Project CARS.
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Re: Project CARS.
Ah so lets hope it is all fixed!
Ax4x Chaddy- TORA Race Number : 00
Number of posts : 9124
Location : Scotland
Registration date : 2008-09-26
Reputation : 58
Re: Project CARS.
Todays build was 807 to give some perspective, and that track isn't in the game launch
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
Still not convinced, these videos are from 10 days ago. Sliding, crashing, AI stopping in corners, cars flipping. Will be waiting until the retail version is out and reviewed before I commit.
Re: Project CARS.
Very cold track in Brands vid, there would be little grip. AI varies depending on the setting of their traits
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
So the AI just drives at full speed on cold tires and tracks as well as driving into each other whilst flipping in the middle of corners and straights? Are the traits of the AI all based on Maldonado?
Re: Project CARS.
MATT PASTRAMNI wrote:Richy59 wrote:I just rage quit after every first lap. Personally I don't like the physics as it's so bouncy, slidey and overly responsive. Played with both the 360 controller and my Thrustmaster TX wheel, neither seem to have good default set ups and it took me ages to get the wheel feeling acceptable. Also the AI just runs into and through you every time they get near you.
That's just my experience, I already bought into the Alpha years ago and have played most builds since. There's quite a lot of discussion about what the people who paid into the game already will get, some chat about us not actually getting the full game at the end of it which is why I wanted to pre-order the LCE. Bit disillusioned with the whole thing, so not willing to give them any extra money until I know what the final retail version will be like.
IIRC with every build the control physics with both the Controller and a wheel aren't good. I mean, they update the physics, and then all the controller physics get messed up, so in the next build or so they fix them.. Until a new physics update happens.
With most new builds it is recommended that the user deletes their profile, which obviously deletes all of your controller presets. It is a pain in the ass but if you don't do this it can cause issues with any physics/controller changes that have been made in that build - I have a Thrustmaster TX and it takes me a maximum of 3 minutes to set up everything from scratch.........the FFB for me is second only to Assetto Corsa on all platforms I've used the TX on.
@Richy - If you want me to post up the settings I use for my TX please ask
Re: Project CARS.
Richy59 wrote:So the AI just drives at full speed on cold tires and tracks as well as driving into each other whilst flipping in the middle of corners and straights? Are the traits of the AI all based on Maldonado?
The AI is one of the last items they've been looking at and the changes in AI behaviour, speed and racecraft are changing hugely with every build that's released. All members now have access to every build so it may be worth logging back on and trying for yourself.
Re: Project CARS.
I've finally managed to get OBS working properly with Project CARS so I've done a couple of videos, you may find this interesting/tantalising/disappointing:-
Build - 807
Car - Ford Sierra RS500
Track - Cadwell Park
Time - Time Progression x30
Weather - Weather Progression x30 (4 different weather types)
Build - 807
Car - Ford Sierra RS500
Track - Cadwell Park
Time - Time Progression x30
Weather - Weather Progression x30 (4 different weather types)
Re: Project CARS.
Go for it Jono, anything to help me with this game would be appreciated. So far it has left me full of disappointment for the years I've attempted to play it.
Re: Project CARS.
Thanks for the video Jono!! Cant wait to get my hands on it!
CreamyTastey- TORA Race Number : 8
Number of posts : 1276
Location : Swadlincote, Derbyshire, UK
Registration date : 2012-06-29
Reputation : 35
Re: Project CARS.
Richy59 wrote:Go for it Jono, anything to help me with this game would be appreciated. So far it has left me full of disappointment for the years I've attempted to play it.
Controller Type - Custom Wheel
Gearing - Manual (Personal Preference)
Inverted Gearing - Normal
Invert Camera Y Axis - Normal
Steering Deadzone - 0
Steering Sensitivity - 50
Throttle Deadzone - 0
Throttle Sensitivity - 50
Brake Deadzone - 0
Brake Sensitivity - 50
Clutch Deadzone - 0
Clutch Sensitivity - 50
Speed Sensitivity - 0
Gamepad Filtering Sensitivity - 0
Damper Saturation - 0
Force Feedback - 100
Tire Force - 150
RPM/Gear Display - Yes
Gamepad Control Mode - 3
Advanced - Off
I have my TX set to 900 degrees rotation for the PC and use 900 degrees with pCARS - some cars need a tweak to the steering ratio in the car set-up to make initial turn in better
Just out of interest Richy............you've obviously been a part of the project for some time, what did you expect from the experience? I must admit that I've been worried at times by the direction certain parts of the game were heading, however the closer we've got to release the more polished everything's become and, as a result, the more optimistic I am getting that the game may actually be what we've been hoping for. At the end of the day this is the first time I've been able to partake in something like this and play such a game throughout development - it's been an enjoyable experience and I can't wait to get my hands on the final product
Re: Project CARS.
Don't get me wrong, I never expected to be playing a game that was complete from the start. This wasn't even Beta testing, it was Alpha testing so I knew what I was in for. The game started out for me feeling just like Shift 2, and has slowly developed to brush that image and feeling off. However, with the game a mere few months away from release (and less so from gold status) I expected a lot more. I don't feel like the game has developed much over the last 6 months at all, and that's what worries me. Adding more and more cars and polishing the graphics is all well and good, but they should be the last things to be done. Instead the developers seem to have waiting until near the end of development to work on the AI and the handling model. That worries me, and from playing each build over the course of the year and moving between wheel manufactures I don't feel much connection with the car like I do with the likes of Forza, iRacing or even GRID Autosport. I find the driving fun in those games, whereas in pCARS I'm just frustrated with the overly bouncy, slidey and false feeling mechanics. As you've suggested I will delete my profiles and start from scratch instead of continuing with what I had.
I also want to play a game offline where the AI is challenging and I can play through a career mode and feel some progression, much like the old TOCA games and such. In it's present state the AI runs into everything, drives off the track and can't hold decent lines. It ruins the feel of the game, as I want to do a lot more than just hotlapping on my own or having to rely on playing online.
This is just my personal take on it, and everyone will see things differently. Maybe I'm hoping for the wrong game that pCARS is going to become.
I also want to play a game offline where the AI is challenging and I can play through a career mode and feel some progression, much like the old TOCA games and such. In it's present state the AI runs into everything, drives off the track and can't hold decent lines. It ruins the feel of the game, as I want to do a lot more than just hotlapping on my own or having to rely on playing online.
This is just my personal take on it, and everyone will see things differently. Maybe I'm hoping for the wrong game that pCARS is going to become.
Re: Project CARS.
Does anyone have a link for all the tracks that are in this game? I can't seem to find a track list anywhere?
Thanks
Thanks
CreamyTastey- TORA Race Number : 8
Number of posts : 1276
Location : Swadlincote, Derbyshire, UK
Registration date : 2012-06-29
Reputation : 35
FSR Groves- TORA Race Number : 96
Number of posts : 2558
Location : East of England
Registration date : 2013-01-03
Reputation : 47
Re: Project CARS.
http://www.gtplanet.net/forum/threads/project-cars-track-list.305495/ wrote:
List of tracks
European Circuits
- Azure Circuit - Monaco
- Besos - Circuit de Catalunya
- Brands Hatch (laser scanned)
- Cadwell Park
- Donington Park
- Florence - Mugello
- Hockenheimring
- Imola
- Le Mans Circuit 24h
- Le Mans Bugatti Circuit
- Monza
- Moravia - Brno
- Nürburgring Nordschleife (Team Member+ during development)
- Nurburgring GP (Senior+ during development)
- Oschersleben
- Oulton Park (laser scanned)
- Silverstone
- Snetterton
- Spa Francorchamps
- Zolder
North American Circuits
- California Raceway - Willow Springs
- Lakeville Raceway - Sonoma Raceway
- Monterey - Laguna Seca
- Watkins Glen
- Wisconsin Raceway - Road America
Asian Circuits
- Dubai Autodrome
- Jin Ding - Zhuhai
- Sakitto - Suzuka
Oceania Circuits
- Bathurst - Mount Panorama
Kart Tracks
- Belgian Forest Karting Circuit (Spa-Francorchamps Kart Circuit)
- Chesterfield (fictional)
- Glencairn (fictional)
- Summerton (fictional)
- Dubai Kartdrome
Country Roads
- California Highway (Team Member+ during development)
- Azure Coast (Team Member+ during development)
Planned/Confirmed Tracks
- Ruapuna Speedway
- Macau
Historic Tracks
- Bannochbrae (fictional historic GP track located in the scottish highlands)
- Hockenheim (Pre 2002)
- Rouen Les Essarts
- Historic Milan - Monza (1967. GPL2.)
- Historic Milan Oval
- Silverstone 1975
- Solitude Rennstrecke
- Spa Historic
Oval Tracks
- Concord - Charlotte Motor Speedway **
- Daytona International Speedway ***
- Delaware - Dover
- Henrico - Richmond
- Indianapolis Speedway *
- Memphis - Bristol
Fictional Tracks
- Test Track (just for testing during development, wont be in the final release)
* - Infield not yet confirmed
** - Fictional Infield
*** - Real Infield
Re: Project CARS.
Thank you Jordan and Jamie!!
CreamyTastey- TORA Race Number : 8
Number of posts : 1276
Location : Swadlincote, Derbyshire, UK
Registration date : 2012-06-29
Reputation : 35
Re: Project CARS.
Mines pre-ordered. wish I could have gotten in on the build but i am loving how ambitious this title looks and even if it ends up not living up to the hype I hope it sends a message to some of the bigger studios to step up and genuinely push the boundaries of what is possible. I for one am disappointed with FM5. TORA led events are the only reason I keep playing. So fingers crossed for Project cars.
Re: Project CARS.
Keep your eyes peeled. There's a lot coming from us in the next month or so.
Also be sure to tune in to TORA Radio, there will be news there too.
Also be sure to tune in to TORA Radio, there will be news there too.
Re: Project CARS.
Ohhh im defo committed to TORA, just wish the titles were as committed as the guys on here
Re: Project CARS.
Will Daytona Prototypes be in the game?
CreamyTastey- TORA Race Number : 8
Number of posts : 1276
Location : Swadlincote, Derbyshire, UK
Registration date : 2012-06-29
Reputation : 35
Re: Project CARS.
Sadly my hopes of a day one release stream is shot. I will be getting the game for the Holidays.
Hopefully someone steps up and does what Simon did with Forza 5.
Hopefully someone steps up and does what Simon did with Forza 5.
Zeta0085-
Number of posts : 1637
Location : Tucson, Arizona
Registration date : 2012-06-12
Reputation : 23
Re: Project CARS.
There are Xbox One gameplay videos all over the place. I remain rather skeptical.. I mean... 4 tires on the grass... nothing happens? I smell fishy! Also, it might be possible that physics are less complex on the Xbox than on the PC.
II AntR II- TORA Race Number : 870
Number of posts : 246
Location : Portugal
Registration date : 2013-05-17
Reputation : 10
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