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Author Topic: Project CARS General Discussion  (Read 74719 times)

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GoesTuna11

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Re: Project CARS
« Reply #495 on: June 12, 2013, 01:53:11 PM »

I keep hearing about all these neat features that are going to be in the game but I'm not confident that they are going to be implemented properly.  I remember reading one of the developers comments talking about reduced grip levels on wet tracks.  He was talking about reducing the on racing line and off racing line grip factors apparently oblivious that off line would be less affected than on line.

Just checking that I understand what you are saying. Wet traction on the racing line should be less than wet traction off the racing line right? The racing line tends to get polished pretty good from cars smoothing out the surface.



Yes.  One of the things that impressed me about GT5s rain was that in the Nurburgring tutorials they talked about driving off-line and even talked about where the rain tends to accumulate on the track.  Whether or not they actually implemented that, I don't know but at least they were aware of it.

spots with more rubber deposited and more oil spilt, should always be more slick, right?

Oil is always slippery and worse in the rain but rubber is more grippy when dry but probably more slick when wet.  As MX5 said, one of the biggest factors is that the racing line tends to get polished or worn smooth.  That's not so good in the wet since the water has nowhere to go.  One of the issues that Gilles Villeneuve has as a track is that it isn't used as a track year round so it isn't rubbered in when F1 (or NASCAR in the past) gets to it.  That makes it a pretty slippery track until the cars start rubbering it in.  rFactor2 actually has a feature that the track actually gets more rubbered in the more you use it.
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EX_stream_tuna

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Re: Project CARS
« Reply #496 on: June 12, 2013, 02:19:57 PM »

spots with more rubber deposited and more oil spilt, should always be more slick, right?

Yes, and what I'm seeing at the track is that the racing line gets polished, as in, the actual surface of asphalt or concrete is worn smooth. Pretty cool when you think about it. Makes for a lot of testing and number crunching when you're trying to find a quick line through a corner. Do you go the shortest path and give up some grip? Or do you swing out more mid corner and try to pick up some of the rougher sections to sink those soft tires into?

The track I go to is divided into two tracks, a 1.7 mile loop and a 1.3 mile loop. The 1.3 is run less often, mostly members only. And so it's widely known that when there is rain, the 1.7 is slicker. It's also older. So more wear.

MX

I think some of that polishing is certainly that the small gaps  between bits of asphalt get filled with the rubber ripped off by that asphalt... but you're probably rightthat the surface itself also gets worn.
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Wiz

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Re: Project CARS
« Reply #497 on: June 25, 2013, 11:58:46 AM »

Found these and thought they were pretty neat...






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EX_stream_tuna

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Re: Project CARS
« Reply #498 on: June 28, 2013, 08:59:06 AM »

sweet!  It's a flight sim too!

seriously, those are great pics that illustrate how close to reality they've made the track locations
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Wiz

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Re: Project CARS
« Reply #499 on: June 28, 2013, 01:07:05 PM »

The low speed physics still need A LOT of work.

A LOT.
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EX_stream_tuna

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Re: Project CARS
« Reply #500 on: June 28, 2013, 01:47:58 PM »

speaking of low speed physics, is there going to be A LOT for you to set up cones or pre-made auto-x courses as part of the planned game?  I'm still waiting for a game to bring that back and do it really well.  Would like to see good physics applied like pCARS or GT...

I would really like that featuer A LOT
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Wiz

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Re: Project CARS
« Reply #501 on: June 28, 2013, 02:28:40 PM »

I have not heard or read anything about being able to setup autoX cones/courses.   Though there is a big ass skid pad area they have in the game that would be perfect for it.
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GoesTuna11

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Re: Project CARS
« Reply #502 on: June 28, 2013, 03:13:47 PM »

I'm pretty sure you can do it in lfs.
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Wiz

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Re: Project CARS
« Reply #503 on: June 28, 2013, 03:49:14 PM »

Revised...


The low speed physics still need A LOT of work.  In some cars.

A LOT.   In some cars.



The low speed physics are DECENT in other cars.

DECENT
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GrumpyTuna

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Re: Project CARS
« Reply #504 on: June 29, 2013, 12:56:57 AM »



 Just watched a video of the GT3 BMW over at gtplanet! The sound was pretty darn good.
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Rek

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Re: Project CARS
« Reply #505 on: June 30, 2013, 08:18:08 PM »

You should have said something. I would have jumped on with ya. Haven't been on in a while and didn't update this week at all.
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Rek

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Re: Project CARS
« Reply #506 on: June 30, 2013, 08:20:25 PM »

And what's up with the giant words?
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Wiz

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Re: Project CARS
« Reply #507 on: June 30, 2013, 08:53:37 PM »

And what's up with the giant words?

Sorry.
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Rek

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Re: Project CARS
« Reply #508 on: July 08, 2013, 07:23:01 AM »

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Rek

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Re: Project CARS
« Reply #509 on: July 10, 2013, 02:23:29 PM »

Just a friendly reminder to anyone running Pcars. You must go to your My Profile tab and get your Steam Key so as to download the Steam launcher. The Pcars launcher will expire towards the end of the month.
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