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bloops
Dec 31, 2010

Thanks Ape Pussy!

Leather Bear posted:

steering sensitivity - 35 or 40
deadzone - 5
gas and brake deadzone - 0
speed sensitivity - 70
control filtering - 60

controller mode 3


Works really well for me.

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Volkerball
Oct 15, 2009

by FactsAreUseless
lmao this game is ridiculously hard, but i feel like once i get dialed in, it's going to be awesome. might just be the type of car i'm used to racing from gran turismo, but i can wreck poo poo on higher difficulties in the GT and LMP series, but anything open wheel, i'm lucky if i can complete a single lap without having to shift into reverse, much less finish not dead last by miles on any difficulty. of course, the second it starts raining in GT and LMP, i start spinning all over the place too. maybe i'm just braking late and getting on the throttle early, and i'm used to getting away with it. gonna have to do some research to figure it out. already played this more than i played driveclub though.

Fargin Icehole
Feb 19, 2011

Pet me.
bought on xbone, doing kart racing. Doing pretty good so far, but honestly, Kart racing would be the one thing that invalidated laps wouldn't mean a drat thing.

bloops
Dec 31, 2010

Thanks Ape Pussy!

Volkerball posted:

lmao this game is ridiculously hard, but i feel like once i get dialed in, it's going to be awesome. might just be the type of car i'm used to racing from gran turismo, but i can wreck poo poo on higher difficulties in the GT and LMP series, but anything open wheel, i'm lucky if i can complete a single lap without having to shift into reverse, much less finish not dead last by miles on any difficulty. of course, the second it starts raining in GT and LMP, i start spinning all over the place too. maybe i'm just braking late and getting on the throttle early, and i'm used to getting away with it. gonna have to do some research to figure it out. already played this more than i played driveclub though.

Adjust steering ratio to a slower one for formula A.

A Real Happy Camper
Dec 11, 2007

These children have taught me how to believe.

Volkerball posted:

lmao this game is ridiculously hard, but i feel like once i get dialed in, it's going to be awesome. might just be the type of car i'm used to racing from gran turismo, but i can wreck poo poo on higher difficulties in the GT and LMP series, but anything open wheel, i'm lucky if i can complete a single lap without having to shift into reverse, much less finish not dead last by miles on any difficulty. of course, the second it starts raining in GT and LMP, i start spinning all over the place too. maybe i'm just braking late and getting on the throttle early, and i'm used to getting away with it. gonna have to do some research to figure it out. already played this more than i played driveclub though.

I found what really helped was just taking it super slow. Playing it safe by braking early, taking turns slow and being gentle on the throttle coming out of turns and just speeding up as you go. Practice sessions are your friend, as are lower tiers of racing. Karts are tricky because they're almost too responsive, but superkart is a good middle ground.

Rain is a pain but the big things are to make sure you have wet tires and have a feather touch. Wet laps are always super slow. you might also want to try turning on some of the assists since having a little traction control or whatever is still less than forza/gt generally have, iirc. I played a bunch of forza and slowly weaned myself off of assists, but had to have stuff on medium when i started pcars. I think I just have ABS and traction control now since I'm really bad at braking and starts, and they're far, far less effective than their forza counterparts.

T1g4h
Aug 6, 2008

I AM THE SCALES OF JUSTICE, CONDUCTOR OF THE CHOIR OF DEATH!

No assists club represent :whatup:

Also, if you want something that's fun to practice in without being balls out hard, may I suggest the Ginetta G40 Junior? It doesn't have much in the way of power, but it's a total blast to drive because it means you have to really carry your speed through corners and keep the revs up to get as much out of the engine as you can. It's an absolute riot :v:

The Mustang Trans-Am and the Audi 90 IMSA car are great for learning on as well. The Audi especially, it's really stable from what i've found.

Dolemite
Jun 30, 2005

Volkerball posted:

lmao this game is ridiculously hard, but i feel like once i get dialed in, it's going to be awesome. might just be the type of car i'm used to racing from gran turismo, but i can wreck poo poo on higher difficulties in the GT and LMP series, but anything open wheel, i'm lucky if i can complete a single lap without having to shift into reverse, much less finish not dead last by miles on any difficulty. of course, the second it starts raining in GT and LMP, i start spinning all over the place too. maybe i'm just braking late and getting on the throttle early, and i'm used to getting away with it. gonna have to do some research to figure it out. already played this more than i played driveclub though.

I've been racing the Formula cars almost exclusively in my career. The trick I've found with those is that while cornering, brake in a straight line, then always have some throttle applied during the corner itself. That helps the rear end not want to fly out from under you. And in the case that the car does start to drift, I've found that going to ~3/4ths throttle lets you bring the car back under control. Also, try to avoid going full throttle until the wheel is pointed straight (or nearly straight, like on corner exit). The Formula Gulf and Formula C cars are good trainer cars to get this stuff down.

What's been weird for me is that the Formula cars are still drive-able in the rain - even on normal tires. Unless my game is broken, all that happens during a rainy session is that my car under-steers. That makes sense since the car is hydroplaning. But, applying the throttle doesn't get much harder; The only adjustment to make is to wait a fraction longer before going to full throttle after a corner.

Edit: this is all with running the ABS assist because gently caress trying to modulate braking with a gamepad! (still have the other assists off though)

Dolemite fucked around with this message at 15:56 on Aug 26, 2015

Volkerball
Oct 15, 2009

by FactsAreUseless

T1g4h posted:

No assists club represent :whatup:

Also, if you want something that's fun to practice in without being balls out hard, may I suggest the Ginetta G40 Junior? It doesn't have much in the way of power, but it's a total blast to drive because it means you have to really carry your speed through corners and keep the revs up to get as much out of the engine as you can. It's an absolute riot :v:

The Mustang Trans-Am and the Audi 90 IMSA car are great for learning on as well. The Audi especially, it's really stable from what i've found.

Playing a career starting in GT5, which is the Ginetta, at 100 AI and 100% length, and now nobody can finish within 10 seconds of me. It's weird, when I'm actually driving at practice, I'll put 2 seconds on the AI, but if I choose to skip to the end of practice, the AI times drop a good 4 seconds in every lap that is simulated. Whenever I'm actually racing them, they just can't keep up. I don't want to take off my training wheel assists yet, but that's probably the next step. The second track, I think Donington, there's this one turn that I absolutely dive into and gain about a second on the rest of the field and it's so fun but lol that is not happening without traction control and all that poo poo.

Kaddion
Jan 12, 2008

My gosh, you're right Sam! THE GORILLA SHOULD BE DRIVING!
Anybody get the new DLC car pack yet?

http://store.steampowered.com/app/334774

T1g4h
Aug 6, 2008

I AM THE SCALES OF JUSTICE, CONDUCTOR OF THE CHOIR OF DEATH!

Kaddion posted:

Anybody get the new DLC car pack yet?

http://store.steampowered.com/app/334774

I'm not saying I went and immediately bought it as soon as I found out it had a 60's Mustang, but...




:perfect:

Seriously, holy poo poo the sound this thing makes. It's so good! Really tail happy too.

I said come in!
Jun 22, 2004

Ooh hey, this update is pretty awesome, cool.

SanitysEdge
Jul 28, 2005

T1g4h posted:

I'm not saying I went and immediately bought it as soon as I found out it had a 60's Mustang, but...




:perfect:

Seriously, holy poo poo the sound this thing makes. It's so good! Really tail happy too.

Yes! More road cars! Old road cars!

T1g4h
Aug 6, 2008

I AM THE SCALES OF JUSTICE, CONDUCTOR OF THE CHOIR OF DEATH!

SanitysEdge posted:

Yes! More road cars! Old road cars!

:agreed:

I've been hoping for more older stuff in car packs for a while now (see: half my posts in this thread) so this is an awesome start. Also, this could definitely lead to more Old vs. New packs. Camaro ZL1 versus old Yenko? Charger Hellcat and '69 R/T? Anything to bring more American muscle into the game :v:

Falken
Jan 26, 2004

Do you feel like a hero yet?
Oooh, yellowbird.

I wish RUF made a 944.

Kilonum
Sep 30, 2002

You know where you are? You're in the suburbs, baby. You're gonna drive.

Falken posted:

I wish RUF made a 928.

Norns
Nov 21, 2011

Senior Shitposting Strategist

I wish they would just get a Porsche licence.

Kilonum
Sep 30, 2002

You know where you are? You're in the suburbs, baby. You're gonna drive.

Norns posted:

I wish they would just get a Porsche licence.

Yeah, blame EA for that.

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


I might get back into this game. There any major differences besides new cars? I think I stopped... in July about?

Spaced God
Feb 8, 2014

All torment, trouble, wonder and amazement
Inhabits here: some heavenly power guide us
Out of this fearful country!



Norns posted:

I wish they would just get a Dallara licence.

I need me some Indycars ovals wouldn't hurt, either

Phuzun
Jul 4, 2007

Norns posted:

I wish they would just get a Porsche licence.

The new 918 would be amazing.

I said come in!
Jun 22, 2004

If you are a backer then start checking your PayPal and e-mail tomorrow.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!
Haha, dat ROI! Put 100€ in, got 110€ back. I suppose I should check the forums and witness the whine.

tehsid
Dec 24, 2007

Nobility is sadly overrated.

Combat Pretzel posted:

Haha, dat ROI! Put 100€ in, got 110€ back. I suppose I should check the forums and witness the whine.

I just got €27.50 EUR in my bank. Considering how I never expected to get anything, that was a nice little surprise.

Kilonum
Sep 30, 2002

You know where you are? You're in the suburbs, baby. You're gonna drive.

Still wishing I had the money to invest when it was possible to.

I said come in!
Jun 22, 2004

$110 here, I put in $40 but got upgraded along the way because when I made the original Project CARS thread, about 55 of you signed up as well and used me as a referral and SMS was kinda grateful for that, so thank you guys. :>

Mootallica
Jun 28, 2005

I bought in before I realised it was a profit sharing type arrangement, so I can't complain to much.
With the benefits of the exchange rate being loving awful at the moment though, I'm rolling in the :10bux: now.

Put in $55 AUD for the €45 Tier, walk out with just under $80 AUD.

cheesetriangles
Jan 5, 2011





I lost money thanks to the EUR losing against the dollar from 3-4 years ago to now.

Eyud
Aug 5, 2006

4.0 is out for PS4 and PC.

quote:

Project CARS – PC Patch 4.0 – Release Notes

New & Enhanced Feature Summary
* Online – added support for 'Force Default Setups' in Multiplayer restrictions screen.
* Online – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.
* Online – lobby search settings are now saved between sessions.
* Career – mandatory pitstop opening lap will now scale when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop.
* HUD – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD, messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.
* GUI – added a game version number display to the main menu.
* Assists – Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled.
* Assists – the Best Line assist now provides an option to only show the braking areas
* Tracks - Movable trackside objects and broken-off car parts will now be removed from the track after impacts.
* Graphics – Enhanced Mirror option. When enabled, the rear view mirror resolution is doubled and the draw distance set to match the forward-looking draw distance.
* Leaderboards – added an option to view the overall leaderboards for each track, showing the best times for all cars in the game.
* Leaderboards – added an option to back out of changes in the leaderboards screen.

Online
* New – added support for 'Force Default Setups' in Multiplayer restrictions screen.
* New – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.
* New – lobby search settings are now saved between sessions.
* Fixed an issue where the AI could remain stuck on the grid after the previous host left the session.
* Fixed an issue where the player was unable to select the Bentley GT3 in online races.
* Fixed an issue in Create Lobby where selecting Vehicle ‘view details’ would reset the class filter.
* Fixed an issue where the in-game chat box would scroll when the player pressed the accelerator and brake controls.
* Various tweaks to the behaviour of cars that are terminally damaged, and cars will no longer try to teleport to the garage if there are no pit lanes.
* Fixed an issue where the player could drive out of the garage again after retiring from a race.
* Further tweaks and improvements to the online lobby Car Class GUI – classes are now sorted alphabetically; changes are now only apply once the player accepts the new settings; ‘Create’ options defaults to ‘Any’ class; fixes an issue where the host would see only one vehicle in the quick vehicle chooser list if identical vehicles was set to ‘yes’.
* Fixed the rolling start option so that toggling the rolling start flag correctly updates MP game data.
* Fixed an occasional crash while in online mode.

Time Trial
* The standings info on the pause screen now shows real-time updated lap and standings info, and sorts the order of all active participants based on lap times.
* Fixed an issue where the player's best of session ghost time didn’t always exactly match his actual best of session time.

Pitting, Tuning, Setups, Strategy
* Fixed an issue where a selected tyre option saved to a setup prior to Patch 3.0 would cause a game crash after applying Patch 3.0 and using that saved setup.
* Fixed an issue where tyre pressures were not resetting properly when returning to pits.
* Fixed an issue where brake temperatures were being reset when the player entered the pits, leading to unexpected braking behaviour.
* Adjustments to fuel calculations when returning to pits during a practice session – when calculating the required fuel when the player returns to the pits, the estimated fuel levels are used for consistency.

Physics & AI
* Tyres – small adjustment to peak slip ratio or P Zero Trofeo, Faretti Track, and other soft-track road tires for road cars.
* Various improvements to AI navigation when entering and leaving the pit boxes.
* Improved the transition from road to off-road as certain off-road surfaces caused too much jarring on the steering.

Cut Track / Off Track System
* Sakitto International – further tweaks to the downhill Esses, to keep the AI on track when attempting bad passes that were causing the AI to hit the exit barriers.
* Various tracks – Nordschleife, Greenwood Karting, Silverstone National, Dubai GP, Barcelona National, Nurburgring Sprint Short – cut-track improvements based on latest community feedback.

Career
* Fixed an issue where the player would be placed first on the grid of race two in a multi-race round, after being disqualified from the first race. Disqualified drivers will now be placed at the back of the grid.
* DLC Career Accolades are now only present if the appropriate DLC pack is installed. This fixes an issue where the player was unable to do 100% completion of accolades due to non-purchased DLCs accolades also being present.
* Fixed an issue where bonus points were not being awarded for Kart series and some invitational events.
* Fixed a bug where the invitational events that require winning team championships weren't always unlocking.
* DLC Career Accolades – translated (non-English) strings added for Invitational Accolade – 320 Touring Challenge
* Fix to make sure player is placed last after skipping/simulating, in races where the second-best qualifying time is used for grid placement for the 2nd race (this was affecting Formula Rookie, LMP1-3, GT5 and Touring races).
* New – mandatory pitstop opening lap will now scale as well when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop
* Improved Contract system to allow for extra entry level contract awards when progressing to a new motorsport, or when only being offered a renewal for the current motorsport.
* Improved the AI logic during races with Mandatory pit stops so that they will pick a more optimal time to stop when there is also changing weather at play.

Audio
* Tweaks to the Ginetta GT3, Clio and Bentley Speed 8.

GUI, HUD, Telemetry
* New – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.
* New – added a game version number display to the main menu.
* New – the Best Line assist now provides an option to only show the braking areas.
* New – Enhanced Mirror option – when enabled, the rear view mirror resolution is doubled and the draw distance set to match the forward-looking draw distance.
* New – added an option to view the overall leaderboards for each track, showing the best times for all cars in the game.
* New – added an option to back out of changes in the leaderboard screen.
* Rebalanced the point at which Forecast weather becomes Current weather in the UI display so that the info display changeover better matches what the player is seeing in-game.
* Track temperature is now displayed on all in-game menus.
* Fixed an issue where the Time Progression slider skipped every 2nd option when moving the slider left or right.
* Track temperature will now display correctly based on the unit system and language selected by the player.
* Fixed an issue where the tyre wear meters on the HUD telemetry screen were flipped for the right front and left rear tyres.
* Track Temperature and Weather information are now positioned uniformly across all in-game screens.
* Removed redundant leading zeros from the KERS motec display.
* Fixed an issue where accessing the map or telemetry in the monitor screen would disable the player HUD in game .
* Fixed issue where changing ‘Weather Slots’ also changed the race start time when using ‘Real Weather’ option.
* Enabled game exit via Gamepad back button, and display an exit confirmation dialogue.
* Vehicle Class icons – updated vintage F1 and vintage GT class icons.
* New GUI image with real-world livery for Ford Capri Group5.

Replays
* Replays – fixed an issue where vehicle damage would automatically be repaired when watching a replay.

Controls & FFB
* Steering wheel angle now reverted to always centering during pause / pits / menus / etc. An alternative fix is now implemented to prevent the jolting when un-pausing the game.
* Fixed an issue where force feedback was still active when an AI team mate was driving the player’s car.
* Fixed an issue where calibrating the pedals could at times cause the pedals to function incorrectly.
* Logitech – updated pedal mappings for G29 and G920 to match the latest hardware revisions.
* Fanatec – added use of accelerator rumble on CSW Base v2.

Vehicles
* Audi A1 Quattro – changed class to Road C1.
* Audi R18 e-tron – added hybrid/KERS readout to cockpit display. Rebalanced cockpit exposure/brightness.
* BAC Mono – fixed duplicate material name causing a problem on painted cockpit parts.
* BMW 2002 Turbo – tweaked default tyres and brake balance so that the default setup provides a better overall performance versus the other cars in its class.
* BMW 320TC – fixed the top speed statistic displayed in the front-end.
* Caterham SP300R – added push-to-pass boost gauge to cockpit display and enabled exhaust backfire.
* Ford Escort and Mustang 2+2 Fastback – tweaks to help reduce climbing other vehicles during side-to-side contact.
* Ford Mustang 2+2 Fastback – fix for shadow flicker on AI cars.
* Ford Capri Group5 – fixed offset rear fenders.
* Ford Mustang GT 2015 – reduced FFB tire force multiplier by 25%.
* Gumpert Apollo – re-added four exhausts.
* Marek/RWD LMP cars – improved the default view position.
* Ruf CTR – recalibrated engine boost and allow up to 1.4bar boost in setup to match original car. Stock boost of 1.1bar provides around 470hp as advertised. Fixed an issue where the external side mirrors were switched.
* Added hybrid boost gauge to display for McLaren P1, Marek RP339h LMP1, RWD P30 LMP1.

Tracks
* Le Mans – lowered the entry part of the kerb in the Mulsanne corner to fix the issue where cars would register a collision with the kerb.

General
* New – movable trackside objects and broken-off car parts will now be removed from the track after impacts.
* Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled.
* Reworked the stretched headlight reflections to be more accurate to real life.
* Fixed an issue where the Driving Line assist would become invisible when particles were set to off.
* Ensure that players cannot turn on assists using hotkeys in community events, when the assists have been explicitly disabled for the event in question.
* Fix further cases where the pre-race cameras would at times cut into the track surface.
* Fixed an issue where vehicle windows would at times not render correctly when using centre cockpit cam and helmet cam.
* Improved general game stability.

Dedicated Server Updates
* Lua scripting – as an alternative to external scripting via the server's HTTP API, the server now supports add-ons written in Lua.
* If the server advertises that it controls track selection, vehicle selection or vehicle class restriction, the game now correctly respects this and won't allow players choosing mismatching track/vehicle.

Norns
Nov 21, 2011

Senior Shitposting Strategist

Nice. I just replaced my G27 with a Thrustmaster TX. Guess I'm playing some project cars tonight to check out the patch.

AnimalChin
Feb 1, 2006
I really wish the career series race would list which track layout was used so I could set up open practices.

T1g4h
Aug 6, 2008

I AM THE SCALES OF JUSTICE, CONDUCTOR OF THE CHOIR OF DEATH!

I'm kinda surprised none of you guys are talking about the new DLC that came out the 28th. I can't speak for the cars because I haven't had a chance to try them, but holy poo poo that new Mojave Test Track is really fun to drive on. It has a skid pan so you can do sikknasty drifts which is fun by itself, but I think the best part is the Boa Ascent area. It's this incredibly steep twisty section that winds up and then back down and around a giant hill and has some corners that are really reminiscent of the Corkscrew at Laguna Seca. The only downside is apparently you can't use the full open Test Track in multi, but I imagine you could probably use some of the blocked off variants?

They also added 3 new Aston Martins with the new DLC: The 1959 DBR1, a 2009 DBR1-2 LMP car (Yay more LMP :rolleyes: ), and a 2014 Vantage GTE. Supposedly we're getting a special, fan-requested car pack in October and then a huge track expansion later. Oh, and they recently added the Mercedes Gullwing as a free DLC car it seems.

Hello Spaceman
Jan 18, 2005

hop, skip, and jumpgate

T1g4h posted:

I'm kinda surprised none of you guys are talking about the new DLC that came out the 28th. I can't speak for the cars because I haven't had a chance to try them, but holy poo poo that new Mojave Test Track is really fun to drive on. It has a skid pan so you can do sikknasty drifts which is fun by itself, but I think the best part is the Boa Ascent area. It's this incredibly steep twisty section that winds up and then back down and around a giant hill and has some corners that are really reminiscent of the Corkscrew at Laguna Seca. The only downside is apparently you can't use the full open Test Track in multi, but I imagine you could probably use some of the blocked off variants?

They also added 3 new Aston Martins with the new DLC: The 1959 DBR1, a 2009 DBR1-2 LMP car (Yay more LMP :rolleyes: ), and a 2014 Vantage GTE. Supposedly we're getting a special, fan-requested car pack in October and then a huge track expansion later. Oh, and they recently added the Mercedes Gullwing as a free DLC car it seems.

That was out on the 28th?
Because I only saw mutterings about it this morning...

mfny
Aug 17, 2008
Anyone have Project Cars on PS4 ?

bloops
Dec 31, 2010

Thanks Ape Pussy!
A bunch of us do

T1g4h
Aug 6, 2008

I AM THE SCALES OF JUSTICE, CONDUCTOR OF THE CHOIR OF DEATH!

Hello Spaceman posted:

That was out on the 28th?
Because I only saw mutterings about it this morning...

According to the Steam store, it released on the 28th. I only just got it yesterday, hence me posting about it :v:

I'd honestly say it's worth it for the Test Track alone. Some of the layouts are great.

Eyud
Aug 5, 2006

Yeah, the test track is pretty fun, although I wish it had pits so you could run practice and qualifying sessions on it.

mfny
Aug 17, 2008

Leather Bear posted:

A bunch of us do

Add me anyone in that case :): Xs1nX

Norns
Nov 21, 2011

Senior Shitposting Strategist

T1g4h posted:

I'm kinda surprised none of you guys are talking about the new DLC that came out the 28th. I can't speak for the cars because I haven't had a chance to try them, but holy poo poo that new Mojave Test Track is really fun to drive on. It has a skid pan so you can do sikknasty drifts which is fun by itself, but I think the best part is the Boa Ascent area. It's this incredibly steep twisty section that winds up and then back down and around a giant hill and has some corners that are really reminiscent of the Corkscrew at Laguna Seca. The only downside is apparently you can't use the full open Test Track in multi, but I imagine you could probably use some of the blocked off variants?

They also added 3 new Aston Martins with the new DLC: The 1959 DBR1, a 2009 DBR1-2 LMP car (Yay more LMP :rolleyes: ), and a 2014 Vantage GTE. Supposedly we're getting a special, fan-requested car pack in October and then a huge track expansion later. Oh, and they recently added the Mercedes Gullwing as a free DLC car it seems.

Been playing Forza 6, and been to lazy to set up my new TX wheel with Pcars.

bloops
Dec 31, 2010

Thanks Ape Pussy!
Havent touched PCARS in a while. MGS V, Witcher 3, Mad Max, and the Halo games have been eating up my time.

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dentist toy box
Oct 9, 2012

There's a haint in the foothills of NC; the haint of the #3 chevy. The rich have formed a holy alliance to exorcise it but they'll never fucking catch him.


Got it on the ps4. Kinda had low expectations but after six straight hours I'm really loving it.

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