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Project CARS.

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Re: Project CARS.

Post by jgroves1996 on Fri 24 Jul 2015 - 16:31

EZT MAKO 6669 wrote:Oddly the patch had a negative impact for me. I now have some sound glitches where I didn't have any before. Not a game breaker, but slightly annoying.

It also seems to have affected my controller. After HOURS of trying to get the settings where I was comfortable with them (and admittedly I hate using the controller after years of using a wheel) it is again not quite right. The cars feel "twitchy" again, and where I could put a good amount of trigger into braking the wheels now lock up at the slightest input. I'll have to look at my settings again to see if anything changed.

Yeah, got the same issues. Getting really tired of this game, massive disappointment thanks to all it's problems.

jgroves1996

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Re: Project CARS.

Post by DeweyTee on Fri 24 Jul 2015 - 18:27

What is the file size with the 2.0 update? The game hasn't told me it needs an update......can't tell if it did it automatically or not.

DeweyTee

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Re: Project CARS.

Post by EZT MAKO 6669 on Fri 24 Jul 2015 - 18:31

Found yet another glitch this morning. My rear view mirror suddenly disappears! Kind of hard to race with out it. Also, on occasion, the screen just goes black. I did manage to resolve my controller issues, for what it's worth.

I really wanted to like this game. I've honestly tried to like this game. I practically throw the controller and rage quit out of frustration and yet go back again another day hoping to have a better experience. The simple truth is I'm not having any fun playing it. I just can't seem to get the handling of the cars down no matter what I try. I finish last in almost every race. Even when I'm having a decent run, the AI punts me off the track like some hack amateurs. I expected the AI to be better than Forza, but at times I think they're even worse! While there are some things I like about the game, overall I'm very disappointed. I signed up for a series over at XPLR just to have some fun racing with some old friends, but other than that I'm ready to give this game the boot!





EZT Motorsport: P r i d e | H o n o r | I n t e g r i t y - Not just a team, but a way of life!

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ok then Smile

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Re: Project CARS.

Post by Zeta0085 on Fri 7 Aug 2015 - 17:59

CQR has tweeted the latest 3.0 patch coming. It's a lot to take in. Trust me..



I'm in your series, snapping some pictures.

F.A.Q Time!
Q: Can I use your photos for articles, avatars, signatures or wallpapers?
A: All photos I post are welcome to be used by the community as they so wish. Give credit to your sources and spread the word.  Cool

Q: Why isn't my series included in your photo sets?
A: The reason behind that could be a couple of factors. Either 1) Said series has no replays for me to find on the storefront or 2) I'm busy. No worries, I will get to your series asap.

Q: Where can I find the link to your Flickr gallery?
A: Many ways actually. I normally Hyperlink the galleries when I post in said series, or one can click on the Flickr Icon when I post around the forum. I should also point out some of those photos are posted on the TORA site Gallery  Wink

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Re: Project CARS.

Post by Chiraq OTF on Fri 7 Aug 2015 - 21:46

Hi all,


Here are the new and enhanced features and bug fixes that are coming in patch 3.


PLEASE NOTE - The patch is not yet finalized and is still in
testing, meaning that some of this may still change. I will post up the
final list, or confirm that this one is final, as soon as the fixes
are all confirmed and the patch is in final submission.


IMPORTANT - We are investigating and fixing all
reported issues, so if there is an issue that you don't see in this
list, please don't post "Where is the fix for this issue?" style
questions in this thread. There are dedicated threads in other areas on
the forum where you can post and discuss other issues. Please keep
discussions in this thread to issues mentioned in the list below.


Finally, please be aware that this patch is not yet in submission with
Microsoft and Sony, so we are most likely looking at a few weeks before
it will be released. We will post the final release dates as soon as we
have them.



Project CARS – Patch 3.0 – Release Notes


New & Enhanced Feature Summary
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to
Pit Box’ during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping – online races now use real-world vehicle
classes. This results in far better vehicle performance matching for
online races.
* New – Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
* Enhanced Setup and Pit Strategy system – players are now provided with
information regarding current and upcoming weather, remaining session
duration, current track temperatures, and more.
* Enhanced HUD and Telemetry tyre info system – players can now see in
real time which tyre compounds they are currently using, what each
tyre’s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'.
* DLC Career Contract support – the game now supports the addition of
career contracts for new DLC vehicles so that players can use applicable
cars in their core career series.
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New – Force Feedback – implemented the ability via menu sliders for
the user to manually tweak the menu spring strength, stationary / low
speed spring strength, and overall steering gain.
* New – the Force Feedback Calibration screen now features a multiple
force feedback profile selection system whereby the user can select a
base FFB style that suits personal preference, and then tweak it further
as desired.
* Enhanced Weather system – all vehicles are updated with new window
rain effects, featuring dynamic rivulets, much more realistic looking
water drops, and wiper blade trail effects.


Online
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to
Pit Box’ during a race, and then spectate the ongoing race using the
‘Retire to pits’ and ‘Spectate’ options (note that this is currently
only available on tracks that feature a pit lane).
* Enhanced vehicle grouping – online races now use real-world vehicle
classes. This results in far better vehicle performance matching for
online races.
* Implemented support for Leaderboards reset across all platforms.
* PS4: Fixed an issue with the browser getting stuck at ‘Looking for sessions’.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* New – Xbox One – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to
the start of the race, the player’s car would sometimes begin moving
without player, resulting in false jump-starts.
* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
* Fixed the case where changing the time of day from daytime to
night-time in a lobby failed to switch the skill level from NOVICE to
AMATEUR.


Time Trial
* Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
* Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
* Ghost split and lap times are now displayed on timings/pause screen.
* Updated the in-game timings board to provide a visible distinction
between the ghosts and the player’s entries: all ghosts now have status
set to ‘Ghost’, and the Session best ghost has DRIVER text set to
‘Session Best’


Pitting, Tuning, Setups, Strategy
* Enhanced Setup and Pit Strategy system:
- - Players are now provided with information regarding current and
upcoming weather, remaining session duration, and current track
temperatures.
- - In Setup, players can choose to apply different compounds to the
front and rear sets. In Pit Strategy, players can now choose to change
tyres symmetrically instead of configuring each wheel individually.
- - The Setup and Pit Strategy screens will now display an estimation of
how many laps the player can expect to run with the current fuel load,
and updates in real time as the player adjusts the fuel slider.
- - Players can now define pit strategies with less fuel than the
initial fuel load. During a race, the fuel slider indicator will turn
red to warn players when the strategy offers insufficient fuel for the
remainder of the race.
* Enhanced HUD and Telemetry tyre info system:
- - Players can now see in real time which tyre compounds they are
currently using, what each tyre’s pressure is, and how much each tyre is
worn. Each individual wheel’s tyre graphic will fade out from top to
bottom to indicate the level of wear. The tyre temperature display on
the HUD now uses a smooth colour gradient fade to more accurately
indicate temperature changes and match the display on the Telemetry
screen
* Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
* Fixed more cases where a vehicle’s default setup would not be correctly applied.
* Reworked the naming of several tyre compounds to make the names more
indicative of their purpose, and to ensure that front and rear compound
names match when set to the same compound.
* Restrict pit strategy tyre compound types to only those available for the current vehicle.
* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
* Fixed an issue that at times caused a setup from one car to be applied to a different car.
* Ensure that the Default pitstop strategy is set to the Active one on
each session start, to prevent issues with previously configured and now
irrelevant strategies being active.
* Fixed an issue where, if you customized a setup that was automatically
loaded from your saved setups, and then drive and return to pits, the
customized setup would be lost and your setup will be reset to the
previously saved setup.
* Fixed an issue in online races where the pit crew would ignore any
changes made to the pit strategy once the player’s car was stationary in
the pit box.


Physics & AI
* Improved AI rain speed realism when using treaded tyres in the wet.
* Fixed an issue where, if a player has steering assist on and fuel use
set to real, when low on fuel, the steering assist will pull them into
the pits as they go past
* Increase tyre wear for AI if driving wet tyres when track is drying or dry.
* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
* Fixed the issue with cold and current tyre pressure mismatches in
pitstop strategy, as well as cold pressure not being correctly applied
in the tyre system.
* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.


Cut Track / Off Track System
Enhanced Cut Track detection system – the system used to detect cut
tracks is now far more accurate and 'fair'. Many tracks were reworked to
address specific issues where the cut track detection was either too
loose or too strict. Players will no longer receive warnings for driving
off track in the grass and other surfaces when not actually gaining
time by doing so. The new system provides for scalability in strictness
across game modes, to match real life application. The rules enforcement
gets progressively stricter from Free Practice to Race to Time Trial.


Career
* DLC Career Contract support – the game now supports the addition of
career contracts for new DLC vehicles so that players can use applicable
cars in their core career series.
* Added Career Contracts for core career sport DLC cars:
- - GT3: Bentley Continental GT3
- - LMP1: Audi R18 e-tron quattro
* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
* Fixed an issue with pre-DLC save games not unlocking DLC career content.


Audio
* Fixed tyre skid sound when car is sitting against a kerb at zero speed.
* Tweaked the dirt surface sounds.
* Fixed an issue where there would sometimes be missing race audio in a
subsequent race if there's an immediate quit at race start.




GUI, HUD, Telemetry
* GUI – sliders throughout the game interface now supports smaller
increments and decrements when changing their associated values.
* Monitor/Spectate screen – the timings table now supports mouse clicks
to change the driver that’s being observed. The screen now features the
ability to view the selected driver’s info when playing online, by
clicking on the new Gamercard button. Fixed several cases where the map
would at times randomly freeze and/or be locked on the screen when
telemetry overlay is displayed.
* When browsing Leaderboards, changing the car and track being browsed
will no longer change the player’s currently selected car and track in
the other game modes.
* Reworked the Replay/Spectate/Monitor interface to a more consistent design.
* Main game loading screens – fixed the Road America track logo that
went missing, updated the Logitech logo to the new Logitech G logo,
updated the Oculus logo to their new logo.
* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
* Community Events – added a 'DLC required' indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
* HUD now reports correct split times to vehicles that are in the pits.
* Updated the Class logos used by Road cars to better differentiate the various road car classes.
* Fixed an issue with the Field of View slider not working.
* Fixed an issue where Cut Track warning messages appeared in the centre
of the screen instead of to the side, out of the player’s line of
sight.


Replays
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras – Azure Circuit – reworked the draw distance and
positioning of a number of cameras to fix background issues and views
being obstructed by trackside objects.
* Replay Cameras – Hockenheim National – improved the positioning of a
number of cameras to fix views being obstructed by trackside objects.
* Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.


Controls & FFB
New – implemented the ability via menu sliders for the user to manually
tweak the menu spring strength, stationary / low speed spring strength,
and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the
steering at slow speeds (<10mph) and when the car is stationary. The
saturation is the maximum force for the spring and the coefficient is
how quickly the spring takes effect. To avoid "cogging / notching"
effects when stationary its best to leave the spring coefficient high
and lower the saturation.
Steering Gain – the gain (multiplier) applied to all steering effects
(steering force, jolts, kerb rumble etc) after they have been mixed. For
a clean more detailed experience set at 1.0 or below, for stronger
feedback at the expense of clipping set higher (maximum value 5).


New – the Force Feedback Calibration screen now features a multiple
force feedback profile selection system whereby the user can select a
base FFB style that suits personal preference, and then tweak it further
as desired. You can now switch between current FFB settings (Default)
and pre-1.4 (classic) by using the FFB Calibration presets. These
presets are available under Options > Controls > Calibrate Force
Feedback. The presets are set on top of this page and the new sliders to
control the spring/steering effect are at the bottom. Whenever you
change these values it becomes a custom preset. You can switch back to
either Default or Classic by selecting them at the top of this page.


Fixed:
* Fanatec – added accelerator slip vibration support for Fanatec wheel
rims that support this feature. Added sequential shifter profiles for
Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal
rumble support for the ClubSport Pedals V3, and fixed brake rumble not
working.
* Logitech wheels – added LED support for the G29.
* Custom wheels – reduced the default menu spring strength.
* Fixed an issue where the in-game menu spring centered the wheel when
pausing while driving, which was jarring when both entering and exiting.
* Handbrake and boost controls assignments are now no longer mandatory.
* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
* Fixed an issue where there was a sudden loss of FFB after a severe collision.
* Xbox One – fixed an issue where Force feedback was lost when focus was
lost to the onscreen keyboard, other overlaid system apps or snapped
apps.
* PS4 USB keyboard – corrected mapping for keypad '.' / 'Del' keys, removed Pause being incorrectly hardcoded to the 'P' key.


Vehicles
* 125cc and 250cc karts – adjusted automatic gearbox algorithm for
better shifting. This reduces the occurrence of the rapid fire
downshifts from 6th to 1st when locking the rear brakes.
* Audi R18 e-tron quattro – added the missing gear readout to cockpit
display. Fixed ‘quattro’ to lower case in the showroom (licensing).
* Aston Martin Vantage GT3 – fixed the impact test position for the rear
centre brake light, to ensure accurate impact damage effects on the
light.
* Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
* BMW M3 GT – set to use same tyre widths as the other GT3 cars. This
helps equalize performance and acts to level the playing field, as this
car would have used such tyre sizes if it ran beyond 2012 against the
rest of the GT3 cars.
* BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
* Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
* Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
* Formula A -– added a new tyre set that includes two slick tyres:
‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four
tyre sets. Reworked tyre wear to more closely match real world Formula 1
cars. Heating is now more even front to rear. Further rebalancing of
the AI speed (now faster) as was required, and tweaks to the base setup
to accommodate the heat change and its effect on the balance. The medium
slicks make consistent grip between 180-220F, making this compound more
useful as a strategic, lower wear choice. The soft slicks are the
default dry tyre.
* Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
* Lotus 98T – new setup to help handle the power better, new rain tyre
tweaks for better heating. Some change for the slick heating and
inflation pressure sensitivity of the carcass.
* McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
* McLaren P1 – stiffened up the default suspension to help prevent
bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli
(licensing).
* McLaren F1 GTR – added suspension animations to limit front wheel
movement in order to stop them clipping through the bodywork on large
compressions.
* Pagani Huayra – corrected the default dry and wet tyres so that the
correct tyre is selected when using ‘Automatic by Weather’.
* Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
* Renault Clio Cup – updated suspension tuning and gear ratios to match
exactly with correct reference data for the X98CUP Mk.4 car.
* RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
* Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
* Various cars – recalibrated the tyre deformation effect. This fixes
many cars which were seeing too little or reversed lateral tyre
deformations.
* Various cars – graphical issues addressed – Mercedes C-Coupe DTM,
Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston
Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW
1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic,
Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A,
Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
* Various cars – updated to use the correct tread textures for various tyre compounds
* Modern street cars – new stiffer tyres for improved drivability, to
more closely match the real world experience. This makes these cars more
fun and engaging to drive. Made tweaks to the individual setups of the
FWD and most Supercars to accommodate the change.
* 4WD/hybrid vehicles – enabled visual backfires.


Tracks
* Azure Circuit – reset the AI track grip for the faster Formula A cars,
and tweaked the driving lines to help with AI getting stuck in
barriers.
* Bathurst – fixed an issue where cars would collide against invisible
objects in the pit lane, and fixed an issue with black shapes appearing
in the rear view mirrors on some parts of the track.
* California Highway – reworked the allowable driving surfaces in the
final section on the double lane highway to allow the player to drive on
both sides.
* Dubai layouts – fixed a graphical anomaly on the track surface.
* Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
* Nordschliefe – fixed an issue where AI attempting to leave their pit
spots was being blocked by cars in the pit spot directly in front of
them.
* Ruapuna layouts – improved the texture quality on the distant trees,
and reworked the wire mesh on the marshal posts to prevent them from
turning opaque at a distance.
* Sakitto GP – unblocked pit lane and added pit lane directional signage.
* Sakitto International – fixed an issue where the AI would run too wide
and collide with the barrier in the downhill left handed sweeper.
* Silverstone layouts – fixed a false cut track warning at the pit entrance.
* Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
* Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
* Watkins Glen layouts – fixed an issue where the pit entry would
trigger if a player drove very close to the pit wall on the main
straight, and fixed a few graphical pop-up issues.
* Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.


Oculus Rift
* Implemented support for Oculus 0.6.0.1 SDK.
* Added support for a separate Graphics profile
“GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This
means that you can now set your graphic details to high/max when playing
without the Rift, and turn the details down for optimum performance
when using the Rift and the game will maintain both configurations and
apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support – further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn't
available in windowed mode, but several Renderer paths were still
active, resulting in reduced performance, most notably for Oculus Rift
which fakes a windowed mode.
* Added a command-line option "-vrnomirror" that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating
the head-pose position correctly, which caused the camera to be spawned
very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.


General
* Players are no longer disqualified for running out of fuel after finishing the race.
* Fixed an issue that would award players with a race win when skipping session after a false start.
* Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
* PC – added support to enable Opponent Car Reflections by using the “-insane” command-line option.
* Jumpstart tolerances adjusted to make the penalty more realistic when
the player starts moving his vehicle before the green lights.
* Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
* PC – fixed an issue with Real-time weather not working.
* PS4 – fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
* PS4 – anisotropic filtering adjusted to improve the visual quality of
some materials, mainly brick walls which were appearing blurred at some
angles.
* PS4 – fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
* Xbox One – implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.

Chiraq OTF

TORA Race Number : 130
Xbox One Xbox One

Number of posts : 120
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Registration date : 2014-05-14
Reputation : 4

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Re: Project CARS.

Post by The British 1st on Sat 8 Aug 2015 - 0:57

Update 3.0 looks good but it will take about (2-6 weeks most likely to be realise)

The British 1st

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Re: Project CARS.

Post by Matt on Tue 24 Nov 2015 - 10:49

Another fantastic pack coming for those of a slightly more...historic disposition. Lots of Classic Team Lotus cars plus Rouen, Silverstone and Hockenheim in classic format.
If you didn't get to try Silverstone in Shift 2, it was utterly astonishing! Probably one of my favourite tracks in any game ever.




Matt
jenson09

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Re: Project CARS.

Post by CQR Myles on Tue 8 Dec 2015 - 14:41

Renault will be the theme of the next DLC
GTE Aston was lonely


Last edited by CQR Myles on Tue 9 Feb 2016 - 9:23; edited 1 time in total

CQR Myles

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Re: Project CARS.

Post by jgroves1996 on Tue 8 Dec 2015 - 15:36

CQR Myles wrote:Renault will be the theme of the next DLC
GTE Aston was lonely

Is all that in the next DLC or is that just what we know for sure is coming? I know the Lotuses in there are out now though. Really hope the NASCAR and IndyCars finally arrive!

jgroves1996

TORA Race Number : 96
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Re: Project CARS.

Post by Matt on Tue 8 Dec 2015 - 15:58

Well the Renaults are the December pack. No confirmation on the Corvette. We know IndyCar must be due at some point, the news was broken last year sometime and a pic was put up on FB recently too. So that's good Smile




Matt
jenson09

TORA Race Number : 10
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Re: Project CARS.

Post by EZT MAKO 6669 on Tue 8 Dec 2015 - 17:57

I've not booted this game up since about July. Have the recent updates made it any more playable?





EZT Motorsport: P r i d e | H o n o r | I n t e g r i t y - Not just a team, but a way of life!

----------> insert ribbons here

ok then Smile

EZT MAKO 6669

TORA Race Number : 163
Xbox 360 Xbox One

Number of posts : 848
Location : The Twilight Zone
Registration date : 2014-08-05
Reputation : 23

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Re: Project CARS.

Post by jgroves1996 on Tue 8 Dec 2015 - 18:37

EZT MAKO 6669 wrote:I've not booted this game up since about July. Have the recent updates made it any more playable?

I only play it on PC now, gave up with the console version and gave it in! Same reasons as you most likely

jgroves1996

TORA Race Number : 96
Xbox One Xbox 360

Number of posts : 1809
Location : Bury St Edmunds, UK
Registration date : 2013-01-03
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Re: Project CARS.

Post by CQR Myles on Tue 8 Dec 2015 - 19:21

After the Renault pack I think its the oval stuff, there maybe a GT pack with the Corvette GTE and the Merc AMG GT3 in Spring, I didn't even know about the Formula Renault until this week. Don't want to sound elitist but I think PCARS was too much for consoles

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Re: Project CARS.

Post by jgroves1996 on Tue 8 Dec 2015 - 23:10

CQR Myles wrote: Don't want to sound elitist but I think PCARS was too much for consoles

Completely agree! The game is fantastic on PC. Sublime! Completely different game on console!

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Re: Project CARS.

Post by Matt on Wed 9 Dec 2015 - 10:54

I get that impression though with the capacities of the new consoles it's hard to understand why.
The recent builds of the game make it a lot more fun to play and I'm enjoying driving a lot of the new additions.
I'm hoping the Elite controller which I'm picking up at Crimbo will make it an even more immersive experience. If T10 could get the sound and lighting effects from CARS in FM (as well as a few of the cars -where's my goddamn Aston GTE!!) it would be perfect!




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Re: Project CARS.

Post by EZT MAKO 6669 on Wed 9 Dec 2015 - 15:32

I'm not sure it's a console vs PC issue. A decent gaming PC would arguably be better I'm certain, but I would think (or at least hope) that they would have optimized the console versions for their respective platforms. I thought it was stated that they were not simply ported over.

There are things about it I do really like. The game is beautiful graphically, and the cars and tracks are rendered superbly. I do like the whole race weekend idea as well.

In my view though, I think that in their quest to make a true sim they went a bit over board. One area is the controller. Do I need some 20 settings? No, not really. It took me three days to get to where I was somewhat comfortable, and then they released the patch. Back to square one! I never really got the setting where I liked them, I simply settled for "that's the best I can get it".

Another area is the tuning. I'm not a race engineer, I'm a driver. I started my career as an auto mechanic, so I do understand the components and such, but it's a bit too complicated. It's a game guys, I don't want to spend a week tweaking a tune, I want to race.

At the end of the day I measure a game by how much fun I have playing it. When I spend more time being frustrated than having fun, it gets shelved. And yes, all games can be frustrating from time to time. Just yesterday I was totally perturbed that my GT40 simply would not handle around Road America. Of course, I then realized that I was on my 6th beer and perhaps it wasn't the car or the game at all........ Embarassed

Am I sorry I bought the game? Not at all. I do plan on getting a wheel for the Xbone in the near future, and will revisit PCars then, as I heard it's much better that way.





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Re: Project CARS.

Post by CQR Myles on Tue 9 Feb 2016 - 9:10

Very Happy


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Re: Project CARS.

Post by The British 1st on Tue 9 Feb 2016 - 18:30

:drool: When is this DLC coming out ?

Also PCARS had got:

.Indianapolis 500
.Mercedes AMG GT GT3 (New one)

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Re: Project CARS.

Post by Webbers88 on Tue 9 Feb 2016 - 22:22

ARRRRRRRRRRRRGGGGGGGGGHHHHHHHHHH OH MY GOD!!!!!

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Re: Project CARS.

Post by EZT Neo 45 on Tue 9 Feb 2016 - 22:25

I have a question.  It's been a while now, but when PCARS attempts to save my XB1 game, it says the save failed and do I want to save again.  I uninstalled the game and reinstalled it twice with the same result.  I lost two seasons of activity.  Any idea as to what might be wrong?




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Re: Project CARS.

Post by HCR generaltso on Tue 9 Feb 2016 - 22:59

ats-v pwc car? wantttttt

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Re: Project CARS.

Post by CQR Myles on Fri 12 Feb 2016 - 8:47

Aston Martin Vantage GT12(free car)
Dallara DW12 (Road version)
Corvette C7R GTLM
Cadillac ATS-VR GT3
Ford Fusion NASCAR

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Re: Project CARS.

Post by ATP Fenboy on Sat 13 Feb 2016 - 9:40

EZT Neo 45 wrote:I have a question.  It's been a while now, but when PCARS attempts to save my XB1 game, it says the save failed and do I want to save again.  I uninstalled the game and reinstalled it twice with the same result.  I lost two seasons of activity.  Any idea as to what might be wrong?

I believe its because your cloud id full. Try deleting some replays you no longer want.

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Re: Project CARS.

Post by TechnologicMau5 on Fri 4 Mar 2016 - 23:52

http://forums.theonlineracingassociation.com/f579-tcr-endurance-gt-challenge







Griptek Performance Leader/Manager
Circuit Racer, Tuner & Painter
Drive clean. Drive fast.



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Re: Project CARS.

Post by Sponsored content Today at 4:42


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