Project CARS Setup thread
Discussion
As everybody seems to be discovering, extracting the most from this game, whether in terms of controller setup or car setup, is a little more demanding than your average console racer.
I thought it might be helpful to have a single thread where we can share our setups.
As an Xbox controller user, I've had reasonable success with the following controller setup;
XBOX ONE Control Pad
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 = 90
Also, adjusting the steering rack to the slowest setting for each car helps a little too.
I could really use some help with car setups too as I hope this will help to make things easier.
I thought it might be helpful to have a single thread where we can share our setups.
As an Xbox controller user, I've had reasonable success with the following controller setup;
XBOX ONE Control Pad
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 = 90
Also, adjusting the steering rack to the slowest setting for each car helps a little too.
I could really use some help with car setups too as I hope this will help to make things easier.
I'm using a pad with all assists off and find the below the best setup by far!
Steering deadzone 22
Steering sensitivity 0
Throttle deadzone 0
Throttle sensitivity 0
Brake deadzone 0
Brake sensitivity 0
Speed sesitivity 80
Controller sesitivity 70
Force feedback 60
Controller input mode 1
Advanced Off
That said, many people have had issues with the steering locking suddenly, which can be resolved by setting 'steering deadzone' to 0 ...
Steering deadzone 22
Steering sensitivity 0
Throttle deadzone 0
Throttle sensitivity 0
Brake deadzone 0
Brake sensitivity 0
Speed sesitivity 80
Controller sesitivity 70
Force feedback 60
Controller input mode 1
Advanced Off
That said, many people have had issues with the steering locking suddenly, which can be resolved by setting 'steering deadzone' to 0 ...
http://forum.projectcarsgame.com/showthread.php?24...
I found this I've not tried these but from what I've read they are very very positive reviews of them for thrustmaster wheels on both tx and t300rs.
Hope it helps someone.
I found this I've not tried these but from what I've read they are very very positive reviews of them for thrustmaster wheels on both tx and t300rs.
Hope it helps someone.
I've found dialling back some of the settings helps with the dodgy handling. I'll certainly try fiddling around some more tomorrow.
Has anyone got a setup for a Shifter Kart that will make them drivable? They should be the easiest car in the game to drive, but they're the hardest ones I've found so far! They fly off the track at a moment's notice and disturbingly, often feel like they tramline and settle into a course that you can't correct, where they'll leave the track and spin. I'm not sure if this is a handling glitch or an extreme example of the 'full lock' issue people have described. I can't believe any of the developers have ever driven a kart, the way these fking things handle!
On the other hand, I had a go in the Grp A Sierra Cosworth. Oh my god. This is easily the closest to the real thing that a game has managed. The weight transfer! The gurgling, growling engine and popping exhaust! The handling, the pace! Even that doesn't handle perfectly or entirely realistically, but it's the best handling car I've found so far, outside of the superb Formula Gulf 1000, which is super-easy to drive.
Has anyone got a setup for a Shifter Kart that will make them drivable? They should be the easiest car in the game to drive, but they're the hardest ones I've found so far! They fly off the track at a moment's notice and disturbingly, often feel like they tramline and settle into a course that you can't correct, where they'll leave the track and spin. I'm not sure if this is a handling glitch or an extreme example of the 'full lock' issue people have described. I can't believe any of the developers have ever driven a kart, the way these fking things handle!
On the other hand, I had a go in the Grp A Sierra Cosworth. Oh my god. This is easily the closest to the real thing that a game has managed. The weight transfer! The gurgling, growling engine and popping exhaust! The handling, the pace! Even that doesn't handle perfectly or entirely realistically, but it's the best handling car I've found so far, outside of the superb Formula Gulf 1000, which is super-easy to drive.
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