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 Post subject: Project C.A.R.S.
PostPosted: Fri Apr 25, 2014 3:31 pm 
It's coming out in November, and from what I have seen so far ... WOW

This will be released for all platforms, PC, Xbox, and PS4.

http://youtu.be/4NSjfaSw4_M

http://youtu.be/mJzSB8dYpSo

http://youtu.be/FI8OTx0-PVc


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 Post subject: Re: Project C.A.R.S.
PostPosted: Sat Apr 26, 2014 9:15 am 
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I can't wait for November, been waiting for this since it was announced and been watching released footage with keen interest.
Even though they only have a few cars officially licensed I fully expect them to be spot on. The Le Mans cars look good, I just hope you can do the 24 hours race, hopefully with mid race saves though! The F1 footage I have seen makes me wonder what slightly mad studios could achieve with the F1 game licence rather than Codemasters, who since 2011 have disappointed me with the F1 games they've released, not that they are bad games but they just haven't seemed to iron out some of the long standing bugs never mind advance the series.
Also don't forget it is actually being released for the Wii U as well, which is the format I will be buying it on, I know it won't be on the standard of the PC game but it will still be amazing :)
Roll on November :)

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 Post subject: Re: Project C.A.R.S.
PostPosted: Sat Apr 26, 2014 4:39 pm 
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They've been advertising it for about 2 years now! So I hope it lives up to it. There's a lot more to a decent driving game than a massive car selection and nice graphics. Track/environment choice, driving mechanics, day/night and climactic conditions are what a game to me.

Also, a couple of slightly mad studios games in the past have been than enjoyable.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Tue Apr 29, 2014 10:05 am 
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This looks really good, that first trailer sold it. I definitely will be looking at getting this, but first I need a new console.


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 Post subject: Re: Project C.A.R.S.
PostPosted: Tue Apr 29, 2014 4:47 pm 
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http://www.youtube.com/watch?v=4Jc51w_VCzE#t=119

It looks better than real life :lol: 8O

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 Post subject: Re: Project C.A.R.S.
PostPosted: Tue Apr 29, 2014 4:53 pm 
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A lap round the old Spa-Francorchamps in the 78 Lotus
http://www.youtube.com/watch?v=Lk1juTp_gh8

I need to get this game!

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 Post subject: Re: Project C.A.R.S.
PostPosted: Tue May 20, 2014 9:55 pm 
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It is pretty, but terrible to drive. I gave up on it when I tried to drive the Lotus 98T round Donington on it, and found that there was absolutely no warning of when you were going to lose the back. You'd get 100% grip and then half a second later 0%, without it starting to lose grip.
If they are going to bring the driving physics to the level of the graphics, it will be amazing, but I doubt they will at this late stage. IMO if you already own Forza, or particularly GT6, this won't be worth getting on a console, as they are slightly less pretty but much better driving experiences.


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 Post subject: Re: Project C.A.R.S.
PostPosted: Fri May 23, 2014 8:24 pm 
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huggybear wrote:
It is pretty, but terrible to drive. I gave up on it when I tried to drive the Lotus 98T round Donington on it, and found that there was absolutely no warning of when you were going to lose the back. You'd get 100% grip and then half a second later 0%, without it starting to lose grip.
If they are going to bring the driving physics to the level of the graphics, it will be amazing, but I doubt they will at this late stage. IMO if you already own Forza, or particularly GT6, this won't be worth getting on a console, as they are slightly less pretty but much better driving experiences.


Sounds like they've been playing to much F1 from Codemasters for the F1 handling then ;)

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 Post subject: Re: Project C.A.R.S.
PostPosted: Sun May 25, 2014 12:01 am 
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Robbo-92 wrote:
huggybear wrote:
It is pretty, but terrible to drive. I gave up on it when I tried to drive the Lotus 98T round Donington on it, and found that there was absolutely no warning of when you were going to lose the back. You'd get 100% grip and then half a second later 0%, without it starting to lose grip.
If they are going to bring the driving physics to the level of the graphics, it will be amazing, but I doubt they will at this late stage. IMO if you already own Forza, or particularly GT6, this won't be worth getting on a console, as they are slightly less pretty but much better driving experiences.


Sounds like they've been playing to much F1 from Codemasters for the F1 handling then ;)


It's worse than that somehow. Literally spinning out at 3k in second on what was supposed to be power oversteer.


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 Post subject: Re: Project C.A.R.S.
PostPosted: Sun May 25, 2014 3:45 pm 
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huggybear wrote:
Robbo-92 wrote:
huggybear wrote:
It is pretty, but terrible to drive. I gave up on it when I tried to drive the Lotus 98T round Donington on it, and found that there was absolutely no warning of when you were going to lose the back. You'd get 100% grip and then half a second later 0%, without it starting to lose grip.
If they are going to bring the driving physics to the level of the graphics, it will be amazing, but I doubt they will at this late stage. IMO if you already own Forza, or particularly GT6, this won't be worth getting on a console, as they are slightly less pretty but much better driving experiences.


Sounds like they've been playing to much F1 from Codemasters for the F1 handling then ;)


It's worse than that somehow. Literally spinning out at 3k in second on what was supposed to be power oversteer.


I don't think any game can handle worse than F1 2012/2013. In Codemasters defence 2010 was pretty good and 2011 handled perfectly even if it wasn't anywhere near realistic. But at the end of the day a game should be fun to play. You can have a challenge getting it to be fun (setting up the wheel properly etc) but throughout all the hours I put into 2012/13 I never found it fun for more than a few laps.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Sun Sep 21, 2014 8:46 am 
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This is looking great - I'd recommend checking out some of the most recent trailers - they've put in options to make it more accessible based on your driving game experience i.e if you've come from F1 it'll be more tailored to that, the same if you've come from Need For Speed. Importantly though they've made it so you can go full sim mode if you want. Now if Sony would only let the PS4 work with my logitech wheel I'd be happy! Still not sure if they'll deliver on everything they're saying, but my curiousity has definitely been piqued.


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 Post subject: Re: Project C.A.R.S.
PostPosted: Sun Sep 21, 2014 9:05 pm 
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I'm still wanting to get it for the Wii U, even though it's been pushed back till next year and will be the least accessible version of the game (lack of a steering wheel being the point I'm getting at), I saw another post on a forum of what the Wii U version could look like and that looked stunningly realistic. Only thing that has annoyed me about this game is the delay of the Wii U version, I know some people (and many more from reading online) who put money towards this game specifically as the developer was bringing it to the Wii U and secondly at the same time as the other consoles, now that it's not some people think their money has gone on the other versions even though the PS4 and Xbox. One versions were announced long after the Wii U/PC versions when the PS3 /360 versions were cancelled.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Sun Sep 28, 2014 10:19 pm 
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Roll on next summer! This year is exams year, and I dont have a PS4. and I want to play some FIFA :) next summer I will sit back (or forward), buy a PS4, PCARS and DriveClub, and hope the G27 is compatible by then.

We all have dreams...

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 Post subject: Re: Project C.A.R.S.
PostPosted: Mon Oct 20, 2014 7:38 am 
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Just seen that this game has been pushed back again!

They've given a new release date of 20th March for Europe and Oz, but no N. America date yet.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Sat Feb 14, 2015 12:56 pm 
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Only around a month until release. Really looking forward to this, looks awesome from the clips they keep releasing. Hearing that the physics will be around or maybe even surpass GT6 which would be pretty impressive. About time we got a decent racing game for ps4 as well.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Sun Feb 15, 2015 9:45 am 
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Not sure it's that difficult to surpass the physics in GT6, which this will quite easily. I've been a backer since day one and have watched the project improve and grow over that time. It really is shaping up to be a fantastic RACING game. GT6, and Forza to some extent, are driving games. PCars aims to put racing at the heart of all it does, which in this age of multiplayer gaming is exactly what is needed. As a backer I get the PC version of the game for free but I'm seriously considering buying it on PS4 and Xbone as well just so I dont miss out on any of the racing series that I race on all three systems. I'm just hoping Fanatec release their much anticipated Xbone wheel rim for the CSW V2 before then, Anyway here's a few vids I made before Christmas to show some friends how it was shaping up, captured via FRAPS so it's not great and the youtube compression is it's usual bad self.

https://www.youtube.com/watch?v=Xo03ttMMAlQ
https://www.youtube.com/watch?v=SWqP3ADa-xk
https://www.youtube.com/watch?v=QuTdSBCUZ40
https://www.youtube.com/watch?v=EvdFDMYa_0U

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 Post subject: Re: Project C.A.R.S.
PostPosted: Mon Apr 27, 2015 2:30 am 
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So just about a week until project CARS is finally released. Got to say I'm pretty stoked- all reports pointing to it having the best physics and driving dynamics out there, apparently equalling if not bettering iracing but actually bring fun to play as well. I'm just disappointed it's going to be another 9 months or there abouts before the Morpheus VR rig is sold on the market, because project cars with a wheel and VR is probably about as close as we can get for now to actually racing these multi million dollar beasts

Edit- also 110 courses at 30 different locations and cars being added continuously

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 Post subject: Re: Project C.A.R.S.
PostPosted: Thu May 07, 2015 4:00 pm 
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I've been spending a lot of time on this recently, and it's growing on me a lot. It's still a step behind the likes of Assetto Corsa in terms of feel, but I could invest real amounts of time into it.
The career mode in particular is a joy. You start in karts, and work your way up the racing ladder, instead of the generic slightly faster car at each level type thing all the other games seem to do.

I did find it really odd (and it's a thing a lot of racing games do), that on cold tyres, there is no grip at all. There's more grip on a wet track than on cold tyres, and it doesn't make sense to me. It's not even trying to push on cold tyres, it's anything above half revs and it gives up trying to hold the road. Once the tyres heat up, you can pretty much save anything until the tyres wear, but in their initial phase, they feel really odd.


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 Post subject: Re: Project C.A.R.S.
PostPosted: Thu May 07, 2015 4:29 pm 
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@ huggy, good to hear man. Ive been watching quite a few streams on ps4. Grip levels is something i did notice people were bringing up.

How would you compare it to an F1 game?
Does race strategy play a major role?

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 Post subject: Re: Project C.A.R.S.
PostPosted: Fri May 08, 2015 9:59 am 
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Mayhem wrote:
@ huggy, good to hear man. Ive been watching quite a few streams on ps4. Grip levels is something i did notice people were bringing up.

How would you compare it to an F1 game?
Does race strategy play a major role?


It's a lot better than the Codemasters F1 games in all the areas that you would want (at least up till 2013, I've not played 2014 yet). A lot more difficult to play though, and it's not really a game you can play with a controller. The more assists you turn on, the less feel you get as to what the car is actually doing, and the less realistic the driving mechanics feel. It's going to be impossible to play with all the assists off with a control pad.

I've not done a race long enough to see how strategy plays out; I have mostly been doing 1 hour and 2 hour test sessions to see how the cars feel to drive. Tyre life is a big decider though, and the tyre indicator on the hub shows tyre temps, not wear levels, so it doesn't really help you manage the set. It's more down to how long you feel you can hold onto a set that determines when you pit for new tyres.


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 Post subject: Re: Project C.A.R.S.
PostPosted: Fri May 08, 2015 7:34 pm 
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huggybear wrote:
Mayhem wrote:
@ huggy, good to hear man. Ive been watching quite a few streams on ps4. Grip levels is something i did notice people were bringing up.

How would you compare it to an F1 game?
Does race strategy play a major role?


It's a lot better than the Codemasters F1 games in all the areas that you would want (at least up till 2013, I've not played 2014 yet). A lot more difficult to play though, and it's not really a game you can play with a controller. The more assists you turn on, the less feel you get as to what the car is actually doing, and the less realistic the driving mechanics feel. It's going to be impossible to play with all the assists off with a control pad.

I've not done a race long enough to see how strategy plays out; I have mostly been doing 1 hour and 2 hour test sessions to see how the cars feel to drive. Tyre life is a big decider though, and the tyre indicator on the hub shows tyre temps, not wear levels, so it doesn't really help you manage the set. It's more down to how long you feel you can hold onto a set that determines when you pit for new tyres.



Thanks for the comparison. Im leaning more towards F1 2015 next month myself. I like the variety of vehicles in project cars. Starting in go-karts and then progressing is a nice touch. That would be really interesting to see in a code masters F1 game. Wierd they dont have a tire wear indicator but you can tell by your lap times. Racing with a controller is the norm for me and i do pretty well. A wheel would definately help polish the driving though.

Theres a video on youtube of one of the more popular F1 game video posters playing project cars for the first time with all assist off (as he does in all his F1 vids) and it wasn't pretty.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Fri May 08, 2015 9:39 pm 
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Mayhem wrote:
Theres a video on youtube of one of the more popular F1 game video posters playing project cars for the first time with all assist off (as he does in all his F1 vids) and it wasn't pretty.


The F1 games are very forgiving, even with the assists off, because they were designed for consoles and ported to pc. You get a degree of smoothing along the analog movements because the travel on the control pad buttons isn't big enough to do a 1:1 ratio of movement (you notice this on console first person shooters a lot compared to pc shooters). To compensate for this, the game helps you out a lot where it shouldn't. PCARS is a lot less forgiving.


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 Post subject: Re: Project C.A.R.S.
PostPosted: Sat May 09, 2015 3:25 pm 
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Yep, been playing project cars for a couple of hours tonight, I've only completed two events in career and have been trying to find a control settings profile that I like. I've got it a lot better than it started, it was crazy twitchy and just about impossible at first, but I still don't have it perfect. I've started doing a few laps around bathurst in an evo (that's my usual tuning set up on games, so I get the most understanding from it) and I think it is going to take a while for me to get comfortable with this. I play exclusively with a controller on PS4.

It is definitely set up for wheel as default, which basically means the majority of people who buy it will simply crash a lot, get sick of it and quit. Weird move on their part.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Tue May 12, 2015 6:56 am 
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Blackhander wrote:
Yep, been playing project cars for a couple of hours tonight, I've only completed two events in career and have been trying to find a control settings profile that I like. I've got it a lot better than it started, it was crazy twitchy and just about impossible at first, but I still don't have it perfect. I've started doing a few laps around bathurst in an evo (that's my usual tuning set up on games, so I get the most understanding from it) and I think it is going to take a while for me to get comfortable with this. I play exclusively with a controller on PS4.

It is definitely set up for wheel as default, which basically means the majority of people who buy it will simply crash a lot, get sick of it and quit. Weird move on their part.


Have you got anywhere setting it up for the PS4 pad? I picked this up last night and quickly realised how difficult it is to enjoy playing with a pad. I've done mostly kart races so far and even those have been a struggle as I can't get a proper feel for what speed I'm at, and I'm almost constantly going into corners too hot and understeering massively away from the apex. I had a brief play with the settings but changing the steering sensitivity a little made no difference, so I suspect I'll have to be a little more aggressive. I just wonder if it's going to be one of those games that never really works with a pad, no matter how much the configuration can be improved.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Tue May 12, 2015 11:35 am 
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http://steamcommunity.com/sharedfiles/f ... =439605295

I started using this set up as a basis but reduced the speed filtering to 60 because I just couldn't get enough steering lock at high speed in the karts. That post has a good bit on information on what each of the settings do too. It's getting easier. A wheel would definitely be a lot easier, it's hard to react fast enough with a stick.

All I can say now is F@$& superkarts! But I will beat them eventually. I can't even put in a clean qualifying lap yet.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Tue May 12, 2015 8:22 pm 
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Spent some time tonight playing with the settings and thought I was getting somewhere, but as soon as I go back to the career mode and the 125 karts, it's just understeer city. Even tried adjusting stuff like the tyre pressures and camber and I still just cannot get it to turn in a lot of the time. As I only have an hour or two in the evening to actually play the game, if I end up spending most of that time just trying to get a good feel for it then I'm afraid it isn't going to be for me. But I'm not writing it off just yet!

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 Post subject: Re: Project C.A.R.S.
PostPosted: Tue May 19, 2015 2:24 pm 
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Jenson's Understeer wrote:
Spent some time tonight playing with the settings and thought I was getting somewhere, but as soon as I go back to the career mode and the 125 karts, it's just understeer city. Even tried adjusting stuff like the tyre pressures and camber and I still just cannot get it to turn in a lot of the time. As I only have an hour or two in the evening to actually play the game, if I end up spending most of that time just trying to get a good feel for it then I'm afraid it isn't going to be for me. But I'm not writing it off just yet!


For the karts, you have to point the front towards the apex and rotate the rear around.
For slower speed corners, this basically means shifting down as you are turning in (for 90 degree+ corners, shifting into first once you have the front at the apex works really well). For faster turns, feathering the throttle seems to help break traction and let you drift through corners.
Also note that the AI brake super early in the karts. The actual limits of what it can do far exceed what the AI thinks it can do. You can throw it around a lot more than they do.


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 Post subject: Re: Project C.A.R.S.
PostPosted: Tue May 19, 2015 10:56 pm 
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I've found using the default settings on the Xbone work fine with a pad. But like others have said the karts are a nightmare to control compared to more powerful cars. I found with the karts it's beat to brake really late on the corners, leave it in a higher gear than needed and use no throttle at all, downshift after the apex and only use the throttle when I'm almost straight again.

The 125 karts on the windy little tracks are the worst I've found so far, the 250's are much easier as you're back on full circuits. But unlike what was written above, I've found the karts really overateerey. I've used a RUF of some kind on a few track day events and although twitchy in a straight line, it's much easier to handle in the corners doing the normal downshifting, turning in and accelerating from the apex. And when I went onto a Hydra event, it handled so easily I could get pole at Monza on my first lap with the AI set to 70%.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Wed May 20, 2015 12:43 am 
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I've gotten pretty comfortable with the karts now. I've got mine set up to understeer at high speeds and have the break bias about 65-68% forward and 95% pressure. Just completed the superkart championship. I've found the best way to drive them, for my style anyway, is to brake massively late aiming basically directly at the apex. Turn just before the apex and understeer a little through the turn, once through the apex slowly apply power to transition from understeer to overseer through the rest of the turn and just hold the power on to accelerate away.

Longer races though my tyres do tend to overheat. But they heat up quicker at race start as well which let's me get a good lead and then ease off once they start to overheat and hold position until the end.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Thu May 21, 2015 6:38 pm 
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I really hate the Focus on this. Brake pedal goes to the floor, it steers like a ship, and it has bundles of power off oversteer.


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 Post subject: Re: Project C.A.R.S.
PostPosted: Sat May 30, 2015 6:30 am 
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so after a month I have only JUST discovered how to tune suspension and change fuel loads, that was frustrating the heel out of me. But now that I can I am dominating against level 60 opponents using a game pad, will probably increase the difficulty to 70 tomorrow. Also just finished my formula ford season and was invited to take part in le mans 24h, which I will do, but probably only do it at 48 minutes length.

So after a hard start where I almost returned the game after just a couple of days I am now completely obsessed. This game has sick a steep learning curve, but is so rewarding because of that too

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 Post subject: Re: Project C.A.R.S.
PostPosted: Tue Jun 09, 2015 10:46 pm 
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Turned it on again today after not playing for a bit, update for the xbone version which wiped all my saved controller settings, grrr! Got that sorted and finally finished the 250 kart championship, really hoping the next season has cars that don't get pulled off track as soon as 1 tyre hits some grass.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Wed Jun 10, 2015 7:54 am 
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That annoyed the hell out of me in karts as well, but it's a function of them having a locked diff (or that's what I put it down to anyway) so as soon as one Tue lost traction, the other just pushed the car off. I went formula rookie next, which is basically formula ford, they were awesome. Great grip and rarely have those random snap loss of control that happen in racing games because you can't feel what's actually happening. Races were incredibly close in FR as well

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 Post subject: Re: Project C.A.R.S.
PostPosted: Sun Aug 23, 2015 1:52 pm 
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This game is so realistic it's... scary.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Fri Aug 28, 2015 10:21 pm 
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I'm loving the different tracks in this game, but I can really tell which ones I've played loads before in games. I've got the AI skill at 60% at the moment as it seems a good level to not make it too easy for me but I can usually challenge for a first 2 rows in quali. First time out in a GT3 car at Luguna Seca rather than the usual local European tracks I've been on so far and I absolutely storm pole by 4.5 seconds!

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 Post subject: Re: Project C.A.R.S.
PostPosted: Thu Sep 03, 2015 2:30 pm 
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I am feeling very proud at the moment.
I was able to string together multiple laps in the Lotus 72!

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 Post subject: Re: Project C.A.R.S.
PostPosted: Sat Sep 05, 2015 11:36 pm 
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I've driven that one just the once and was appalling! It's got such a massive kick when the revs get high enough, the only way I could even control it was to drive around in too high a gear to keep the revs down. But of course that meant my times were shocking.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Mon Sep 14, 2015 1:27 pm 
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it was/is 40% off on steam this weekend. 3:30 left before the offer ends.


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 Post subject: Re: Project C.A.R.S.
PostPosted: Sat Sep 19, 2015 8:40 pm 
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I have it on Xbox One (my PC simply won't handle it). I put it aside for a while when I first got it because of the framerate problems - it's a lot better now but still get the annoying sound glitches - but in terms of handling, nothing comes close on the console - and this includes Forza 6 (which is a brilliant game - it looks 10x better but the handling physics are nowhere near as hard-core as those in Project CARS).

I can see myself flicking between them both from time to time - different things to offer. Smoother, better looking gameplay vs more hard-core sim.

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 Post subject: Re: Project C.A.R.S.
PostPosted: Sun Sep 20, 2015 9:20 am 
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Comparing it to Forza (only 5, not got 6 yet), the one thing I noticed straight away was the ridiculous amount of rumble/vibration project cars uses with the controller. Apart from how it absolutely kills the batteries, it doesn't have the same feel that I got from Forza 5 (which was one of the few redeeming features of what was a pretty bad game).

I guess it's more accurate that the whole controller shakes the way a steering wheel would, but I really liked in Forza how the vibrations were specific to each trigger button so you could feel the vibrations through them as you would an accelerator or brake pedal in a real car. For me this was more important than feeling my hands wobble as its the pedals that you can feel the grip with. It made it much easier to control the braking without ABS as well.

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