I wanted to hear if anyone here has tried C.A.R.S., a racing sim that just went public (alpha not even beta). They plan to release in about 12 months time.
As far as I know is made by a community but mostly by people from Slightly Mad Studios and others. They have close to 7000 members at this time.
Their site is http://www.wmdportal.com/
The sim/game is made with parts from Shift 2 as also is using part of ISI's Gmotor2 Physics engine. Graphics are mostly from Shift2 with DX11 possibilities. Physics, Tiremodel and FFB are their own. (so they say :-))
They are now looking for "partners" to join them (for a fee) to help develop/test the sim.
Currently they have a single player up with (bad) AI and a few cars, like 2 radicals, 2 Audis (R18 and DTM) 4 older formula 1s and one newer formula car. Two real tracks, Watkins and Imola and one test track. They have also signed contracts to laser scan a few english tracks like BH, Oulton Park, Snetterton and ithink also Cadwell Park. A few more cars are in development like the Atom, Caterham etc. They plan to release a server.exe file so it might be usable for dMr.
The fee to become a Junior member is a onetime â,¬10. That gives you access to monthly builds. Add another â,¬15 and you will get weekly builds. As I understand this will give you the game when finished.
First if you don´t have a good machine (i7+good gfx card or similar) it will struggle with the top graphic levels. With tripple screens at 5000 something my PC grinds to a halt. They don't have LOD at the moment so this will get better in time. They are also planning tripple screen and TrackIR support.
They are testing different FFB systems now so if you try it and owns a G2x wheel, make sure you try the cars_FFB.exe too. Not only the one that is linked to by the installed shortcuts.
I think they have a big potential due to their development structure, and I think any sim junkie should join them, support them, and try to make it as good as possible.
I saw a single seater vid for this a week or two ago, looks quite impressive graphically. I enjoy Rfactor (ISI), but I'm not sure if it's a good physics path for a new startup to be taking, it really does have some serious limitations compared to LFS. And Shift 2, that is pure arcade racing is it not? Still, this might be one to watch.
It appears to need too much grunt for my computer. Interesting You-Tube vid, looked as if it was racing on really narrow roads. Lets see how it goes
looks very much like grand prix legends
might give it a go though
ps 1000 posts lameduck nice
A lot has chenged since my last report so I want to give a few impressions, but first I want to list the current content.
Tracks
In-game Modern Tracks
- Bathurst - Mount Panorama
- Bologna (Reverse)- Imola
- California Raceway - Willow Springs
- Belgian Forest Circuit - Spa Francorchamps
- Connecticut Hill GP (Short) (Reverse) - Watkins Glen
- Loire 24 - Circuit de la Sarthe (Le Mans)
- Northampton - Silverstone
- Badenring - Hockenheim (both new and old configs) +Nat and Short
- Rouen
- Road America (cant remember ingame name)
- Derby - Donington
In-game Fictional Tracks
- Test Track
Planned Future Tracks
- Solitude Rennstrecke
- Nordschleife
- Brands Hatch*
- Oulton Park*
- Snetterton*
- Cadwell Park*
- Old Spa
- Monaco
* to be laser scanned
In-game Kart Tracks;
- Chesterfield
- Glencairn (Reverse) -
- Glencairn West (Reverse)
- Glencairn East (Reverse)
- Summerton
Cars
In game
The following cars are included the latest build of Project CARS:
Ariel Atom 300 supercharged (beta1)
Ariel Atom Mugen (beta1)
Ariel Atom 500 V8 '11 (alpha1)
Asano LM11 TDX: "Audi R18 TDI" (beta2) (Lemans)
Asano X4 Touring (beta2) (DTM)
Caterham Superlight R500 (Beta1)
2011 Formula A (Alpha1) (F1 current?)
Formula B (beta2) (F2)
Gumpert Apollo S(Beta1) (GT/Street))
Kart (alpha1) 125cc shifter kart
Shifter Kart 250cc "SuperKart" (alpha1)
Leonus F68 Cromwell V8 (beta2) (Lotus F1 49?)
Leonus F77 Cromwell V8 (beta2) (Lotus F1?)
Leonus F86 Pirault Turbo (beta2)(F1 turbo)
Racer L4-RS (beta1) (Radical)
Racer V8-RS (beta1) (Radical V8)
WIP
The following cars are being developed by the pCARS team, but are not ready to be put into the builds yet:
2011 BAC Mono (WIP)
Caterham SP/300.R (WIP)
Caterham Classic (not started yet)
2011 Palmer Jaguar JP-LM (WIP) (Coming 16.03?)
Here is something I posted elsewhere this weekend:
This weeks build is great. A few new tracks too. Donington and Rouen is looking good so early in. LeMans and Silverstone is still not finished but they are getting there. Spa and Bathurst is nearly there. Road America is also very usable.
Whats more, I finally understand how they do their FFB so I can set it up as designed. They are manipulating the Spring forces so both " Allow game to change settings" and "Enable spring in FFB games" must be ticked. The FFB is a mix of spring and normal FFB forces and it gives a very solid feel with enough variations to understand what the tires/car is doing. One problem I found with this is that at least on my setup, the spring forces are set by the slider in the profiler, so if you set them to 100 and lower the FFB in game, the mix is getting wrong so the spring forces dominate. I had to change the spring settings a few times to get the right mix. When that happened it felt great! Very solid and easy to drive. Nice feel over curbs and when sliding. I spent hours last night just driving and getting the feel for the different cars.
Looking forward to the new cars that are coming next week....
------------------
I have spent many hours in this sim today, and is starting to like it. Here is some impressions:
The tracks may not be laser scanned (yet) and the tire model may be "old school" (i don´t know). But it sure is fun to drive. The AI is getting better and it is possible to have nice races against them now.
When I got the FFB sorted, it all fell in to place. What I think is best in this sim is the safe feel when driving. Very LFS´y. You don´t feel like "falling of" all the time like in iRacing. The "butt clenching factor" is just about zero. One can concentrate on lines and racing . The car is stable and close racing is easy. To go really fast takes an alien here too, but us normal guys will get som good racing out of it. If you go too fast in you can either get a small slide that looses you time or a complete spin that stops you. Too early on the power might spin the tires and give you a tank slapper or a stable drift depending on power and car. Most cars on default setup is balanced to give a slight understeer under power and a slight oversteer when you lift. Thats usually how I like it.
The steering wheel also wants to be used a lot so small adjustments is usually needed. Feel over curbs and bumps is great, not unlike NKPro. Small bumps is felt in the steering wheel very well, but not as severe as the Skippy in iRacing. The bumps feels like bumps and not potholes.
The sim seems to simulate all the normal things like fluid temps, pressure, Tire temps, pressure, brake temps (with glow) and much more. There is a "Time of day" system with dynamic lighting, light on the cars and around tracks. Even stars...
Some tracks have leafs blowing up when cars drive over it and some have small stones/rubber on track that sticks to your tires and makes noises when hitting inside the wheel well. There is of course smoke and dust. Not sure about tire marks.
The graphics is very very nice if your computer can handle it, but performance has increased a lot lately. I now run tripple screen in 4000 something x 800, without HDR, and all the fancy DX11 graphics and get about 60fps. I use shadows on low, reflection on low, medium detail on cars and track and 4xAA and FXAA Low. The game is usable down to about 30 fps. The sound is also great. All in all very nice. I feel a new LFS coming on...
They are planning a Dedicated server in Java that can run on Linux, Mac and Windows. There will be a Matchmaker server (Master server in LFS terms) that lists available servers.
I expect that when the multiplayer is functional I will start to race in this sim on a regular basis.
Lots of new stuff coming tonight. FFB improvements, Palmer Jaguar. 6-7 new tracks. Maybe new lighting system.
Here is some pictures from earlier builds.
http://www.wmdportal.com/projectnews/project-cars-community-gallery-12/
Impressive GFX in those shots.
Been playing CARS for a few months now and am loving it. The 68 Lotus is to die for. Gets better every week.
AAnt
Yes, and I love the the Atoms and the Radicals too. Build 179 is out now.
http://www.wmdportal.com/projectnews/take-a-country-drive-with-build-179/
Important features to know about:
- Time of day system with time acceleration.
- Dynamic weather system. Start in sunshine, let it change to overcast/misty and back.
- Dynamic track, with small stones, rubber marbles, leafs etc.
- Decent physics, Feels like NKP over curbs and off track.
- FFB is now without any canned effects (new as of last week so all cars not fine tuned yet.)
- Very solid (LFSy) feel to the handling/ffb of the car. Not on the edge as in iRacing. Very race-able.
- Performance is way better now than before in case you have heard complains of performance earlier (I run tripple screen with Q9550and HD5870)
- Multiplayer (with Dedicated Server in Java) is under development
- New members may not get in when funding is complete. May happen soon. (1-4 weeks)
Here is another gallery:
http://www.wmdportal.com/projectnews/project-cars-community-gallery-13/
Been following this thread/game as it looks like it has great potential, particularly as it will be issuing a server.exe file for the community. I also love the development structure, great idea!
SENIOR MANAGER (25000 â,¬)|Can CREATE NEW project-specific forum threads, Can PM developers, GAIN a dedicated sub-forum, Can ATTEND meetings, Can play ALL builds, Can access Game Scripts|VIP treatment at Track Days, Receive a free copy of the released game, Get an opponent named after you (and have your face mapped onto that opponent optionally), Two in-game advertising boards for your use, Two custom car liveries created for you, Have your logo in-game as a pre-selectable car vinyl/decal, Access to exclusive car(s), Access to exclusive track(s), Discounted micro-transactions and further content
MANAGER (1000 â,¬) |Can CREATE NEW project-specific forum threads, Can PM developers, Can ATTEND meetings, Can play BI-WEEKLY builds, Can access Game Scripts|Priority access at Track Days, Receive a free copy of the released game, Get an opponent named after you, One in-game advertising boards for your use, One custom car liveries created for you, Have your logo in-game as a pre-selectable car vinyl/decal, Access to exclusive car(s), Access to exclusive track(s), Discounted micro-transactions and further content
SENIOR (100 â,¬) |Can CREATE NEW project-specific forum threads, Can WATCH meetings live, Can play WEEKLY builds|Can attend Track Days, Receive a free copy of the released game, Get an opponent named after you, Access to exclusive car(s), Access to exclusive track(s)
FULL MEMBER (45 â,¬) |Can CREATE NEW project-specific forum threads, Can READ meeting minutes, Can play WEEKLY builds|Receive a free copy of the released game, Get an opponent named after you, Access to exclusive car(s)
TEAM MEMBER (25 â,¬) |Can CREATE NEW project-specific forum threads, Can READ meeting minutes, Can play WEEKLY builds|Receive a â,¬25 discount towards the released game, Get an opponent named after you, Access to exclusive car(s)
JUNIOR (10 â,¬) |Can REPLY to project-specific forum threads, Can READ meeting minutes, Can play MONTHLY builds|Receive a â,¬10 discount towards the released game
It is important to note that they have announced that there may be a change in company structure due to a possible full funding soon. If that happens they will not allow any new users until the game is released. No change for existing members.
The game was originally started development as a "Free to play" game where you could buy more content online, and with a first release in late 2012. This has been changed now (forum poll) and they are going to release the game as a finished product with a lot of content, and therefore the development time is now longer. As far as I know, they plan release in the beginning of 2013.
Nice video of the upcoming environment tweaking tool "Live Editing Suite"
http://www.youtube.com/watch?feature=player_embedded&v=OQ1lzM1S740
Quote from: vobler;347566Nice video of the upcoming environment tweaking tool "Live Editing Suite"
http://www.youtube.com/watch?feature=player_embedded&v=OQ1lzM1S740
Looks good, but lol @ the moving front wheel!
More eyecandy showing some detail:
http://img35.imageshack.us/img35/5541/pcars2012032911142216.png
http://img15.imageshack.us/img15/8099/pcars2012032911190482.png
http://img12.imageshack.us/img12/5850/pcars2012032911300356.png
And yes, all parts are moving. (on cars that has reached that development stage)
Even though the last builds has seen an improvement in FFB, word is that the Build this Friday will have a completely new FFB system. At first they are showing all parameters so anyone can tweak them to their liking and after some testing they will fix some settings to make it easier to adjust.
There are still going to be some issues due to problems with the current tire model, but the new model is coming along nicely.
The multiplayer is also getting along nicely and they are talking about testing soon. Not for everyone in the first tests, but as soon as everything is up and running they will release the it for a larger test audience.
New WIP cars lately: 3 Mitsubichi Evo's, FFord 1600, Caterham 300, Caper Stock car
New WIP tracks: Too many to list (can't remember :))
Some more user pics
http://www.wmdportal.com/projectnews/project-cars-community-gallery-16/
Current leader in the Gamer trailer competition:
http://www.youtube.com/watch?v=6w2QyxgfMkU
Looking forward to trying this. Fingers crossed!
I have had quite a few laps on this now and it really is shaping up nicely.
The feel of the throttle control is just right (after a few off's !) and the same with the brakes, too much brake.... arrgh smoke and death everywhere but when its right its a great feeling to see the nose dip a fraction and a bit of light squirrelling then hit the apex just right, okay o'll admit i have only managed that once and on the way out of the corner i floored the BAC Mono in 2nd resulting in a ballet move of such elegance d'arcy bussell was smiling right up until i sandwiched her between the car and the tyre wall !.
I have the member package and think the news that some ffb work has been done is spot on, i have been strugging with the steering a bit just can't seem to find the right sensitivity to suit at the mo so the ffb overhaul is welcome indeed.
Also the news about some different cars coming is great as it does seem there is a tendency to feature cars designed solely by Mad Jack McMad the BAC Mono being a point !.. man i love that car but its a beast, after 30 laps or so i was about still 12 seconds off the best lap time and not getting any nearer, some kind of idiots setup guide as to what works on different tracks/conditions would be awesome for me, as usually i'm an "out the box" type driver, but i reckon as this game progresses further towards release some serious tweaks will be required to really get competitive.
in game Fatbob shout me if ya see me !
Quote from: FatBob;349848in game Fatbob shout me if ya see me !
Will do!
Here is my stats: http://cars-stats.wmdportal.com/index.php/profile?user=280
Member package here too, but not had time to run the beta releases yet. :(
Three new cars announced today:
http://www.wmdportal.com/projectnews/slightly-mad-studios-pagani-announce-partnership/
Looks like i will be getting some more time with my friend "the trye wall of death !"
Quote from: FatBob;349921Looks like i will be getting some more time with my friend "the trye wall of death !"
.... and in the game.
Just a quick update on todays build. FFB is much better now. Tweaking this and with a more dynamic tiremodel, the game will become one of the standards in the industry. I am convinced that this is going to be good. :yahoo:
Oh and the Zonda R is in it too!
This weeks build takes the FFB to "Good!". All cars are a joy to drive now, but need some "by car adjustments" and I expect that to come very soon. After that a new dynamic tire model and we are there.
Now is a good time to join!
Eleven different Fords to be available in Project CARS
London, May 30, 2012: Slightly Mad Studios are proud to announce they have signed a licensing agreement with the Ford Motor Company that will allow eleven iconic Fords to be included in the company’s WMD-powered Project CARS title.
Project CARS players will get to choose from eleven famous Ford models within Project CARS, ranging from powerful muscle cars and iconic sports car racing machinery to modern street & racing cars.
1966 Mustang 2+2 fastback (foundation trade dress for 1966 Shelby GT350)
The 2+2 Fastback was one of the first Mustangs that helped build the iconic name Ford’s range of Mustang models has today.
Powered by a Ford 289 K-Code V8 engine putting out 274hp, the car was also the base for Carrol Shelby’s GT350 model.
1967 Ford MK IV
Better known as the GT40, the MK IV was the fourth evolution of Ford’s legendary sports car racing challenger. Powered by a seven-liter V8 engine, the car went on to win both the 1967 Sebring 12 Hours & Le Mans 24 Hours in the hands of Bruce McLaren, Mario Andretti, Dan Gurney & AJ Foyt.
1972 Escort RS1600
The RS1600 was the sport version of Ford’s Escort Mark 1 that was build from 1968 through 1974. Powered by a 16-valve Cosworth BDA engine, the car featured a sport suspension and strengthened bodyshells that made the RS 1600 a long-time favorite for amateur racing & rally drivers.
1980 Capri (Group 5 â€" Team Zakspeed)
Built by Team Zakspeed, the Group 5 version of the Ford Capri was one of the most extreme Ford race cars ever built. Powered by a twin turbo-charged 1.4 liter Cosworth BDA engine, the car predominantly raced in the Deutsche Rennsport Meisterschaft, being driven by legends such as Klaus Ludwig & Hans Heyer.
1988 Sierra RS500 Cosworth (Group A)
Designed to the FIA Group A regulations for touring cars, the Sierra RS500 Cosworth successfully competed in the 1987 World Touring Car Championship where it narrowly missed out on winning the title. The car also proved to be very successful in national series such as the DTM where it clinched the title in 1988.
1997 Mustang Cobra (SCCA Trans-Am)
The Ford Mustang Cobra has made the Trans-Am history book as the series’ most successful race car of all time. The car completely dominated the 1997 season, winning all 13 poles & races.
Built by Roush Racing, the Cobra weighed 1400 kilograms, using a pushrod V8 engine & five-speed gearbox.
2012 Fusion NASCAR Stock Car
The Fusion is Ford’s weapon of choice for NASCAR Sprint Cup, helping the Ford Motor Company to two runner-up titles in America’s most popular form of motorsport in 2008 & 2012.
The Fusion stock car weighs 1700 kilograms and is powered by a mighty V8 engine built by Roush Yates, putting out more than 850hp. The car is being driven by famous NASCAR superstars such as Carl Edwards, Matt Kenseth & Gregg Biffle.
2012 Focus ST
The 2012 ST is the all-new top range model of Ford’s Focus model range. Powered by a 2.0-liter twin-cam 16-valve EcoBoost four cylinder engine that provides 247hp, the Focus sprints from 0-60 in just 6.5 seconds.
To go along with the impressive performance, the car is equipped with plenty of sport features such as aluminum pedals, Recaro sport seats as well as Ford’s Sport-Steering system.
2012 Focus ST (BTCC)
The Focus also has a presence in the British Touring Car Championship as Redstone Racing campaigns the Ford Focus ST touring car built to the Super 2000 regulations.
The car showed lots of promise in the early parts of the 2012 season as Mat Jackson was able to clinch two race wins at Donington Park & Thruxton.
2013 Falcon FG (Australian V8 Supercar Car of the Future)
Ford is one of two manufacturers involved in the hugely popular Australian V8 Supercar series. For 2013, the series will be switching to a new platform of cars, designed to be more cost effective and to offer better safety features.
The Falcon FG will be Ford’s challenger starting with the 2013 season as the company will try to add to their five manufacturer titles clinched in Down Under since 2003.
2013 Ford Shelby GT500
Bearing the name of the late Carroll Shelby, the GT500 is the most powerful factory-made Ford Mustang ever built.
Powered by a supercharged 5.8 liter V8 engine putting out 650hp , the GT500 exceeds a top speed of over 310kph. The raw power is controlled by the finest technology as the car is equipped with Brembo brakes and Bilstein suspension.
The Fords will be available to drive in Project CARS later this year. WMD members will be able to take a virtual test drive once first versions of the cars have been completed by using the regular development builds of Project CARS. To shorten the waiting time, WMD members get to follow every aspect of the car development process on the WMD forums, from the first steps to the finished car out on track.
Slightly Mad Studios’ WMD-powered Project CARS title will feature no less than ten iconic Lotus race cars thanks to a partnership with the Classic Team Lotus company.
http://www.wmdportal.com/projectnews/classic-lotus-race-cars-coming-to-project-cars/
The car portfolio is beginning to look really nice! :thumbsup:
Progress on this is still good, No multiplayer yet, but we have Ghost cars now, (seems to me that this is their first step toward multiplayer)
Here is a recent fan video:
http://www.youtube.com/watch?v=MnkxcJIpqlg
ooof, that likes nice. Think I'm going to need to upgrade my gfx card again!
Cheers Vobler, it's looking good :thumb:
Just found this on the LFS forum.
----
An interview of Andy Gaton to ISR at the GamesCom. Everyone should see it to understand what PCARS is about and what PCARS is intended to be as a Race Sim...
Just a quick note.
Multiplayer testing has started. Not for "Senior / Full / Team / Junior members" yet. But soon I hope....
I just spent some time driving around Silverstone (Northampton) in an F1 Renault '98 Turbo and had an absolute blast. It is the first sim ever to give me some idea of what the Maggots>Becketts>Chapel corners are like, it felt *just right*.
If you have this game, try it, I'm sweating from the effort of the FF but the circuit and car provides huge fun and an even bigger grin. :biggrin:
This game got fully funded through crowd-sourcing and is scheduled for release in 2014. FatBob and I were talking over this one a bit at the LAN and it prompted me to reinstall it on my new system and having spent a few hours on it today I can confirm that it looks bloody marvellous!
This game will have a DEDICATED SERVER file so we will be able to run a dMw server on our own hardware when the game gets released over Steam.
I updated this last night and spent some time driving around, it really is becoming quite a good Sim. Can't wait for the multiplayer.
Ant
Re a discussion on TS in the LFS channel tonight: yes you can stall the car! This video is from about a year ago:
Quote from: atomant;377220I updated this last night and spent some time driving around, it really is becoming quite a good Sim. Can't wait for the multiplayer.
Ant
There is Multiplayer now.
Edit:
I have been following this since the beginning. I still think this is a good bet for dMr. We all would like to see the development go faster, but they are working hard, releasing new builds every day. When it is released, I think it WILL be good. But it will take some more time.
It is looking good, sadly I never heard about it until after the buy ins were stopped so have missed trying it out, the only one thing that concerns me (although going by Youtube videos physics are extremly hard to judge) is the grip levels seem rather high. I first noticed it fairly badly in a vid showing the Zonda R in the rain, the guy was coming out of low speed turns stamping on the gas and redlining it through the gears without hardly any traction loss. now I don't know if this is down to people using driving aids, the vids being older builds etc. Just wondering if one of you could give me your thoughts on grip levels?
Quote from: TeaLeaf;377232Re a discussion on TS in the LFS channel tonight: yes you can stall the car! This video is from about a year ago:
Thanks TeaLeaf, looking good :D
Quote from: vobler;377250I have been following this since the beginning. I still think this is a good bet for dMr. We all would like to see the development go faster, but they are working hard, releasing new builds every day. When it is released, I think it WILL be good. But it will take some more time.
I think we can be pretty certain that we'll be trying to have a dMw server up from day 1 to try this out for the community. You're right there's a lot of work still to be done, but the positive news is the continuous stream of daily/weekly builds and the very forthcoming devs that seem to live & respond on their forums. It's quite rare to see so much interaction between the community & the devs during game development and it's a really positive sign imo.
load up the last build with BH at night and enjoy!
Quote from: vobler;379353load up the last build with BH at night and enjoy!
Thanks for the heads up, with Assetto Corsa being on my mind so much, I keep forgetting I have a LIC for CARS. I'll go update now, nut I'm only a Junior member so I might have to wait to first Friday in Jan.
Cheers Vobler.
Project cars has confirmed a release date of November 2014
Quote from: Snokio;383651Project cars has confirmed a release date of November 2014
Yay, I got one of them in my Steam library too! 2014 is shaping up to be a great year :thumbsup:
[video=youtube;zBLMscFP5ec]http://www.youtube.com/watch?v=zBLMscFP5ec[/video]
Its looking good! :ohmy:
Wow!
If they drive as good as they look............:racing:
I may invest my pocket money/pension :rolleyes:
Just for your Info in this AC times;
pCars has Join in Progress more like it is in LFS
Join while game is in progress feature (JIP)
We have just added and activated a "Join in progress" feature to multi player games. The feature is new and incorporates large changes so it is possible there may be "teething troubles".
We have included a command line switch to deactivate the feature if it causes the community issues. The command line switch is "-disablejip"
Here is a bit about how what the new feature does:
If you create a multi player race and enable a qualifying or practice session, then while you are in the practice/qualify session other players can join in with your game even while you are on track. As soon as the session moves on to a race session players can no longer join and the behaviour is the same as normal.
I have done a lot of testing of the system and hope that it does not cause any trouble for the community.
Well it's a step closer and proves they know closed servers are a problem.
Mid-May 2015 is the expected release date and a ton of work has gone on in the mean time. Dedicated serve files are out (early ones) and we'll try to spin up a server asap.
Excited by this game, it even sounds awesome.
http://store.steampowered.com/app/234630/
Did you see the devs demonstrate the game for 2 hours in the recent charity stream? http://www.specialeffect.org.uk not sure if its available for catch-up watching
No, I missed that, but I have been tracking this game for a couple of years now and am pleased to see us approaching release (finally)!
The fact that it has a dedicated server is a huge plus for us and we'll try to spin one up as soon as we can when decent files are released.
If anyone doubts the capability of this game, pick a fast car and pop over to the Silverstone track and take a swing through Maggotts, Becketts and Chapel. It's the only game I know that gives me a 'reality' feeling through those corners. Awesome! :racing:
I just pre-purchased Project Cars. £28 on g2play.net for the Limited Edition + Modified Car Pack PRE-ORDER Steam Key. £39.99 on Steam for just the Mod Car pre-order pack. This looks awesome and they are trying to get it out on the 7th May!
How does this play with a 360 controller? I'm assuming as it is coming out on consoles too that it should be perfectly playable on gamepad.
Is there anyone who has played this and Forza who can say how similar they are? I am hoping this is like a PC version of Forza.
I wasn't on the beta but I've seen a demo of the game playing with a controller and even a TrackIR. I think it's going to be as complex as Live for speed for the Sim lovers and as playable as Forza for the console gamers. At least that's what I'm hoping for.
Got my Steam key last night and installed but not played it yet.
Pre load is out so thats on the DL
Yep, I was worrying g2play.net were going to cancel the order, it was sitting there without a steam key allocated until this yesterday. Given they only charged £27.99 for the Ltd Edition and Steam have it on there for £39.99, I thought perhaps g2play had been dodgy dealing again. Anyways, all good, and downloading now.
https://www.youtube.com/watch?v=pPnPJXE2fhw - this is the release trailer, pump it up to 1440p in YouTube and enjoy, all in game footage!
Damn it.
Is there any hope at all that I could tell Steam support that I meant to add my PCars key as a gift rather than directly to my account for my own use? Any hope as long as I don't start the game? After reading the PC Gamer review just now I realise that the game is not really properly playable with a gamepad and I won't enjoy it. I should have waited for reviews so it's my fault.
I was slightly surprised by PC Gamers review considering it's also coming out on console. Unless the console versions have better gamepad support which they didn't bother porting to the PC version.
It will be playable with game pad (might need to look on there forums for some recommended settings) but it should be fine.
Car handling with a gamepad (360 controller) is abysmal. I have messed with the settings and it never feels right. Also, from time to time, after moving the left analogue stick left and letting go, it continues to veer left. I decided to try Grid Autosport to check it's not my gamepad but that game plays fine with my gamepad - no issues. Even after messing with the deadzone makes no difference. There is definitely something wrong. The handling in general though is just rubbish with a gamepad.
PCars sits somewhere between arcade and sim, like Forza but feels like a really really poor man's Forza.
I'm struggling to understand how you decided all that in a few hours play on day 1 of release possibly with little setup on the controller.
I suggest giving it a chance, personally after playing 3 Forza titles on the XBox that PCars looks and feels equally as good if not better.
Ignore me, I'm just a fussy old ******* :)