Project C.A.R.S - Community Assisted Racing Simulator

Thanks Chris.
I hope this will help.
Mine should come today, bit this could be too difficult for me...the game looks very promising though.

I've read there is supposed to be some sort of bug and there is or will be a first day patch to fix it.

When you use the dashboadcamera (i think), then you see other cars in the race twice (some sort of ghost car). I've read this on the internet yesterday, could also be a false rumour.


PS: totally off-topic, when i heard that Tranmere got relegated to the Conference i had to think about you. I hope they will go back up very quickly...you are one of the few small club fans on this forum and so i have got some sympathy for Tranmere...
 
When you use the dashboadcamera (i think), then you see other cars in the race twice (some sort of ghost car). I've read this on the internet yesterday, could also be a false rumour.

Much ado about nothing really. Other than some screen tearing, the game looks and runs fantastic on the PS4. Superb driving experience in this. Easily the best sim-type racing game to ever appear on a console.

Here are the controller settings I'm currently using:

Steering deadzone = 18
steering sensitivty = 5
Throttle deadzone = 0
Throttle sensitivity = 30
Brake deadzone = 14
Brake sensitivity = 15
Clutch deadzone = 0
Clutch sensitivity = 45
Speed sensitivity = 75
Control filtering sensitivity = 50
Force feedback: = 10
 
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Are you playing with a regular game controller or a wheel? How does it feel in both cases?

Controller and it felt fine to me, although I might tweak a few settings this evening and see what difference it makes.

Edit: Oh dear. Racing a Palmer Jaguar JP-LM at Oulton Park Fosters at the current time of day is ridiculously jerky. Also one of the US tracks in a desert at the current time was pretty poor too.

After more races, the judder and stutter is reallu noticeable at times. Really could do with optimising a bit, even if it means lowering some graphic options or something.
 
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How come you went for Xbone Dags?

It was either that or PC, and my PC graphics card is pretty outdated now. Sold my PS4 as I don't have time for gaming much nowadays and I prefer the Xbox.
 
Thanks for the tips and the feedback guys, I may be grabbing this one at some point, and maybe the wheel you advised me some pages ago, for the Ps4
 
Sold my PS4 as I have time for gaming nowadays.


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So anyone playing with a pad?

I'm very tempted by this, more so after reading eurogamer mention the toca games in the Sam breath. Bloody loved those.

But there's no way I can play with a wheel. So in curious if its works or not. I've read varied reports but its hard to work out if that's 'handling on pad is shit because they're expecting forza horizon levels of arcade' or genuine pads are shit because it was made for a wheel.
 
I've been loving it with the controller. It's twitchy as hell yes but you quickly adapt because you realise you're constantly flicking full left/right and begin to use the stick with more precision. You can alter the controls if it's too twitchy for you, but this dulls the response when you really need it.

After that first hour of "how the hell am I ever going to win one of these kart races, I'm all over the place", I was starting to finish first, started pushing up the AI difficulty, and started testing myself (though I've not finished first more than a handful of times since).

That being said, I have got my eye on the £90 T100 wheel, because A) it's the only console racing game I've ever felt is worth it due to the physics being so good, and B) I'm not paying £500 for the one that people rave about...

As a simulation, it's wondrous. If you're looking for more than that, I'm not sure, but if you're happy to be wowed by the engine and won't be put off by spinning off the track a lot in the first hour, then it's bloody fantastic.
 
I've tried it for 15 minutes...Jesus this is hard...but yes i only tried for 15 minutes...my son is playing it constantly and he doesn't know English...i don't know how he's managing... in the end it will be like always...he will set a record i will try for weeks to break it, if i succede he will give it another try and set a record i never can achieve...that is getting old...you have been warned...
 
Having great fun with this. So far, it is nearly as much of a sim as I want. Haven't yet ventured much beyond the Clios and touring cars.

Also finding it drives perfectly well with gamepad - I've currently settled for both steering deadzone and steering sensitivty at zero and steering speed sensitivity at 70.

Was initially really enjoying the aggressive AI, particularly their willingness to go for any gap at a corner and punish any slight mistake but I'm starting to find them to be a bit too wreckless. However, that might just be down to me not being fast enough through the corners yet and perhaps as I improve, they'll see fewer overtaking opportunities to lunge at.

Also a bit disappointed with the damage model. I have it full on and there are plenty of hefty collisions which result in next to nothing, either visual damage or mechanical impairment. Would have liked to have seen far more AI cars limping around with busted steering, suspension, punctures, etc, after all the very firm collisions they get involved in. In real life, it doesn't take much to effectively put a car out of a race.
 
Racing in a GT4 at Donington, current time of day on Xbox One ... awful. Coming from also being a PC gamer, the frame drops and stutter is shocking at times and really takes me out of the immersion.

If anything, Project Cars is giving me more reason to upgrade my graphics card in my PC so I can play this properly without it falling apart everytime I try to turn a corner.
 
This is so much better on the PC. No stutter or framerate drops (and I've only got a GTX 680!), the handling is much better ... just feels like a retail game whereas the Xbox One version felt like an early access version.
 
I've read a lot of negative comments on eurogamer about the controls on a pad so I'm stunned by you guys saying its fine.

Then there are the bugs and cheating ai reports - ai not affected by cold tyres or driving on grass (I fucking hate when the ai can do this). Then you have ai not being affected by the weathe, so if it rains mid circuit, they continue on as if it was dry with no I'll effects while you get the wets on and still slip around.

To the point where it sounds unfinished.

Hmmm.


The frame rate on ps4 is also iffy and has tearing. Hmm again.
 
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I have no problem with the pad controls now, none whatsoever. I noticed how well it's trained me yesterday, though - I tried to play GTA and I couldn't drive the cars properly, I'm trying to subtly steer round corners and just ploughing off the edge of the road and falling to my death. :LOL:

Not noticed any AI cheating either but I've not been looking, to be honest, so can't really comment on that. The few times I've seen them on the grass they've fell 3-4 positions behind, but I'm so focussed on nailing each corner I don't really pay attention to them. It's a hard game.

I've ordered a wheel now, it's impressed me that much (only the T100, nothing fancy). Though I'm willing to bet I'll get better lap times with a pad and it'll end up on eBay...
 
I've read a lot of negative comments on eurogamer about the controls on a pad so I'm stunned by you guys saying its fine.

Then there are the bugs and cheating ai reports - ai not affected by cold tyres or driving on grass (I fucking hate when the ai can do this). Then you have ai not being affected by the weathe, so if it rains mid circuit, they continue on as if it was dry with no I'll effects while you get the wets on and still slip around.

To the point where it sounds unfinished.

Hmmm.


The frame rate on ps4 is also iffy and has tearing. Hmm again.

Other than a little bit of tearing here and there, the framerate and performance on the PS4 is great. I haven't had any issues at all.

Regarding playing the game with a pad, well,it's playable but not great after a lot of fiddling around with the in game settings. Trouble is, there is little to no explanation in the game as to what most of the settings/options do, including the control settings, and you can never really dial in a smooth steering mechanism like you can on other racing game using a pad.

The physics, racing and audio in this game are great. But the game seems unfinished and the user interface is generally poor.
 
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I started career yesterday with Renault Clio Cup. At which AI difficulty do you all play?

I used 60 and struggled a bit in Qualifying (P11). In the first race I managed to climb up very fast and was behind the leader. A few mistakes cost me the win and ended up at P3. I think I will use 70 next time.

...and what about the camera, what is your favourite? I love the cockpit cam and also think it drives much easier than normal 3rd person camera.

@ PS4 Crew

What about some evo-web races? :D
 
Really wish they'd work on the AI, they are bloody lethal and keep barging me off the track, and I hate the way they go off track on the grass and have magic driving ability (still maintaining near full speed and having perfect grip), hoping for a patch to address this because it does ruin things for me.

Also wish they'd have a quicker method of changing the livery, it's too long winded at present.
 
I hope the AI is patched at some point because it does appear to be a bit, erm, cheaty.

I've got to admit though, I decided to go all-out and sell my old steering wheel to buy a T100 for this game (cheapest possible force feedback wheel, nabbed it for £80 off eBay), and it's just sensational.

Never known a feeling like scoring against the "superstar" AI in the old PES games in anything other than a football game, but here, I felt pure joy at managing to keep a kart on the track, without spinning, nailing a couple of corners, and beating the "bastard AI" on the 10th and final lap (that's in quotes because I actually shouted it through gritted teeth when I beat it).

I've also found it means I can turn the AI down a little bit - I'm currently finding it more difficult with the wheel rather than easier, but this means I can find an AI level that feels more fair without seeing too much of the "cheating" going on.
 
Like the game a lot, but those karts are the downside to me, can't seem to ride a decent lap with them...must be me of course...
 
I didn't enjoy them at all until playing with the wheel.

That being said, I 100% believe they're there to "train" you on how to play the game. It's so much easier to spin out in them, and it trains you to look for signs that you're pushing the car/kart too far.

It certainly helped me, anyway!
 
Impossible to play an Online Session without knowing the opponents. So much kiddies who keep crashing into me or leaving the session if they can't win anymore.
 
Hi guys
i wanna know if someone is face the same problem
the game runs very well, but sometimes its like someone its trying to turn the camera, it shake and go out of control, its nauseating
i dont think its related to my specs
I have a I7 4770, 16GB RAM and a GTX 770 2gb
 
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Project CARS –Patch 1.4 – Release Notes

General
* Pagani Monza Clubday invitational event - No longer causes the game to crash when using a specific livery on the Pagani Huayra.
* PC - Fixed an issue that would cause the game to crash while watching saved replays, when shared memory is enabled.
* PS4 - Anisotropic filtering has been increased to help reduce blurry textures.
* PS4 - Temporal anti-aliasing has been further optimized. This reduces the ghosting effect and additionaly gives the player full control via a slider to tweak the resulting image according to personal preference.

Performance improvements
* Xbox One - Various performance optimizations, adding up to an average of 5-6% performance improvement. This results in an overall smoother experience.
* PS4 - All shaders have been rebuilt using new shader compiler, giving a significant performance boost in some areas.
* PS4 - CPU performance gains due to new more aggressive code optimisations.

Physics & AI
* The AI loss of grip that results from tyre degradation as a result of wear is now more noticeable.
* The AI will now show much more realistic grip loss when running on slick tyres in the rain.
* First pass improvements on various tracks to enhance the AI performance and ability (Azure Circuit, Donington GP, Watkins Glen, Bathurst, Nordschliefe)

Pitting, tuning, setups
* Fixed an issue where certain street cars would pit for tyre change during rain when they already had the correct tyres fitted.
* Fixed an issue where custom vehicle setups were lost when progressing through sessions.
* Improved the system used to select the most appropriate tyres based on current and predicted weather conditions.
* Ensure that the AI always pit when they need to change tyres based on the weather conditions.
* The Default strategy will now correctly show the tyres that will be fitted on the player vehicle during a pit stop.
* The pit stop routine will no longer start during online races until the player closes the pit stop menu. This ensures that the player has enough time to select or configure an appropriate set of actions before the pit crew start working on the car.
* Tyre pressures will now be correctly set when the player changes to a new set of tyres.
* The currently-active Pit strategy will now remain in action when advancing through race sessions.

Online
* Fixed an issue where the player was sometimes given a large time penalty when exiting the pit lane.
* Fixed an issue where the remaining session time displayed an incorrect value in the Tuning screen.
* Fixed an issue that at times would prevent a player from entering a race, after joining a second online lobby.
* Fixed and issue where the Track Location popup would at times appear on some screens.
* PS4 – The lobby browser now displays random lobbies instead of always the oldest lobbies.
* PS4 – Fixed an issue where network features could not be used after resuming from rest mode.
* PC - The lobby browser now automatically extends the search distance for lobbies when not enough of them are found using the default filter. Lobbies that are hosted further away (and therefore have potentially worse latency to all peers) appear at the bottom of the browser, and are colour coded with yellow or orange icons do indicate the quality of the connection.
* PC - The session host now regularly sets the current timestamp into a session attribute, so that sessions with too old timestamps are not displayed in the browser. This prevents stale sessions with no active host from appearing in the session browser.
* PC - When joining a session, the client now attempts to request the member details multiple times before giving up. This helps to improve the success rate of joining online sessions.
* Xbox One – Fixed an issue where matchmaking was not filtering the race length correctly.

Controls – All platforms
* Fixed pedals and triggers that vibrates during replays.
* Fixed an issue that causes the wheel centring spring to be active during driving.
* Improved force feedback strength and tweaked the default force feedback parameters for all supported wheels based on community feedback.
* Further enhancements to the steering feeling – Improved blending between the tyre force spring and the steering lock spring.
* Improved behaviour of the wheel force springs while navigating the menu system.

Controls – PS4
* Fixed an issue where the player got stuck on the career screen when entering driver name using a wheel controller.
* Improved the support implementation of several older Fanatec wheels, such as the GT2, GT3, and CSR.
* Fixed the Fanatec CSS so that it works correctly in sequential mode.
* Fixed the Fanatec CSP pedals to save the calibration correctly if player calibrated only pedals.
* Fixed the Fanatec CSP ABS rumble.
* Fixed the Fanatec CSW handbrake.
* Game Pad - Tilt Control support implemented to allow controller tilt to be used to control the vehicles.

Vehicles
* Adjusted handbrake strength on vehicles which are equipped with handbrakes.
Fixed an issue where the rain wipers’ state did not reset correctly when restarting a session.
Fixed an issue where light glows from a vehicle behind the player would sometimes appear in front of the player.
* Fixed fuel pressure gauge calibration in several cars.
* Fixed an issue where a white border would at times appear around the brake light glow of certain cars.
* Ford Mk.IV – Improved the collision model to prevent vehicles wedging in under other vehicles.
* Formula Gulf, Gumper Apollo, Formula Rookie - Fixed and issue with the livery sets that caused the livery selection to display wrong liveries.
* Lykan Hypersport -Statistics updated to latest manufacturer specification.
* Lotus 72D - Improved handing characteristics, exposed bump stops to be adjustable in the vehicle setup, reduced cold sensitivities of the slick tyres, adjusted the AI speed, wear and rain tires to match the player’s experience.
* Karts - Reworked the Karts optimization to help address performance drops with a lot of Karts on track.
* McLaren 12C GT3 - Adjusted the vehicle pose to more closely match the real car.
* BMW M3 GT4 – Improved the accuracy of the levels at which the oil and water temperature warning lights will activate.
* Ford Escort RS1600 - Improved the collision and wheel contact model to prevent climbing over other cars in collisions.
* 250cc Superkart – Improved the default setup to address controller issues on higher speed tracks, and improved the AI handling.
* Lotus 49 – Improved the AI handling of the vehicle in corners and in close racing.
* Pagani Huayra - Reduced fuel consumption to around 3mpg in hard track use, and improved cooling to prevent engine overheating.

Tracks
* Bathurst – Removed cones in the pit lane that was causing cars to get stuck.
* Watkins Glen – Fixed a number of accuracy issues around the track.
* Lemans 24h – Improved the race line at a few corners to keep the LMP cars off the curbs as this was causing the cars to lean over on two wheels.
* Silverstone National – Vehicle grid placement reworked to more closely align with the painted start boxes.
* Hockenheim (various layouts) – Reworked the wet weather reflection mapping to address incorrect object reflections.
* Willow Springs – Fixed an issue where the vehicle could drive through the barriers when exiting the pits.

GUI
* Driver Network Profile - Visual tidy up to improve usability.
* Fixed an issue where very thin lines would not always appear.
* Added support for better info display on the Community Events page.
* Fixed the issue where HUD customization was not saved on exiting a session.
* Fixed an issue where the Potential Lap time display on the Lap Info board would be inconsistent with the sector times being displayed.
* Monitor/Spectate mode - Fixed an issue where the vehicle being viewed would automatically reset to the player’s vehicle on leaving the monitor screen.
...
 
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