’ theorem. etc.

        Hey, the game might end up brilliant. It certainly is aesthetically brilliant already, and always has been.

        But watch the car in movement – it *still* shows the same dubious characteristics it always has. In relation to Assetto, iRacing and rF (1 or 2) it does a very poor job of realistically representing how a race car appears as it circuits.

        If the experience of driving it is good, then fine. In that case, likely there’s a disconnect between how it feels and how it looks. I don’t see how an unrealistically looking car can feel ‘right’. Even if that’s the argument, and even if it’s true, the point remains – PCars in motion is not very convincing. It’s clearly not awful, but it really isn’t very good.

      • Anonymous

        So you`re admitting that you have absolutely no idea what you`re talking about.

        People should stop responding to you, all you do is waste people’s time.

      • Anonymous

        Look at the videos? How the game feels when at the wheel doesn’t necessarily have anything to do with it. If it doesn’t have *anything* to do with how it looks, then there’s something not right anyway. Regardless – it doesn’t *look* right. I know how to use my eyes, thanks.

      • Anonymous

        Yes, how the game feels at the wheel has everything to do with it.

        The idea of judging sim racing physics purely by looking at videos is absurd, you can’t possibly expect anybody to take your opinion seriously.

        This has nothing to do with pCARS as such, it would be every bit as ridiculous if you would say the same thing about AC or R3E.

      • Anonymous

        No. How it feels is actually nothing to do with *how it looks*. They are different things – though one naturally expects them to be related. If they aren’t related, very closely, then the two things are *not* closely related. If it drives different to how it looks….fair enough. But then you’re conceding it feels different to how it looks. Fair enough, but that’s quite some concession.

        I am not judging the internal physics – unless the appearance is directly based on them (which is what one naturally expects them to be.) If it isn’t the physics directly determining the appearance, then what is?

        Yes it is perfectly reasonable for someone to see classical physics modelled and have a very intuitive sense of whether the model is accurately producing an appearance of real-world accuracy.

        And contrary to your claim, I certainly would not make the same comment about rF, iR or AC. Because they don’t suffer such an erroneous appearance – they are considerably more convincing. I don’t think that’s particularly controversial. In fact it seems self-evident to me.

      • Anonymous

        Drive the fricken game or comment on sims that you have driven it’s very simple Curt your opinion means nothing if your gonna be a troll at least be one with some knowledge of the material your trolling. With that said have a nice day.

      • Anonymous

        I haven’t driven this, nor AC. But pretty much everything else since, like, 1980. On that note, would anybody seriously need to drive Pole Position to realise it has a pretty crappy rendition of ‘physics’? A video would suffice – you surely agree?

        I wouldn’t -and haven’t- said the same about AC. Because it doesn’t suffer the same issue. Nor does rF, nor does iR.

        I’ve seen lots of people come along and offer the latest and greatest in driving games and I’ve learned that anything considerably more beautiful than the best competition deserves some suspicion. Which is why I raise the relative absence of physics updates in the PCars release notes.

        With rF people complain about the looks. Rightly so. But the quality of the driving experience overcomes those deficiencies, at least somewhat (and probably by a diminishing amount as time goes by.) Yet even rF1 cars look far more convincing that there’s a four wheeled thing going around a real corner under natural conditions/physics. But it looks aesthetically like a cartoon compared to the still screenshots of PCars. And if you haven’t bought-in, those screenshots form a large part of one’s experience of the product. The age of image.

      • Anonymous

        He has a point – should car movement (not suspension travel or eye candy, but the way the car handles under steer, or turning in too aggressive) not always look right if the physics are right? You watch pCARS and it can sometimes look utterly bonkers when pushed hard, and that isn’t something we should glide over as asinine.

        But I will give you one thing – it’s getting better, and the RUF video above looked much more convincing than most of the older vids.

      • Anonymous

        There’s several factors that contribute to how something looks. The camera system, the chosen FOV etc.

      • Anonymous

        who you work for, etc.

    • Big Ron

      Your comment isn´t new, for sure.

      • Anonymous

        Well, presumably when PCars manages to improve the appearance of cars circuiting, such that it is pretty convincing, comments such mine will stop. I don’t see why anyone expects such comments to stop until then.

    • Marco Hooghuis

      Seriously, if you don’t like it and haven’t driven it, why do you spend so much time here having the same argument over and over?
      Get a life man!

      • Anonymous

        why everybody who go to the discussin and say NEGATIVE word to pcars is some looser ??? …… ehm. Yawn..

  • Dave Smith

    I keep driving Race07 and then go back to Pcars and pcars has felt weak in the ffb department until the last few weeks and all the while was reading about Assetto Corsa being the “Mecca” of physics and FFb due to NKpro(which is very good) but now that AC tech preview has come out, I was not blown away by it. Either AC is very over rated or Pcars is very under rated at this point in the development. I like them both very much. I can’t see one having an advantage over the other right now.

    • Anonymous

      U can’t compare a techdemo with a slow car to a almost full game with really fast cars.

      • pez2k .

        I’m not quite sure what you mean by ‘almost full game’ – AC seems to be closer to release than either rF2 or pCARS, SMS’ title isn’t even finished enough for a basic press preview build never mind a public demo.

  • Anonymous

    LMAO pCars fanboys amaze me every time a new build is released.

    • Big Ron

      If haters need to butt in, fanboys have their place, too.

    • Anonymous

      LMAO Trolls amaze me everytime a new build is released.

  • http://display.vracing.pl Gniewko Ostrowski

    Can’t stand the Porsche sound, sorry.

    • http://www.facebook.com/people/Karol-Gronowski/100001185339304 Karol Gronowski

      i cant stand sounds of 80% already available cars ;) i know, these are placeholders but im wondering when they start to make really good sounds. Also suspension work is totally mess. Bouncing and swinging in every 4 directions.

  • http://www.facebook.com/howiemotz Howard Motz

    I’m loving this game’s progress. It already drives better then any thing else I’ve tried. Except the real thing. No more “Ad nauseum” from the haters, please!

    • Skytrill

      Did you try AC? Just curious

  • http://www.facebook.com/profile.php?id=562060798 Timpie Claessens

    Tested a couple of cars yesterday after a 2month break.
    Asano X4 became worse, accelrating out of slow corners is impossible and it floats like hell.
    BMW GT4 & E30 M3 just feel floaty all over the place. Especially when going in quicker corners it just floats on the backwheels.

    Feels like it’s jsut getting worse

    • http://twitter.com/ernie_of_metal Ernie

      You should give feedback in the official WMD-forum.

      • http://www.facebook.com/profile.php?id=562060798 Timpie Claessens

        We’re past the point of that, when I still have to correct some sort of oversteer/yawing on the Imola front straight it’s just wrong.

  • Professional Operator

    Front suspensions looks too soft compared to the real life RUF

  • Anonymous

    So as not to be considered an Fboy. IMO best sim ever including modded content is rF1 without modded content GTR2.
    iRacing I consider a service for online racing and the best one at that. It does however lack many of the additional features that other developers put great effort into creating and should not be overlooked when rating a Sim Race title. So with that said I disagree with PC Gamers rating of iRacing. However iRacing is a great title even if a little costly(others are catching up quickly and still can’t offer what iRacing does).
    Assetto seems will be a great title but still does not have all that pCARS does. rF2 is a fine title and I’ll not blast ISI for the graphics(get over it and focus on driving your cars)! R3E? still too early and I have not built on the base content yet. SRW I also think is a fine title but Ignite is sitting up in Nor. Cal. and letting what their smoking influence some of their car prices.
    All in all since this is a pCARS thread the way most of the cars drive in pCARS makes a lot of sense to me and how I choose to drive them. I really like the fact that the different cars can drive quite differently without all those WTF moments you can get in other sims. IMO I think it’s a winner already.

  • nameless

    Its it possible to get that 911 shot in 1920×1080 or more?

  • Anonymous

    Sorry Roger for reposting your replay but with the discussion here in this thread I think it is very much needed. Anyway great replay action against the AI

    http://www.youtube.com/watch?feature=player_embedded&v=uQTQ4JIlvRk

  • Anonymous

    I’m losing hope on sounds , seriously, they have a tall mountain to climb. Almost all the cars sound too similar and please get rid of the boring tranny and exhuast sounds too.

    • http://www.facebook.com/people/Markus-Ott/100000878526131 Markus Ott

      Come again in about half a year.

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