Project Cars Xbox - Official topic

Project Cars Xbox - Official topic

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Looket

688 posts

121 months

Thursday 25th June 2015
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I used papahets settings and went from there. To me the karts are fairly disgusting still but atleast semi-driveable and winning is mostly about trying to smooth it around the track while staying off the grass.

Steering deadzone: 5
Steering sensitivity: 50
Throttle deadzone: 0
Throttle sensitivity: 30
Brake deadzone: 0
Brake sensitivity: 30
Clutch deadzone: 0
Clutch sensitivity: 85

Speed sensitivity: 70
Controller filtering sensitivity: 0
Force feedback: 100

Input mode 3


555 Paul

782 posts

149 months

Thursday 25th June 2015
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I've found another bug in the game and it's to do with the pits at Oulton Park again. In the 2nd race of the Ginetta championship I make a mandatory pitstop and as they drop it off of the jacks the car goes through the floor and as you exit the pits the tyres are all showing as red and you have no grip and lots of scraping. I have tried the race several times now and it happens on every occasion.

Looket

688 posts

121 months

Saturday 27th June 2015
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I find that the AI is ridiculously inconsistent across different race sessions. A stonking lap time during practice will usually only put me somewhere in the top-10 but give me pole by a huge margin. Not quite sure what's up with that.

And then there are the different classes. I went from very competitive in the karts and Caterhams to being nowhere in the Focus and Megane. I just find myself making a couple of places up at the start, and then watch the rest of the field disappear into the distance as I do my best imitation of Trulli.

But what I find most mind boggling are the bugs. Most of them seem to be related to the 'skip to end of session' feature. During practice it usually means atleast one AI driver will do a bit of a blinder of a lap. For example, in the Caterham at Silverstone I drove a high 1.13 that I was quite happy with. I'm sure with a steering wheel and more skill you can shave a good couple of seconds off it, but after I skipped to the end of the session one AI driver had posted a 45 second (!) lap.

In the races the bug seems to work in the opposite direction. I gave up trying to wrestle the Focus so after a couple of laps I skipped to the end of the session. At the time I was running 5th about a mile behind the leading pack. Only a 6 lap race, a couple of laps in already, each one being in the 1.30 territory. Yet I won by roughly 35 minutes.

I really like the game but it just feels a bit broken. The bugs and inconsistency of the AI take away a lot of excitement from the career mode, especially so as you're forced to drive utterly rubbish cars just for the sake of it. Realism or not, I don't enjoy wrestling an understeery, wallowy, FWD, slow-as-pigst-Megane. I much prefer to wrestle something like a slow, oversteery, difficult-to-get-right Caterham. The former is just frustrating whereas the latter is incredibly satisfying.

555 Paul

782 posts

149 months

Sunday 28th June 2015
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it's really frustrating and I won't even contemplate project cars 2 due to how slow they are to fix the bugs in 1! They need to fix this version before even thinking about the next version.

papahet

138 posts

129 months

Monday 29th June 2015
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Since the update I actually put the controller settings back to default and went in to the vehicle settings and slowed the steering ratio. I found this made a big difference in being able to apply any opposite lock and it has made turn in much smoother...I guess the slower steering sort of smooths out the sensitivity of using the control sticks and makes the ratio between stick movement and wheel movement more progressive. It still is not going to give forza style drifto sillyness but I can lay down some nice laps.

I was playing with auto gearshift but now play with it in manual. This has made a massive difference to the gameplay. I always found the auto shifting to be not very intelligent so it was hard to slow the car, would go down to many gears or sometimes not enough, would not short shift where you want to control wheelspin etc. With manual gears it is much easier to play with weight shift, I can hold gears or short shift at will etc.

I would like to see the laptimes in the online games reset and stricter track limits imposed. For example following the top time ghost on Hockenheim a few weeks back and the player could basically cut straight across the inside of the curbs on turn 1 and let the car run clear off the track on the exit and still set a time.

This game is so close to being motorsport brilliance but I think that by the time it is fixed Forza 6 will be out and kicking its arse. I will certainly be thinking twice about buying any DLC for PCars.

PowerslideSWE

1,116 posts

138 months

Monday 29th June 2015
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RB Will said:
And woo-sa woooo-sa.
Doing the Bathurst 25 hour race (2 hour version) get 1hr 40 into it having a good old battle and 5 secs behind first and my engine let's go!

Must refrain from smashing Xbox.

In the bright side the way it cycles through 24hrs is lovely lol
Had a similar experience on a real time 500 mile race at Daytona a long time ago on Nascar 2003 on the PC, got wrecked on the last lap while figting for the lead, ended up on the roof, race over while in sight of the finish line. Had to refrain from wrecking the apartment to be honest. biggrin

So it seems PCars are worth a buy then.

555 Paul

782 posts

149 months

Thursday 2nd July 2015
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This game is becoming a joke now and I'm not happy. As mentioned the other day I had to abandon the 5 lap race of the Ginetta junior championship due to a bug where the car goes through the track surface after a pit stop and tonight it happened again in the 5 lap race at Donington due to the same issue.



How is this type of bug acceptable? The game is unplayable at the moment until they fix this bug.

Chicken Chaser

7,809 posts

224 months

Thursday 2nd July 2015
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Pcars isnt the only game to be released with bugs but it does have several issues. It could be brilliant but it shouldn't be released at a premium figure if there are whole load of game play issues with it. The same goes for the majority of Xbox one titles though, I cannot believe that we are now getting fewer games which are polished on release. Most seem to expect full prices for a beta.

Edited by Chicken Chaser on Friday 3rd July 09:38

555 Paul

782 posts

149 months

Thursday 2nd July 2015
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Chicken Chaser said:
Pcars is the only game to be released with bugs but it does have several issues. It could be brilliant but it shouldn't be released at a premium figure if there are whole load of game play issues with it. The same goes for the majority of Xbox one titles though, I cannot believe that we are now getting fewer games which are polished on release. Most seem to expect full prices for a beta.
I agree and I also don't agree with DLC content, you buy a game at x amount and then have to another x for "additional content". Project cars isn't finished and the patches are too slow in coming (it could be great) and I also feel cheated by Assetto corsa on the PC that I was an early access subscriber with "free" access to all DLC which they then back tracked on and I now have to pay just like any customer.....

Bring back the old days when you could buy a fully functional game with no hidden extra costs.

Rant over for today.

y2blade

56,112 posts

215 months

Tuesday 7th July 2015
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Patch 2.0 is out today:
Project CARS – Patch 2.0 – Release Notes

Performance Improvements
  • PC – up to 5% frame rate improvement when using Ultra settings
  • XB1 – up to 17% frame rate improvement in extreme conditions
Online & Community Events
  • Multiplayer search filter 'Skill' now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth.
  • Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’.
  • Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers.
  • Xbox One - fix attempt for a hard-to-reproduce issue where the game would at times freeze or crash when 8 or more players joined a session all at once.
  • Xbox One – fixed an issue that at times would prevent a player from establishing full connectivity when leaving a lobby and trying to reconnect to it.
  • PS4 – fixed an issue where, after the PS4 resumes from Rest Mode, no network features can be used.
Controls – All platforms
  • Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts.
  • Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds.
  • Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode.
  • Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached.
  • Fixed an issue in Force Feedback calibration that would prevent a player from setting "Soft Clipping (Half Input)" back to 0 after modifying it from the original value.
Controls – PS4
  • Thrustmaster T100 Force Feedback improvements.
  • Fixed the Force Feedback dynamics for wheels with physical steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and similar wheels.
  • Added a Motion Sensor controller profile.
  • Fixed a crash issue when disconnecting and reconnecting Fanatec wheels.
  • Enable support for USB keyboards to be used for in-game controls.
Controls – Xbox One
  • Built in protection to prevent unsupported controller devices from crashing the game.
  • Gear shifters – fixed an issue that prevented the selection of neutral when using an H-gate shifter add-on with a car that has an H-gate shifter in-game.
  • Implemented accelerator vibration on the gamepad right trigger to indicate when and how much the tyres slip under acceleration.
  • Madcatz wheel - fixed an issue where the switch on the wheel to change between 270 to 900 degree mode stopped functioning.
Physics & AI
  • Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced.
  • Adjusted the AI tyre wear rate to better match the player’s tyre wear rate.
  • Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts).
  • Adjusted the heating of slicks and rain tyres to more realistic levels.
  • Adjusted tyre temperature sensitivity on several cars.
  • Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry.
  • Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking
  • Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting.
  • Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying.
  • Fixed an issue where the AI would set impossible lap times during races with pit stops.
  • The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race.
  • Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate.
  • Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car.
  • Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field.
  • Fixed an issue that prevented the AI from pitting within the final 3 laps of a race
  • Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet
  • Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions.
Pitting, tuning, setups
  • Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres.
  • Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop.
  • Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated.
  • Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again.
  • Reworked the brake bias display information so that changing the values is more intuitive.
Tracks
  • Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars.
  • Track cutting tolerances reduced on all tracks where it was too forgiving.
  • Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks.
  • Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects.
  • Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier.
  • Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane.
  • Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits.
  • Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs.
  • Laguna Seca – improved the AI performance as they were running too slow in some sections.
  • Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float.
  • Bathurst - fixed a render issue with shimmering edges in parts of the track.
Career
  • Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career.
  • Fixed the unlock details for the Supercar Ardennes Club Day Invitational.
  • Fixed an issue where skipping the session during a race caused the player to move up in the session results.
Vehicles
  • Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session.
  • Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
  • Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy.
  • Lotus 98T – tweaked turbo to improve AI estimation of top speed.
  • McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used
  • McLaren F1 - Fixed an issue that caused the car to use the wrong default tyre compound.
  • Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer - Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI.
  • All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights.
General
  • Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts.
  • Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen.
  • Fixed an issue that could cause the game to crash while watching a saved replay.
  • Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered.
  • PS4 – fixed an issue that required the game to first restart after installing an in-game DLC before the DLC would be available for use.
  • Audio – rebalanced the volume of skid sounds to make them a bit more audible.
  • PC, Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences.
  • PC, D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected.
  • Updated the achievement "I am the 5%" to ensure that it can be achieved in non-Pro-modes as well.
  • Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails.
  • GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment.

This is the Make or break patch for me tbh.
I have had enough of it now, have gone back to GT6 and Forza series for my driving/racing gaming.

I game to relax, playing a broken game isn't relaxing...it is just leaving a bad taste now.

555 Paul

782 posts

149 months

Tuesday 7th July 2015
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just fired it up and there's no sign of a patch. Fortunately I noticed that I could change the pit stop strategy so that they didn't change the tyres and it meant that I could continue playing the game until they've fixed it.

Shnev91

179 posts

114 months

Wednesday 8th July 2015
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I will try this game again now that this patch is up. Will get my wheel out tonight I think.

555 Paul

782 posts

149 months

Wednesday 8th July 2015
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has the patch gone live yet?

y2blade

56,112 posts

215 months

Wednesday 8th July 2015
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555 Paul

782 posts

149 months

Wednesday 8th July 2015
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just fired it up and still no patch.

Tonymeister

4 posts

105 months

Thursday 9th July 2015
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Bought PrCARS on XB1 four days ago and, like many, hated it at first. I'm no noob, but I'm no hardcore sim racer either - somewhere inbetween (a lifelong player of games like Forza, Gran Turismo, Codemasters F1 games etc). I couldn't get the hang of anything and I probably restarted that first kart race 30 times before I could get around a lap without binning it. Finally got out of karts and was offered the Caterham thing, that took another maybe 4-5 hours of play to get to grips with. I'm playing with a controller, so I pretty much wrote the game off until I could pony up for a good wheel.

BUT I will say to those who were in a similar position: it gets better. I'm using similar controller settings to those written a few pages back and have gradually got into the swing of it and feel comfortable in most cars now. Finally, on day five, I'm starting to enjoy it and see the virtues of it.

One thing I'm still struggling with is braking distance. Is anybody else finding that the AI can consistently outbrake you? BMW M1s at Nurburgring Sprint for example, the first 1st gear chicane and I'm getting constantly blammed off the track by over-aggressive AI that are braking 50 meters later than me.

RB Will

9,665 posts

240 months

Friday 10th July 2015
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I have found that the AI can outbrake me on curver corner entries eg first corner at Brands and last one at Snetterton as I am always gentle to not unsettle the car but any straight braking zone its easy to outdo them

sc0tt

18,047 posts

201 months

Monday 27th July 2015
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y2blade said:
sc0tt said:
Smashed my xbox controller trying to play this junk.

Turned it on, the game pauses and plays, pauses and plays throughout the menu screen.

Then in game the sound is fine but the car doesn't move.

The video is physically freezing and starting again.

Reset the xbox and same thing. Now I can't play anything and have to repair a hole in the plasterboard.
The devs have posted a solution, the latest patch broke it.

new patch is on way to patch the patch patch


I'm off the Xbox version until further notice, it's broken
Is this still broken?

I need to buy a replacement pad but frankly won't bother if it is going to end up through the wall again.

y2blade

56,112 posts

215 months

Tuesday 28th July 2015
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sc0tt said:
y2blade said:
sc0tt said:
Smashed my xbox controller trying to play this junk.

Turned it on, the game pauses and plays, pauses and plays throughout the menu screen.

Then in game the sound is fine but the car doesn't move.

The video is physically freezing and starting again.

Reset the xbox and same thing. Now I can't play anything and have to repair a hole in the plasterboard.
The devs have posted a solution, the latest patch broke it.

new patch is on way to patch the patch patch


I'm off the Xbox version until further notice, it's broken
Is this still broken?

I need to buy a replacement pad but frankly won't bother if it is going to end up through the wall again.
Yes.
Wait for Forza 6

555 Paul

782 posts

149 months

Tuesday 28th July 2015
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I've given up playing it because the steering is dreadful if you're using the gamepad even with the settings recommended on this thread. Shame because it showed real promise and could have been good.