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Eyud
Aug 5, 2006

Today I have nothing to do and FedEx is bringing me a G27. It will be a good day.

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Eyud
Aug 5, 2006

I played some Forza back in the day with the 360 wheel but I expect this will be a lot nicer. I'm thinking I'll try out TrackIR again too; I didn't like it very much with a controller because I had a hard time driving while looking around.

Eyud
Aug 5, 2006

Sweet, I'll check that out. Thanks!

Eyud
Aug 5, 2006

G27 trip report: never leaving the house or sleeping again.

I was one of the newbies last night. Sorry I left after the first race, I was getting annoyed at my control issues (namely not having a wheel yet). I'm definitely in for the next one and hopefully I'll be less bad.

Eyud
Aug 5, 2006

JaysonAych posted:

For those of you who went from gamepad to wheel on this game, does it make it demonstrably better?

For me, absolutely.

These were the controller settings I was using before I got a wheel:

Steering deadzone: 20
Steering sensitivity: 0
Throttle deadline: 0
Throttle sensitivity: 0
Brake deadline: 0
Brake sensitivity: 0
Clutch deadzone: 0
Clutch sensitivity: 0

Speed sensitivity: 70
Controller filtering sensitivity: 80

Controller input mode: 3
Soft steering dampening: on
Visual wheel filtering: on
Opposite lock help: off

Eyud
Aug 5, 2006

Boy, that guy really doesn't like this video game.

Eyud
Aug 5, 2006

I found out about dedicated servers (kinda) for this game today and set some up in case anyone wants one for hosting races. Just add "-searchds satanpowered" to the game's launch options in Steam, then when you create an online lobby it should connect to one. I made a few because anyone can grab a public server (but they're rarely in use since the lobby host has to enable it), and there's one with a password which is "butts" in case the rest are taken.

I haven't tested this much at all yet so no guarantees, etc.

Eyud fucked around with this message at 06:15 on Jul 14, 2015

Eyud
Aug 5, 2006

^ Word. It rules.

http://forum.projectcarsgame.com/showthread.php?26520-Dedicated-Server-API&p=1048740#post1048740

Looks like "real" dedicated servers are coming soon, and 2.5 is in testing with 3.0 not far behind it.

Eyud
Aug 5, 2006

Norns posted:

Have any of you found a way to reset ALL camera settings to defaults? I changed my setup a bit and it's a huge pain in the rear end not starting from defaults...

I don't know of a simple way to do it but I think you could back up and remove your whole profile (Steam/userdata/whatever/234630/local/project cars/profiles/default.sav), load up the game and take note of the camera defaults, then put your profile back and reset everything.


Basticle posted:

I dont know if anyone had been wondering why I hadnt hosted any races the last month or so, other games had just stolen my attention. Are people still interested in racing? Quite frankly the turnout after the first month seemed to drop off a cliff which was disapointing.

Very interested! I'd love to have weekly races or something, even if it's just a few people.

Eyud
Aug 5, 2006

Basticle posted:

I'll host a lobby again thursday night.

I'll be there.

I've been playing iRacing a bit lately but pCars is still my favorite, even though it can be annoying to find a lobby with people who won't crash into your rear end at full speed going into the first corner.

Eyud
Aug 5, 2006

I saw "DLC BMW 2002 Turbo" in there but Mr. Bell says it's "a tease of something bigger to come".

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.

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.

Eyud
Aug 5, 2006

Patch 6 is out with some nice things:

quote:

Online
* NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
* NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
* NEW – Option to set race length by time (also available in Quick Race).
* NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
* NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car's lap time. In private races, the timer is 75% of slowest moving car's lap time.
* Fixed an exploit where a player could be awarded a win by jumping the start.
* Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
* Fixed a game crash issue if the client is kicked while typing in the chat box.
* Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.

Career
* Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’
* Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
* The player will no longer be offered a contract renewal for a DLC contract, if they've since uninstalled that DLC.
* DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
* If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
* Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
* Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.

Controls
* Fixed an issue where remapping KERS would stop it working.
* Fixed an issue where changes made to Gamepad Advanced Options were not saved.
* Added Thrustmaster T150 support.

Tracks
* Zolder – fixed a potential ‘landmine’ issue.
* Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
* Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
* Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
* Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
* Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.

Vehicles
* Bentley Continental GT3 – fixed DLC livery windscreen banners.
* Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
* Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.

Physics & AI
* AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
* Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
* Implemented support to remove detached wheels from the track after a certain amount of time.

GUI & HUD
* Vehicle selection – manufacturer page now orders icons alphabetically.
* Improved the French translations for some of the items in the vehicle setup screens.
* Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
* Improved Race Central screen – better balanced background image, removed gradient in top-right corner.
* Track layout map images are now displayed on the quick track selection screens.
* Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’.
* Updated the Xbox One controller image to the new Elite Controller.
* Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option.

General
* Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
* Driver name tags above cars can now be turned on for replays.
* Entering the pits during a Time Trial will now invalidate that lap’s time.
* Improved Helmet view exposure for historic drivers.

Oculus Rift
This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system.
* All movement and rotation is now relative to the HUD’s local axis instead of world axis.
* The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key.
* HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed.
* The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down.
* Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings.

New and improved Oculus HUD movement keys layout

The HUD adjustment now runs in one of two modes - movement and rotation / scale. Num-Pad 0 toggles between these modes.

In movement mode the controls are as follows (numpad)
4 & 6: move left and right
1 & 3: move left and right slowly
8 & 2: move up and down
7 & 9: move up and down slowly
+ & -: move back and forth
/ & *: move back and forth slowly
5: resets position to the default

In rotation / scale mode the controls are as follows (numpad)
4 & 6: rotate left and right
8 & 2: rotate up and down
1 & 3: rotate anti-clockwise / clockwise
+ & -: scale the HUD bigger and smaller
/ & *: scale the HUD bigger and smaller slowly
5: resets rotation and scale to the default

Custom VR settings system
This file is located in your ‘My Documents\Project CARS’ folder, and is called ‘oculussettings.xml’
There are entries to control the position, rotation and scale for each of the following:
* HUD (HUDSettings)
* Main Menus (FrontEndSettings)
* In-game Menus (InGameSettings)
The format for each is identical and the data can be copied between them. While we currently only allow you to edit the HUD in-game using the system documented above, you can freely copy the saved values to the entries for the front-end and in-game menus settings, and these will then also appear at the repositioned placement/rotation/scale settings.
FYI – the rotation part is a quaternion, if anyone wants to try and make sense of it (the names are intuitive, offsetX offsetY, offsetZ, scale, and rotation[WXYZ]).
The other 3 entries are:
* FullScreen – sets the full screen mirror mode. Default is ‘true’. Set to ‘false’ to disable full screen mirror mode.
* HideCrowds – used to hide crowds (performance gain). Default is ‘true’. Set to ‘false’ to enable crowds again.
* LimitCars – not yet used, future addition

Eyud
Aug 5, 2006

Patch 8.0 came out today, so the new stuff is probably already downloaded but yeah it'll be out on the 26th.

The patch also seems to have fixed the tire heating issue, I did a few races today and didn't have any problem keeping them warm.

Eyud
Aug 5, 2006

holocaust bloopers posted:

I would argue PCARS has an outstanding car selection. Highly focused on race machines. That's perfect.

Yeah I really like the car and track selection.

It's definitely a wheel-only game for me. Whenever I've tried to play with a controller it has ended in frustration, no matter how much I fiddle with settings.

Eyud
Aug 5, 2006

Sounds like good stuff. The way collisions can be "sticky" in the current game is pretty annoying.

I got a Rift this weekend and spent some time driving the DW12 around Barcelona the other day and man that's a fun time.

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Eyud
Aug 5, 2006

I play with the Rift which probably doesn't help but :justpost:

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