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Re: Project CARS

Posted: Mon May 18, 2015 7:08 am
by Trash McNish
The game is not as broken as some claim it to be granted it has a wee controller glitch ,but now I hear rumours of missing features from multiplayer ? I don't think anything else is required we here know how to organise the lobbys with the available features .

Re: Project CARS

Posted: Mon May 18, 2015 10:51 am
by GLR mar B ond
That's the main thing indeed. If the lobbies run smoothly, then all's fine :-).
And would there be anything needed to fix, surely they'll do a better job at it then Turn10.

Re: Project CARS

Posted: Tue May 19, 2015 9:31 am
by X Gashi X
DIXON wrote:
XGashiX wrote:I need to know if the controller issue is a game breaker. I won't be able to get any patch as I am without internet. Is the game playable with adjustments to the controller settings?

Thank you for the responses in advance.

If your willing to play about with the button settings its really not that bad in single player, i think its more of a problem in multiplayer trying go that little bit faster ect.

From my time in single player its much better than F5's single player, i just thought though your not going to get the day one patch either so i've no idea how it will play, but i would still risk it! if it was my choice.


Thanks Bob! I am pretty sure I am getting it. Hope the day one patch isn't critical or I will be sad. Lol.

Re: Project CARS

Posted: Tue May 19, 2015 1:12 pm
by WRA JoeVIR
F4H Trash wrote:Game wins imo , granted it needs a few tweeking but by far best racer to date.

Agree totally

Re: Project CARS

Posted: Tue May 19, 2015 3:01 pm
by Dixon
Does anybody know when we'll be getting the next patch ?, i'm really struggling keeping the clio's on the track. Other cars are good to drive but i'm still finding them hard to drive consistant.

Re: Project CARS

Posted: Tue May 19, 2015 3:20 pm
by WRA JoeVIR
Project Cars tweeted last week that a patch is almost ready so I would think it will be coming very soon.

Re: Project CARS

Posted: Tue May 19, 2015 6:43 pm
by Zermatt
Taking their time about it...

Crashed earlier and held my thumbtack to turn right and wheels were still turning left.. good game yup yup yup

See Twitter for confirmation!!

Re: Project CARS

Posted: Thu May 21, 2015 9:17 am
by GLR mar B ond
Zermatt wrote:Taking their time about it...

Crashed earlier and held my thumbtack to turn right and wheels were still turning left.. good game yup yup yup

See Twitter for confirmation!!


Think you're refering to this one?! ;
https://www.youtube.com/watch?v=VpmvwDjWLSw

Re: Project CARS

Posted: Thu May 21, 2015 5:42 pm
by Trash McNish
Yep I get that only too often.

Re: Project CARS

Posted: Sat May 23, 2015 4:15 am
by XessIV
Project CARS Forun wrote:Project CARS – Xbox One Patch 1.3 - Fixed Issues


Gamepad Controllers:
* Added ABS brake rumble to Xbox One triggers, so that the triggers will rumble on losing traction when braking. The amount of trigger rumble is controlled together with Force Feedback strength via the Force Feedback slider.
* Improved the efficiency of the controller rumble effect, to help make the steering more responsive on the Xbox One.
* Fixed an issue where moving the sticks from one extreme to the other would sometimes result in the steering getting stuck.
* Reworked the Xbox One analogue sticks range and axis dead zones, providing much improved steering control.

Wheel Controllers:
* Fanatec wheels – Fixed the issue with steering jolts that some users experience.

Online:
* Fixed an occasional crash when advancing from Qualifying to Race.
* Fixed an occasional crash when returning from a race to the Race Central.

Time Trial:
* Set Time Trials starting time to 11am to match the PC platform. This ensures consistent track temperatures across all platforms, as track temperatures affect lap times.

Ghosts:
* Enabled saving of community event ghosts. These ghosts are automatically stored online, and you can then download ghosts of other players’ laps for these events.

Tracks:
* Sakitto and Summerton variations - Corrected track info regarding number of turns and track length.
* Sakitto Sprint - Fixed a crash that would at times occur when using time acceleration.
* Cadwell variations - Fixed draw distance issues on various objects.
* Oschersleben variations - Fixed odd lights around track and colour issues with the horizon.
* Zolder - Fixed an issue where the player car would sometimes start in a closed garage.

AI:
* Fixed an issue where AI vehicles were sometimes sent to the pits due to low fuel on races where refueling is not allowed.

Pitstops:
* Pitstop strategy will now use the actual bar value for tyre pressures.
* Fixed an issue where the Pit engineer would repeatedly inform the player that a pit crew member has lost a wheel nut during pit stops.
* Fixed an issue where the Pit Engineer would call the player to stop for fuel when fuel consumption was disabled in options.

Replays:
* Improved the smoothness of the sun, moon, stars, and shadow motion when rewinding replays of a race that had a high time acceleration.

Driver Network Profile:
* Fixed an issue where at times the miles driven on a particular track or with a particular car would be logged under the wrong car or track. This improves the accuracy of the player’s Affinity ratings.