*******C.A.R.S - Community Assisted Race Sim*********

i had a little blast yesterday f1 car seemed not bad better than when last tried it handling wise

one thing that was annoying me was it said i was cutting a corner and i was nowhere near it on the belgium track :confused:
 
new coming this week
2012 BMW M3 E92 GT4 (Alpha1)

Surprise, surprise!
Please welcome the BMW M3 GT4 (E92).
Another car where we started to model LODA and will add LODX details later.

It will be available in your next build.


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and

2012 Ruf RGT-8 (WIP)

Friday

Task: LODX modelling
Time: 8 hours

A bit of accuracy work on wing and boot. Added a LODD to work as placholder LODs in next week export.
Some fixes from testing in game.
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http://i.imgur.com/8z69gvj.jpg

** Please resize image to no more than 1280px wide before replacing image tags - thanks **

Bathurst got all new trees last friday as well to get rid of the crappy stupidly light place holder ones
 
I wish they'd sort out some of the cars already in before adding yet more cars with numb or borked handling :rolleyes: They do look nice though :D

It's not the people modelling the cars that are working on the handling

I think casey and A.J do the tyres and physics

anyway they have been car handling stuff done recently

physics changes sinc e build 407
Physics:
* BMW M1 Procar and Ford Capri: switched over to RBA-G tire carcass. Revised slick_purple to keep similar grip level
Physics:
* Kart A/B/C test set: a study in tread resolution
Physics:
* Kart clutch tweak
* Next round of FB test tires
* tire.rg: revised slick_green, slick_white, slick_blue and corresponding carcasses to try and fight lazy spin syndrome
Physics:
* Tire.rg: reduced grip on slick_white. new, temporary street_limegreen test tire for BAC Mono
Asano LM11: Reduced turbo lag and made various other small tweaks to work with the new slick_green in attempt to kill off lazy slide syndrome
BMW M3 GT: Revised default setup. Added driver’s weight.
BMW Z4 GT3: Revised default setup for new slick_green.
Caper Monterey (road): Proper road course setup added. No more super speedway default hack.
Caper Monterey (oval): Now using slick_darkblue. Only makes sense to have separate tires for oval and road racing…and probably even multiple oval tires in the long run.
RSC-G: Added longitudinal carcass flex mode. Tweaked some other natural frequencies of the carcass.
RSE-G: Added longitudinal carcass flex mode.
RBA-G: Added longitudinal carcass flex mode. Don’t want to call it a magic bullet, but this completely turned around how the Caper Monterey drives, and in a very good way.
slick_blue: Adjusted slip angle falloff. Now used only for Caper road course car
slick_darkblue: New oval tread for the Caper. Adding long flex to the carcass made it so much more stable that the grip level on slick_blue was producing some unrealistically fast lap times. This brings the grip level back down, while still having the better stability of the new carcass.
slick_green: Removed the concept which I think was causing lazy slide syndrome. Was an old attempt to get bite into the tire, which is now obsolete as there are better methods to get the same effect.
slick_white: Same work as slick_green, but for the small prototype tire grip level.

They tend to focus on the cars ben colins and nicolas hamilton give feed back on.
they are sorting out the karts mainly at the minute based on nic hamiltons feedback

With the cars they just input all the real world data for the engine , suspension geometry , chassis etc and then change the tyres until the cars handle like they should which is a slow process and why most of the changes are always about the tyres.

Dont forget it wasnt that long ago when there was only one tyre type in the game and now theres over a dozen different tyre models
 
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they are used to hype it up . the game could be great until they sort handling though its a 70 percent game at best while handling is goosed.

asseto is looking better at moment if the handling is good and signs point to it being great on many sim sights.

what is so annoying is in earlier builds in cars the handling was amazing. so frustrating as it has the potential to be one of the best but i just dont know who they listening to when it comes to handling as its some kind of nightmare.
 
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I was reading on Reddit that those shots are not in game shots they are in engine shots. So really they are a tech demo for the game engine. Still look stunning though.
 
I was reading on Reddit that those shots are not in game shots they are in engine shots. So really they are a tech demo for the game engine. Still look stunning though.

how are they not ingame shots when all screenshots and videos is captured by the community?

they press ctrl+f and enter freecam
and take screen shots from stunning angles

the only things not taken in game are sometimes when the devs are showing progress on a car they are modelling like the ruf (porsche) car in the garage a few posts up that is a render

most of the fanmade trailers use a mix of replay footage and freecam but the graphics on the replays are exactly the same as they are ingame apart from a DOF effect but you can turn that on during a race with f3

what is so annoying is in earlier builds in cars the handling was amazing. so frustrating as it has the potential to be one of the best but i just dont know who they listening to when it comes to handling as its some kind of nightmare.
Maybe you should stick to arcade games then as the original handling was the slightly modified shift 2 handling... :rolleyes: from before they wrote the new tyre model and physics

they are listening to ben colins who undoubtedly has much more car and race experience than you.

They do look incredible but I think they are misleading to be honest. I have got all settings maxed in game and it looks no where near as good as that.
I realise that I am not playing the final product etc but I can't help feeling that those screen shots are touched up for the wow factor to hype it up.
people are using sweetFX for sharper textures , better colours etc and massive amounts of AA.

I use sweetfx+8x msaa + downsampling from 2560x to 1920x1080 and get around 40fps or 60 if i stop downsampling

my game looks like this

Please keep images to below 1280px wide or post them in spoiler tags like I've done for you below - Rilot

screenshot16434.jpg

the UI is off because I entered freecam but you can tell its taken ingame because the driving line

same on this one
pcars2012122403434400.jpg


and one with the UI taken from a crappy angle but the car still looks as good as ever
pcars2012120300550993.png
 
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and you know what you just pointed out arknor the whole problem with the handling they trying to make it for racing drivers !

how many here are racing drivers please put hands up :p

this is why gamers should have more input on the steering as theyll be playing it not racing drivers.

they have tried to go too complicated with adding fancy ****

90 percent who will be playing this probably wont even be using a wheel :p .

i do hope they actually sit back and take on board some of this feedback on steering as what good is a car game which has dodgy steering ? doesnt matter how good it looks at whatever angle if it cant go round a basic corner ingame.

also before anyone just says dg ranting again about cars check a lot of posts on the web the cars forums it aint just me mentioning bad steering issues. i want the game to do well it has the potential but until the steering is sorted a lot wont buy this.
 
The majority of cars in the game are proper race cars they shouldn't handle like a road car would
It's supposed to be a simulation of the real thing and not what a gamer imagines a car handles like
90 percent who will be playing this probably wont even be using a wheel .
yea really....
doesnt matter how good it looks at whatever angle if it cant go round a basic corner ingame.
lol... funny how most of the cars in the game lap a race track almost exactly as fast as the real life car does.

you clearly arent into sims if you prefered the old arcade handling model from shift 2

if you don't like it stop hating and get a refund on the wmd forum
 
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you seem to not understand the game should be geared towards gamers we play it not racing drivers !

so you have racing drivers trying to make a game which isnt going to be played by racing drivers ! trying to be too complicated and the end product is a mess. it needs balance it hasnt got it.

blablah road cars yes i understand the logic but it doesnt work .

best thing is you trying to make out thy marketing it as a sim yet its main sales when released will be on console :D

ill have a bet with you arknor 1st yr sales of cars will be bigger on console than pc ;)
 
well seeing as its coming out on all 3 consoles... and maybe the next gen ones as well it's unlikely it will sell more copies on the pc.... but its firstly a pc sim and that is the market the game is aimed at mostly regardless of where the game will have more sales.

its a PC game funded by pc users so it makes sense for it to be a full on sim and not just another forza or shift game

it's supposed to be a simulation of racing it makes no sense for it to be anything other than authentic with real racing drivers helping to tailor the handling to what they expect from the real thing.
if sims aren't for you then don't play them and stick to simcade games.
there's some doubt over whether the consoles are powerful enough for the new tyre model so on console the handling might be like the old BTM one with unrealistic grip levels.

if you don't like pcars you probably don't like any of the other full on sims either

also if you read the wmd forums you would see the real racing drivers aren't happy yet either such as
So this post is going to be focussing on the tyre testing with the Formula B car in Build 400, which I tested at Besos GP.

So this week I have really enjoyed testing the tyres on this car. I struggled quite a lot to start with on finding the right setup, as I was having trouble with traction and rear stability mid- corner. I firstly didn’t know what the best tyre was to set up the car, so I used the comments that you guys gave and set my car up on Compound A.

As I said, it took me a while to find the correct balance as the changes I made to the front of the car affected the rear stability and visa versa. Once I found a decent all round setup, I then started to test the other tyre compounds.

My feedback is going to conclude with 2 types of tyre, ‘Prime’ and ‘Option’ as these 2 tyre compounds are used in both GP2 and Formula One and I think that both compounds should be in Project Cars. The ‘Formula B’ car is like GP2 and ‘Formula A ‘ is F1. In real life both Formula One and GP2 use the same Pirelli ‘Option’ and ‘Prime’ tyres which means that we need to find 2 good types of tyre compound which we can use on both the ‘Formula A’ and ‘Formula B’ cars.

Compound A (Option/Soft)

This tyre is all round the fastest of all 3 compounds that I have been testing and I think that it has the best foundation to be the ‘Option’ tyre. It feels softer like the ‘Option’ tyre should, but does not produce enough grip from what you would expect it to.

The front tyres feel better than compounds B and C with the tyre producing more grip on entry, but the fronts still need more grip to replicate the tyre being softer, as at the moment the improvement in front tyre grip compared to B and C is only minimal.

This tyre is very stable and strong under braking meaning you can brake late with no issues. Rear stability and traction need to be improved as a softer tyre should produce more grip on the rear meaning the tyre is better under load mid-corner and produces more grip on exit. Braking, mid-corner grip/stability and traction is what makes a softer tyre faster.

Compound B (Prime/Hard)

In general, this tyre is really nice to drive. It is more stable on the rear and is more forgiving compared to Compound A. You are able to lean on the rear tyre more making traction more controllable and the general balance more stable.

It is slower than Compound A due to front tyre grip and grip under braking, meaning that you cannot brake as late, but if the braking and front tyres were improved I think it would be faster than Compound A, this being said, I think that this tyre is the best tyre to use as the ‘Prime’ tyre. More grip is needed under braking so that the stopping power is grater like Compound A, but as this is a harder tyre it should not be as good under braking as Compound A, but it should be close. The front tyres need more grip on entry and mid-corner to stop the understeer, but not too much as it it still needs less grip than Compound A.

Compound C

This tyre is more like compound A with the same grip under braking and a lack of traction and rear stability. I think in this case, the rear tyres are worse as Compound A has better traction and rear stability, but the front tyres are the same as Compound B.

Conclusion

So to conclude below are the tyre compounds, which should be used as Prime and Option and what improvements and characteristics they should have.

‘Option’ (Compound A)

Front tyres

Needs more overall grip to replicate the tyre being softer giving the car better turn in.

Rear tyres

Should have the same grip as the rear tyres on Compound B as this will improve traction and stability and generally improve the balance of the car.

‘Prime’ (Compound B)

Front tyres

Need more overall grip to reduce understeer, but to still produce less grip than Compound A.

Rear tyres

To stay the same but if grip is improved to Compound A, this tyre should produce a little less grip.

Braking

Needs the same grip and stopping power under braking as Compound A and C.

Lastly I think an addition of tyre wear needs to be introduced with the ‘Option’ tyre being faster but to not last as long as the ‘Prime’ tyre. This could mean the window of where the tyre is at its best is only a few laps, where as the ‘Prime’ can last a lot longer with a much large performance window..

In some cases in real life, depending on the nature of the track and the track surface, the ‘Prime’ tyre is faster than the ‘Option’ with the ‘Option’ being harder to ‘switch on’ meaning that tyre temperature is hard to generate affecting the overall grip level. Sometimes tyres overheat causing the wear rate to be higher resulting in ‘Graining’ where the rubber of the tyre stats to wear and crumble causing a ‘drop-off’ in grip as well as vibrations, all of these could be taken into account and added into the game to make the Single-Seater cars more realistic.

Overall, the car is great fun to drive and I hope you guys can understand my suggestions and feedback.

Keep pushing

Maybe once all the handling and tyres are fully sorted and the cars have a good base setup which many don't right now the game will be more to your liking and as you should know the current tyre model is being improved all the time and theres still a long way until the game is released.

they only just started optimising the games graphics engine to try and improve performance.

the next patch should give a little boost for ati users
 
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and you know what you just pointed out arknor the whole problem with the handling they trying to make it for racing drivers !

how many here are racing drivers please put hands up :p

this is why gamers should have more input on the steering as theyll be playing it not racing drivers.

That may be but these people will want as realistic experience as possible. If you buy this without a wheel knowing it's going to be a sim then it's your decision.
 
so this game is for wheel owners only then as that's a little odd as I bet many pc gamers who'd want to play this won't have a wheel, seems strange as that cuts a huge percentage of possible players right out, loss of sales will be huge if it's a wheel only game. they'd be better off allowing for you to scale towards either gamepad or wheel IMO.

game however looks amazingly good, shift 2 with fxaa sweetfx and massive amounts of aa can look incredible if you ask me, but this is taking it to the next level...
 
That may be but these people will want as realistic experience as possible. If you buy this without a wheel knowing it's going to be a sim then it's your decision.

I can happily mess about with a keyboard right now as long as traction and stability assists are on but its much more enjoyable with my wheel and all assists off
so this game is for wheel owners only then as that's a little odd as I bet many pc gamers who'd want to play this won't have a wheel, seems strange as that cuts a huge percentage of possible players right out, loss of sales will be huge if it's a wheel only game. they'd be better off allowing for you to scale towards either gamepad or wheel IMO.
no one forces anyone to have a wheel but the best experience from a sim will always be with a wheel. people can still be competitive with a pad as they are in other sims just don't expect to be anywhere near as good as wheel users if you are using a keyboard with on/off inputs
 
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people are using sweetFX for sharper textures , better colours etc and massive amounts of AA.

I'd just like to quote this to emphasise how much of a difference it makes. I cant remember what settings you can fiddle with when you use sweetFX or equivalent software, but the game still runs in real time and produces amazing graphics. Some people use settings that give them very low framerates just so they can take good screenshots and get around the parts of the game that are poorly implemented graphically so far (*cough anti-aliasing *cough*) though so I understand if you think its misleading, but when you consider virtually no optimisation has been done so far i suspect very similar settings will be possible in the final game, especially with the next generation of graphics cards


Regarding the handling argument. no matter what the controller I think SMS have the right idea. Most gamers want a racing simulator to be as close to real life as possible (i.e. the definition of simulator). The more racing drivers we can get saying "this is really close to what my car feels like" the better.

Since it is a racing simulator most users will at least have an xbox controller or something similar. having used pCARS with an xbox controller for a long time before i got my wheel i can tell you that the gamepad filtering they provide is more than enough to be very competitive on the game. Hell, even I set a world record or two with my pad. There isn't a lot you can do about keyboard users because there is no sensible way of getting more than an on/off signal for the major controls, but the same is true in all games.
 
Tiff Needell is at least as qualified as Ben Collins as a driver i'd say.

Tiff says Dirt 3 is most realistic handling out of all race games.
IRacing he says is rubbish :)
SimRaceway he liked.

Thing is though, yeah he may be an experienced race driver but does it actually count for anything ?
 
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