Project C.A.R.S

Cuando te encuentras a gente que te respeta y tu también lo haces, es una delicia. Igualmente, aunque me choquen, intento no entrar al trapo porque entonces pierdes la esencia de correr y posiblemente, acabaríamos los dos jodidos.

En cuanto al parche 3.0, parece que está más cerca, puesto que se envió a Sony el 30.07 y podría estar ya la semana que viene con suerte.

http://www.matsuoracing.com/topic/patch ... ase-notes/

EDITO: Aunque hoy, ha escrito Ian Bell:

Those aren't the patch notes (there's a lot more in 3.0) and the date is wrong.

Apart from that it's spot on.


Vamos, que hay mucho más en el nuevo parche 3.0, no sólo eso, y que la fecha es incorrecta.
Charlie2k escribió:Cuando te encuentras a gente que te respeta y tu también lo haces, es una delicia. Igualmente, aunque me choquen, intento no entrar al trapo porque entonces pierdes la esencia de correr y posiblemente, acabaríamos los dos jodidos.

En cuanto al parche 3.0, parece que está más cerca, puesto que se envió a Sony el 30.07 y podría estar ya la semana que viene con suerte.

http://www.matsuoracing.com/topic/patch ... ase-notes/

EDITO: Aunque hoy, ha escrito Ian Bell:

Those aren't the patch notes (there's a lot more in 3.0) and the date is wrong.

Apart from that it's spot on.


Vamos, que hay mucho más en el nuevo parche 3.0, no sólo eso, y que la fecha es incorrecta.


El a lot more de Ian Bell es muy relativo, no sé qué entiende él por el significado de esa frase, pero que metan el prestigio online de una vez ya.
xD
Jugando contra la IA no hay sanciones por chocar rivales? Supongo que también os pasa que por lo general los pilotos de la IA frenan muy pronto en las curvas y si vas pegado te los comes y suele acabar con ellos fuera de pista y tú tan campante xD
ANUNCIADO EL PARCHE 3, telita:

Here are the new and enhanced features and bug fixes that are coming in patch 3.

PLEASE NOTE - The patch is not yet finalized and is still in testing, meaning that some of this may still change. I will post up the final list, or confirm that this one is final, as soon as the fixes are all confirmed and the patch is in final submission.

IMPORTANT - We are investigating and fixing all reported issues, so if there is an issue that you don't see in this list, please don't post "Where is the fix for this issue?" style questions in this thread. There are dedicated threads in other areas on the forum where you can post and discuss other issues. Please keep discussions in this thread to issues mentioned in the list below.

Finally, please be aware that this patch is not yet in submission with Microsoft and Sony, so we are most likely looking at a few weeks before it will be released. We will post the final release dates as soon as we have them.


Project CARS – Patch 3.0 – Release Notes

New & Enhanced Feature Summary
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* New – Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
* Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
* Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'.
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
* Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.


Online
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
* Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Implemented support for Leaderboards reset across all platforms.
* PS4: Fixed an issue with the browser getting stuck at ‘Looking for sessions’.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* New – Xbox One – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
* Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.


Time Trial
* Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
* Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
* Ghost split and lap times are now displayed on timings/pause screen.
* Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’


Pitting, Tuning, Setups, Strategy
* Enhanced Setup and Pit Strategy system:
- - Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
- - In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
- - The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
- - Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
* Enhanced HUD and Telemetry tyre info system:
- - Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
* Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
* Fixed more cases where a vehicle’s default setup would not be correctly applied.
* Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
* Restrict pit strategy tyre compound types to only those available for the current vehicle.
* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
* Fixed an issue that at times caused a setup from one car to be applied to a different car.
* Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
* Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.


Physics & AI
* Improved AI rain speed realism when using treaded tyres in the wet.
* Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
* Increase tyre wear for AI if driving wet tyres when track is drying or dry.
* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.


Cut Track / Off Track System
Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.


Career
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Added Career Contracts for core career sport DLC cars:
- - GT3: Bentley Continental GT3
- - LMP1: Audi R18 e-tron quattro
* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
* Fixed an issue with pre-DLC save games not unlocking DLC career content.


Audio
* Fixed tyre skid sound when car is sitting against a kerb at zero speed.
* Tweaked the dirt surface sounds.
* Fixed an issue where there would sometimes be missing race audio in a subsequent race if there's an immediate quit at race start.


GUI, HUD, Telemetry
* GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
* Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
* When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
* Reworked the Replay/Spectate/Monitor interface to a more consistent design.
* Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
* Community Events – added a 'DLC required' indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
* HUD now reports correct split times to vehicles that are in the pits.
* Updated the Class logos used by Road cars to better differentiate the various road car classes.
* Fixed an issue with the Field of View slider not working.
* Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.


Replays
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
* Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
* Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.


Controls & FFB
New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid "cogging / notching" effects when stationary its best to leave the spring coefficient high and lower the saturation.
Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).

New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.

Fixed:
* Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added sequential shifter profiles for Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
* Logitech wheels – added LED support for the G29.
* Custom wheels – reduced the default menu spring strength.
* Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
* Handbrake and boost controls assignments are now no longer mandatory.
* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
* Fixed an issue where there was a sudden loss of FFB after a severe collision.
* Xbox One – fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.
* PS4 USB keyboard – corrected mapping for keypad '.' / 'Del' keys, removed Pause being incorrectly hardcoded to the 'P' key.


Vehicles
* 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
* Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).
* Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
* Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
* BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
* BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
* Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
* Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
* Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
* Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
* Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
* McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
* McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
* McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
* Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
* Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
* Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
* RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
* Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
* Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
* Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
* Various cars – updated to use the correct tread textures for various tyre compounds
* Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* 4WD/hybrid vehicles – enabled visual backfires.


Tracks
* Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
* Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
* California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
* Dubai layouts – fixed a graphical anomaly on the track surface.
* Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
* Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
* Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
* Sakitto GP – unblocked pit lane and added pit lane directional signage.
* Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
* Silverstone layouts – fixed a false cut track warning at the pit entrance.
* Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
* Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
* Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
* Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.


Oculus Rift
* Implemented support for Oculus 0.6.0.1 SDK.
* Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support – further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn't available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
* Added a command-line option "-vrnomirror" that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.


General
* Players are no longer disqualified for running out of fuel after finishing the race.
* Fixed an issue that would award players with a race win when skipping session after a false start.
* Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
* PC – added support to enable Opponent Car Reflections by using the “-insane” command-line option.
* Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
* Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
* PC – fixed an issue with Real-time weather not working.
* PS4 – fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
* PS4 – anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles.
* PS4 – fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
* Xbox One – implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.
Muchas cosas trae. A ver como queda al final.
Eso si, tiene muy buena pinta.
Y e leído por ahí BMW 2002 Turbo????
Pedazo de parche.

La lluvia en el cristal va a ser mas realista.
Y se va a poder entrar en el modo foto en las repeticiones, y cambiar entre los distintos coches.

Mola.
Vaya parche!!!

Y parece que el BMW 2002 Turbo será uno de los coches del DLC de este mes

Imagen
Q bueno...parece completo....ayer le estuve dando un rato al pcars q a la espera del volante lo tengo aparcado y la versad q pedazo d juego...mas alla d los bugs q a mi no m afectaron mas q uno q otro muy tonto...vamos a ver q tal va con el volante q creo va a ser una pasada
Para cuando el super parche?
A ver para cuando esta disponible, y que no joda otras cosas.
Pues sí, gran parche

Falta:
-la activación del prestigio online (aunque yo sigo sin Plus)
-activar el personal de los boxes
-SC

Me ha sorprendido que ya hayan incluido lo de los nuevos efectos de lluvia sobre los parabrisas, que ya hayan incluido lo del indicador de desgaste de neumáticos y la previsión meterologógica en las paradas. Lo de poder cambiar de jugador en la repeticiones es una gran adición.

Espero por dios que el juego se vaya puliendo, a mi me sigue pareciendo un grandísimo juego (con fallos) con muy buenas sensaciones al volante... Por cierto que no han dicho lo de la pérdida del FFB ocasional al comenzar una sesión, y eso me preocupa.
Cuanto pesará ese parche!! [mad] . Se nota que será enorme.
Lo que mas me llama la atención, de momento, es el poder cambiar de cámara. Me ha gustado bastante.

A ver ese prestigio online antiratas :-|
fbetes escribió:Pues sí, gran parche

Falta:
-la activación del prestigio online (aunque yo sigo sin Plus)
-activar el personal de los boxes
-SC

Me ha sorprendido que ya hayan incluido lo de los nuevos efectos de lluvia sobre los parabrisas, que ya hayan incluido lo del indicador de desgaste de neumáticos y la previsión meterologógica en las paradas. Lo de poder cambiar de jugador en la repeticiones es una gran adición.

Espero por dios que el juego se vaya puliendo, a mi me sigue pareciendo un grandísimo juego (con fallos) con muy buenas sensaciones al volante... Por cierto que no han dicho lo de la pérdida del FFB ocasional al comenzar una sesión, y eso me preocupa.

fbetes espero que no estes esperando el safety car...
Seria un must have cuando añadan los circuitos ovales (si al final los meten). A mi no me gusta el Nascar para jugar pero no concibo una carrera en oval sin un SC...

Quizás es la única oportunidad que nos queda, pero veo difícil que lo añadan, realmente. Tienen que dejar algo para el PC2...

Aún así como el juego lo pulan y quede sin fallos gordos insisto en que para mi es el mejor juego de conducción en consolas hasta la fecha, siempre hablando desde mi gusto hacia los juegos de COMPETICIÓN, quito Forzas, GT's, Project Gotham, Driveclub, etc que a mi son juegos que "personalmente" no me gustan, más que nada porque su naturaleza no tiene nada que ver con PC.
Los ovales si los meterán, palabra de Denis y sus creadores xD

Lo del Safety Car si que se va a ir para PC2 a este paso, no creo que en este lo veamos, aunque sería genial pero creo que lo dejarán para el 2
fbetes escribió:ANUNCIADO EL PARCHE 3, telita:

Here are the new and enhanced features and bug fixes that are coming in patch 3.

PLEASE NOTE - The patch is not yet finalized and is still in testing, meaning that some of this may still change. I will post up the final list, or confirm that this one is final, as soon as the fixes are all confirmed and the patch is in final submission.

IMPORTANT - We are investigating and fixing all reported issues, so if there is an issue that you don't see in this list, please don't post "Where is the fix for this issue?" style questions in this thread. There are dedicated threads in other areas on the forum where you can post and discuss other issues. Please keep discussions in this thread to issues mentioned in the list below.

Finally, please be aware that this patch is not yet in submission with Microsoft and Sony, so we are most likely looking at a few weeks before it will be released. We will post the final release dates as soon as we have them.


Project CARS – Patch 3.0 – Release Notes

New & Enhanced Feature Summary
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* New – Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
* Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
* Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'.
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
* Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.


Online
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
* Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Implemented support for Leaderboards reset across all platforms.
* PS4: Fixed an issue with the browser getting stuck at ‘Looking for sessions’.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* New – Xbox One – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
* Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.


Time Trial
* Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
* Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
* Ghost split and lap times are now displayed on timings/pause screen.
* Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’


Pitting, Tuning, Setups, Strategy
* Enhanced Setup and Pit Strategy system:
- - Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
- - In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
- - The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
- - Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
* Enhanced HUD and Telemetry tyre info system:
- - Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
* Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
* Fixed more cases where a vehicle’s default setup would not be correctly applied.
* Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
* Restrict pit strategy tyre compound types to only those available for the current vehicle.
* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
* Fixed an issue that at times caused a setup from one car to be applied to a different car.
* Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
* Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.


Physics & AI
* Improved AI rain speed realism when using treaded tyres in the wet.
* Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
* Increase tyre wear for AI if driving wet tyres when track is drying or dry.
* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.


Cut Track / Off Track System
Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.


Career
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Added Career Contracts for core career sport DLC cars:
- - GT3: Bentley Continental GT3
- - LMP1: Audi R18 e-tron quattro
* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
* Fixed an issue with pre-DLC save games not unlocking DLC career content.


Audio
* Fixed tyre skid sound when car is sitting against a kerb at zero speed.
* Tweaked the dirt surface sounds.
* Fixed an issue where there would sometimes be missing race audio in a subsequent race if there's an immediate quit at race start.


GUI, HUD, Telemetry
* GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
* Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
* When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
* Reworked the Replay/Spectate/Monitor interface to a more consistent design.
* Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
* Community Events – added a 'DLC required' indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
* HUD now reports correct split times to vehicles that are in the pits.
* Updated the Class logos used by Road cars to better differentiate the various road car classes.
* Fixed an issue with the Field of View slider not working.
* Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.


Replays
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
* Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
* Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.


Controls & FFB
New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid "cogging / notching" effects when stationary its best to leave the spring coefficient high and lower the saturation.
Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).

New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.

Fixed:
* Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added sequential shifter profiles for Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
* Logitech wheels – added LED support for the G29.
* Custom wheels – reduced the default menu spring strength.
* Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
* Handbrake and boost controls assignments are now no longer mandatory.
* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
* Fixed an issue where there was a sudden loss of FFB after a severe collision.
* Xbox One – fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.
* PS4 USB keyboard – corrected mapping for keypad '.' / 'Del' keys, removed Pause being incorrectly hardcoded to the 'P' key.


Vehicles
* 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
* Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).
* Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
* Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
* BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
* BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
* Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
* Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
* Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
* Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
* Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
* McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
* McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
* McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
* Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
* Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
* Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
* RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
* Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
* Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
* Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
* Various cars – updated to use the correct tread textures for various tyre compounds
* Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* 4WD/hybrid vehicles – enabled visual backfires.


Tracks
* Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
* Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
* California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
* Dubai layouts – fixed a graphical anomaly on the track surface.
* Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
* Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
* Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
* Sakitto GP – unblocked pit lane and added pit lane directional signage.
* Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
* Silverstone layouts – fixed a false cut track warning at the pit entrance.
* Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
* Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
* Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
* Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.


Oculus Rift
* Implemented support for Oculus 0.6.0.1 SDK.
* Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support – further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn't available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
* Added a command-line option "-vrnomirror" that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.


General
* Players are no longer disqualified for running out of fuel after finishing the race.
* Fixed an issue that would award players with a race win when skipping session after a false start.
* Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
* PC – added support to enable Opponent Car Reflections by using the “-insane” command-line option.
* Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
* Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
* PC – fixed an issue with Real-time weather not working.
* PS4 – fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
* PS4 – anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles.
* PS4 – fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
* Xbox One – implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.


Gracias por la información @fbetes, se le ve muy pero que muy completo a este parche, solo espero que no estropeen lo que ya estaba bien en su momento [tomaaa].
Wuolaa!!!

Una pregunta, estoy jugando el modo un jugador, voy por la tercera temporada y me ha salido las 24h de Le mans. Aunque lo ponga al mínimo de 0% me salen 2 horas de circuito, ¿puedo saltármelo de alguna forma? Se me hace muy muy pesado correr 2 horas seguidas :/
Escultor escribió:Wuolaa!!!

Una pregunta, estoy jugando el modo un jugador, voy por la tercera temporada y me ha salido las 24h de Le mans. Aunque lo ponga al mínimo de 0% me salen 2 horas de circuito, ¿puedo saltármelo de alguna forma? Se me hace muy muy pesado correr 2 horas seguidas :/


Dandole a triángulo pasas al siguiente evento, yo las hice una vez por las medallas y aora las salto siempre
luchyx escribió:Lo que mas me llama la atención, de momento, es el poder cambiar de cámara. Me ha gustado bastante.

A ver ese prestigio online antiratas :-|


Que eso del prestigio online?? Ya esta implementado??
Buenas. Tengo ganas de un juego de coches y estoy dudando si pillarme éste.

Decir que siempre he sido de juegos más arcades (no en extremo) y que vengo de jugar mucho al DriveClub. Ahora me apetece probar algo más realista, pero no sé que hacer. Lo mismo el cambio al Project Cars es demasiado brusco. ¿Qué opináis? ¿Es muy difícil hacerse al juego? ¿Graficamente es muy inferior al DriveClub?

Gracias!
McNamara escribió:Buenas. Tengo ganas de un juego de coches y estoy dudando si pillarme éste.

Decir que siempre he sido de juegos más arcades (no en extremo) y que vengo de jugar mucho al DriveClub. Ahora me apetece probar algo más realista, pero no sé que hacer. Lo mismo el cambio al Project Cars es demasiado brusco. ¿Qué opináis? ¿Es muy difícil hacerse al juego? ¿Graficamente es muy inferior al DriveClub?

Gracias!

No te preocupes tienes varias ayudas para activar y el juego se hace mucho mas asequible, no he probado el Driveclub, pero por lo que he visto en videos si me parece que tiene mejores graficos.

Pcars tiene una cosa que por ahora ningun juego te transmite en PS4, la sensacion de competicion es cojonuda, poco a poco lo van puliendo, y esta al caer un gran parche dentro de poco.


Jesustt escribió:
luch
yx escribió:
Lo que mas me llama la atención, de momento, es el poder cambiar de cámara. Me ha gustado bastante.

A ver ese prestigio online antiratas :-|


Que eso del prestigio online?? Ya esta implementado??


Aún no está, es una forma de separar los jugadores guarros de los limpios.
Buenas tengo un pequeño problema con una ps3 slim, al poco de jugar como en 10 minutos los ventiladores se ponen al máximo y al poco sale un mensaje de sobrecalentamiento, ya limpie todo el polvo de dentro pero sigue igual, es recomendable cambiar la pasta térmica? Perdón este foro no va de este tema, pero como lo veo muy activo
Chacal 512 escribió:Buenas tengo un pequeño problema con una ps3 slim, al poco de jugar como en 10 minutos los ventiladores se ponen al máximo y al poco sale un mensaje de sobrecalentamiento, ya limpie todo el polvo de dentro pero sigue igual, es recomendable cambiar la pasta térmica? Perdón este foro no va de este tema, pero como lo veo muy activo


What??? [qmparto] ¿Qué pinta esto aquí? [+risas]

Sobre el parche, tiene una pinta tremenda, espero que arregle todo lo que dice, y que no fastidie nada de lo que ya estaba bien. Según lo que dicen, parece que lo de la IA en mojado debería quedar arreglado, ¿no?

Suerte con lo tuyo, Chacal :p Yo nunca tuve la slim, así que no puedo ayudarte demasiado...
Chacal 512 escribió:Buenas tengo un pequeño problema con una ps3 slim, al poco de jugar como en 10 minutos los ventiladores se ponen al máximo y al poco sale un mensaje de sobrecalentamiento, ya limpie todo el polvo de dentro pero sigue igual, es recomendable cambiar la pasta térmica? Perdón este foro no va de este tema, pero como lo veo muy activo


Chacal en este momento

Imagen
fbetes escribió:Pues sí, gran parche

Falta:
-la activación del prestigio online (aunque yo sigo sin Plus)
-activar el personal de los boxes
-SC

Me ha sorprendido que ya hayan incluido lo de los nuevos efectos de lluvia sobre los parabrisas, que ya hayan incluido lo del indicador de desgaste de neumáticos y la previsión meterologógica en las paradas. Lo de poder cambiar de jugador en la repeticiones es una gran adición.

Espero por dios que el juego se vaya puliendo, a mi me sigue pareciendo un grandísimoi juego (con fallos) con muy buenas sensaciones al volante... Por cierto que no han dicho lo de la pérdida del FFB ocasional al comenzar una sesión, y eso me preocupa.

Olvídate del SC en pcars1

No van a parar de mejorar/arreglar pcars1 y lo mejor es que hay cosas desarrolladas en pcars2 que irán al 1.

La filosofía, como se está viendo, es escuchar la comunidad y actuar en base a eso en lo que se pueda. El juego seguirá mejorando con más funcionalidades.
McNamara escribió:Buenas. Tengo ganas de un juego de coches y estoy dudando si pillarme éste.

Decir que siempre he sido de juegos más arcades (no en extremo) y que vengo de jugar mucho al DriveClub. Ahora me apetece probar algo más realista, pero no sé que hacer. Lo mismo el cambio al Project Cars es demasiado brusco. ¿Qué opináis? ¿Es muy difícil hacerse al juego? ¿Graficamente es muy inferior al DriveClub?

Gracias!


Buenas @McNamara, DriveClub y Project C.A.R.S son juegos totalmente distintos pese a pertenecer al mismo genero, al venir de DriveClub puede que te cueste un par de intentos hacerte al manejo de Project C.A.R.S, pero eso es lo que busca este juego, intentarlo una y otra vez hasta que te haces al control, ademas que puedes personalizarlo todo a tu gusto, ya sea configuración del mando, volante, reglajes etc., eso sin contar que cada coche y circuito tiene sus reglajes fijos para hacerte unas décimas mas rápido. Gráficamente es un juego que cumple en todos los aspectos (no olvidemos que DriveClub es exclusivo, y eso se nota). Si buscas un juego de conducción real, Project C.A.R.S a día de hoy es lo mas real que puedes encontrar.
Me ha dado por jugar hoy online y vaya risas cuando te chocan, atajas, el juego te penaliza a ti y te adelantan [+risas]
Servasky escribió:Me ha dado por jugar hoy online y vaya risas cuando te chocan, atajas, el juego te penaliza a ti y te adelantan [+risas]


Si solo fuera eso... [360º]
luchyx escribió:
Servasky escribió:Me ha dado por jugar hoy online y vaya risas cuando te chocan, atajas, el juego te penaliza a ti y te adelantan [+risas]


Si solo fuera eso... [360º]


Lo peor es que me he dado cuenta de que ser un guarro compensa: Le choqué a uno por detrás (me tenía hasta los mismísimos xD) en la frenada de una recta, él se salió y yo encima giré perfectamente. [tomaaa]
Totalmente compañero...Compensa. No te mosqueas, pasas de todo, te apoyas en las curvas, te apoyas en las frenadas (mandando al rival 100 metros hacia delante mientras que uno coge la chicane perfectamente...etc). Al final el limpio acaba en el mismo lugar que el guarro. No hay ni una sola distinción entre jugadores, ninguna recompensa por ser un piloto y no un kamikaze.

A ver cuanta tarda Denis en traernos el prestigio online... [angelito]
luchyx escribió:Totalmente compañero...Compensa. No te mosqueas, pasas de todo, te apoyas en las curvas, te apoyas en las frenadas (mandando al rival 100 metros hacia delante mientras que uno coge la chicane perfectamente...etc). Al final el limpio acaba en el mismo lugar que el guarro. No hay ni una sola distinción entre jugadores, ninguna recompensa por ser un piloto y no un kamikaze.

A ver cuanta tarda Denis en traernos el prestigio online... [angelito]


En Forza Motorsport 6 anunciaron algo de ligas online que se asemejara al supuesto prestigio online que iba (o habrá) en Project C.A.R.S, veremos haber que tal lo implementa ahí y si es verdad que sera dependiendo de la limpieza de cada persona (serán divididas en divisiones) puede ser todo un acierto y tomar ejemplo para Project C.A.R.S 2.
Todos se quejan de que hay gente guarra en online, pero cuando juego carreras contra la máquina la IA también es bastante guarra, sobretodo en las salidas
Respecto a mi ps3 no hay nada como cambiar la pasta térmica, todo solucionado [carcajad]
GRAN TORINO escribió:
Chacal 512 escribió:Buenas tengo un pequeño problema con una ps3 slim, al poco de jugar como en 10 minutos los ventiladores se ponen al máximo y al poco sale un mensaje de sobrecalentamiento, ya limpie todo el polvo de dentro pero sigue igual, es recomendable cambiar la pasta térmica? Perdón este foro no va de este tema, pero como lo veo muy activo


Chacal en este momento

Imagen


Jajajajajaja
luchyx escribió:A ver cuanta tarda Denis en traernos el prestigio online... [angelito]


Si por el fuera lo tendriamos ya mismo XD
Chacal 512 escribió:Todos se quejan de que hay gente guarra en online, pero cuando juego carreras contra la máquina la IA también es bastante guarra, sobretodo en las salidas
Respecto a mi ps3 no hay nada como cambiar la pasta térmica, todo solucionado [carcajad]


La IA de vez en cuando me ha echado de la carretera queriendo, parece que siguen las famosas instrucciones del mecánico en boxes de "échalo fuera"

Son bastante cabrones a veces, otros sin embargo te tratan muy bien, parece como si la IA fuera dinámica o algo
GRAN TORINO escribió:
Chacal 512 escribió:Buenas tengo un pequeño problema con una ps3 slim, al poco de jugar como en 10 minutos los ventiladores se ponen al máximo y al poco sale un mensaje de sobrecalentamiento, ya limpie todo el polvo de dentro pero sigue igual, es recomendable cambiar la pasta térmica? Perdón este foro no va de este tema, pero como lo veo muy activo


Chacal en este momento

Imagen

Muy gracioso, pero creo que ése debe estar éxtasio hasta las orejas [looco] [borracho]
Chacal 512 escribió:Buenas tengo un pequeño problema con una ps3 slim, al poco de jugar como en 10 minutos los ventiladores se ponen al máximo y al poco sale un mensaje de sobrecalentamiento, ya limpie todo el polvo de dentro pero sigue igual, es recomendable cambiar la pasta térmica? Perdón este foro no va de este tema, pero como lo veo muy activo


Las cuestiones de Ps3 mejor en el foro de Ps3. Gracias.
Chacal 512 escribió:
GRAN TORINO escribió:
Chacal 512 escribió:Buenas tengo un pequeño problema con una ps3 slim, al poco de jugar como en 10 minutos los ventiladores se ponen al máximo y al poco sale un mensaje de sobrecalentamiento, ya limpie todo el polvo de dentro pero sigue igual, es recomendable cambiar la pasta térmica? Perdón este foro no va de este tema, pero como lo veo muy activo


Chacal en este momento

Imagen

Muy gracioso, pero creo que ése debe estar éxtasio hasta las orejas [looco] [borracho]


La verdad es que debí ahorrarme ese gif para una ocasión muy especial, como la de probar el BMW 2002 Turbo

Pero bueno, ya buscaré más xDD
KiMika escribió:
luchyx escribió:A ver cuanta tarda Denis en traernos el prestigio online... [angelito]


Si por el fuera lo tendriamos ya mismo XD


Eso sí es verdad [+risas]
luchyx escribió:
KiMika escribió:
luchyx escribió:A ver cuanta tarda Denis en traernos el prestigio online... [angelito]


Si por el fuera lo tendriamos ya mismo XD


Eso sí es verdad [+risas]

Parezco Papa Noel [carcajad]

La reputación online está presente y explicada en el manual digital. Así que seguro llega por actualización ya que además es algo demandado por la comunidad.

Las IA tienen unos valores de comportamiento min-max, así que puede ser que se note que en una carrera diferencias de comportamiento.
He visto entre las notas del parche esto, esta traducido con google pero bueno. Está bien para saber cuanta gasolina poner, sin tener que dar unas vueltas para asegurarte, porque hay veces que te sobra gasolina de la que te ponen, y eso son unos kilitos de mas XD

El programa de instalación y pantallas Estrategia Pit ahora mostrarán una estimación de la cantidad de vueltas que el jugador puede llegar a correr con la carga de combustible actual y actualizaciones en tiempo real a medida que el jugador se ajusta el regulador de combustible.


A que te refieres con esto que pusiste antes denis?

denis74 escribió:Las IA tienen unos valores de comportamiento min-max, así que puede ser que se note que en una carrera diferencias de comportamiento.
KiMika escribió:He visto entre las notas del parche esto, esta traducido con google pero bueno. Está bien para saber cuanta gasolina poner, sin tener que dar unas vueltas para asegurarte, porque hay veces que te sobra gasolina de la que te ponen, y eso son unos kilitos de mas XD

El programa de instalación y pantallas Estrategia Pit ahora mostrarán una estimación de la cantidad de vueltas que el jugador puede llegar a correr con la carga de combustible actual y actualizaciones en tiempo real a medida que el jugador se ajusta el regulador de combustible.



Me parece todo un acierto eso que comentas @KiMika, no es la primera vez que me pasan en boxes por echar mas gasolina de la cuenta, gracias a esto ya me haré una idea de la gasolina que tengo que echar para llegar hasta el final sin pasarme con los litros.
A ver si permiten correr con varias categorías diferentes, si coges un GT, corres con GTs, si coges protos, corres con protos, las 24 horas de le mans corren GTSs y protos al mismo tiempo, pero pcars no permite eso.
GodsmackTheBest escribió:A ver si permiten correr con varias categorías diferentes, si coges un GT, corres con GTs, si coges protos, corres con protos, las 24 horas de le mans corren GTSs y protos al mismo tiempo, pero pcars no permite eso.

Si te e entendido bien, creo que la opción multi clase esta.
Yo hice un Le Mans con varias clases (me metió hasta nascar)
Sr_Carbono escribió:
GodsmackTheBest escribió:A ver si permiten correr con varias categorías diferentes, si coges un GT, corres con GTs, si coges protos, corres con protos, las 24 horas de le mans corren GTSs y protos al mismo tiempo, pero pcars no permite eso.

Si te e entendido bien, creo que la opción multi clase esta.
Yo hice un Le Mans con varias clases (me metió hasta nascar)



Yo pongo multiclase corriendo con un GT3 y corro contra GT4 etc, dentro de la categoría GT, si lo hago con un lmp1, corro contra los radical, palmer jaguar etc, dentro de la categoría PROTOTIPO, pero no puedes correr contra GTs y LMP al mismo tiempo, a eso voy, categorías diferentes, no subcategorías diferentes.
Después de estar mas de 1 mes sin jugar carreras online al azar hoy decidí volver a darle una oportunidad, pero veo que esto no ha cambiado desde que salio el juego. Primera carrera, la salida parecía eso la operación salida (nunca mejor dicho), saliendo yo en 2 posición tras una gran vuelta de clasificación, salgo decentemente y recibo golpes, golpes y mas golpes, con la consecuencia de que me envían a la tierra como de costumbre (no se si es que tengo un imán o algo encima que los atraigo), de la 2 posición a la posición 14, empieza mi remontada en solo 4 vueltas, vale hasta aquí todo bien, adelantamientos limpios, salidas de otros pilotos y demás, pero....., vuelta 4/4 y como no el gracioso de turno en mitad de la pista (no se si era retrasado o era por dar por saco), el que iba delante mio lo logro esquivar pero yo me lo comí pero bien, acto seguido el gracioso se salio de inmediato de la sala: Misión cumplida por su parte, 3 posición habiendo destrozado un duelo muy bonito que teníamos por la 2 plaza, en fin. Siguiente carrera (por cierto en esta sala me encontré con el usuario @luchyx de casualidad), vuelvo a salir 2, carrera normal hasta que llega la última vuelta, estamos luchando el y yo por la victoria, pues ya os podéis imaginar como acabo la cosa, golpe por detrás, me penalizan 5 segundos y el se va de rositas con su "merecida" victoria. Siguiente carrera, esta vez sin clasificación, carrera sin muchos incidentes tampoco hasta....., última vuelta, luchando por la 2 posición, me dispongo a adelantar al 2 y viene por detrás uno a toda pastilla, ¿consecuencia?, yo acabo por poco en otro país, eso si el otro se llevo su merecida penalización y mi regalito al pasar por su lado (le di de tal forma que lo arrastre hasta la tierra para que los de detrás le pasarán, y así paso), en fin 3 posición y el gracioso que iba 4 acabo 7, por listo. Otra carrera sin mucho que comentar pero como no de nuevo otra vez el imbécil de turno (este personaje era otro al de antes) en medio de la pista haciendo trompos (si, la gente se aburre mucho), lo conseguimos esquivar yo y el que iba delante de milagro. Bueno esto es todo gente, después de estar inactivo mas de un mes, solo me han bastado 3 horas para ver que esto sigue por el mismo camino, lo dicho, a correr en campeonatos y a los cafres de turno les pueden dar pero bien, también decir que hubo carreras limpias y respetándonos los unos a los otros, pero vamos eso en 2/10 carreras que eché. Perdón por el tocho de post pero necesitaba contarlo, nos vemos.
Yo no entiendo como se divierten haciendo eso, su unico proposito cuando juegan online es ir a joder, hay que ser payaso...
@kaulitz55
kaulitz55 escribió:Después de estar mas de 1 mes sin jugar carreras online al azar hoy decidí volver a darle una oportunidad, pero veo que esto no ha cambiado desde que salio el juego. Primera carrera, la salida parecía eso la operación salida (nunca mejor dicho), saliendo yo en 2 posición tras una gran vuelta de clasificación, salgo decentemente y recibo golpes, golpes y mas golpes, con la consecuencia de que me envían a la tierra como de costumbre (no se si es que tengo un imán o algo encima que los atraigo), de la 2 posición a la posición 14, empieza mi remontada en solo 4 vueltas, vale hasta aquí todo bien, adelantamientos limpios, salidas de otros pilotos y demás, pero....., vuelta 4/4 y como no el gracioso de turno en mitad de la pista (no se si era retrasado o era por dar por saco), el que iba delante mio lo logro esquivar pero yo me lo comí pero bien, acto seguido el gracioso se salio de inmediato de la sala: Misión cumplida por su parte, 3 posición habiendo destrozado un duelo muy bonito que teníamos por la 2 plaza, en fin. Siguiente carrera (por cierto en esta sala me encontré con el usuario @luchyx de casualidad), vuelvo a salir 2, carrera normal hasta que llega la última vuelta, estamos luchando yo y el 2 por la victoria, pues ya os podéis imaginar como acabo la cosa, golpe por detrás, me penalizan 5 segundos y el se va de rositas con su "merecida" victoria. Siguiente carrera, esta vez sin clasificación, carrera sin muchos incidentes tampoco hasta....., última vuelta, luchando por la 2 posición, me dispongo a adelantar al 2 y viene por detrás uno a toda pastilla, ¿consecuencia?, yo acabo por poco en otro país, eso si el otro se llevo su merecida penalización y mi regalito al pasar por su lado (le di de tal forma que lo arrastre hasta la tierra para que los de detrás le pasarán, y así paso), en fin 3 posición y el gracioso que iba 4 acabo 7, por listo. Otra carrera sin mucho que comentar pero como no de nuevo otra vez el imbécil de turno (este personaje era otro al de antes) en medio de la pista haciendo trompos (si, la gente se aburre mucho), lo conseguimos esquivar yo y el que iba delante de milagro. Bueno esto es todo gente, después de estar inactivo mas de un mes, solo me han bastado 3 horas para ver que esto sigue por el mismo camino, lo dicho, a correr en campeonatos y a los cafres de turno les pueden dar pero bien, también decir que hubo carreras limpias y respetándonos los unos a los otros, pero vamos eso en 2/10 carreras que eché. Perdón por el tocho de post pero necesitaba contarlo, nos vemos.


Yo me estoy planteándome pillarme un PC para iracing... esto es insufrible..

Por cierto, "él y yo", no "yo y él". El burro delante pa' que no se espante. :P
KiMika escribió:Yo no entiendo como se divierten haciendo eso, su unico proposito cuando juegan online es ir a joder, hay que ser payaso...


Yo tampoco lo entiendo @KiMika, intentas pasar un buen rato y es encontrarte con este tipo de gente y se te quitan las ganas de todo, me paro a pensar si es que, o tienen mucho tiempo libre o solo juegan para fastidiar a los/as demás, no lo entiendo pero es muy patético.

SergioSR escribió:@kaulitz55
kaulitz55 escribió:Después de estar mas de 1 mes sin jugar carreras online al azar hoy decidí volver a darle una oportunidad, pero veo que esto no ha cambiado desde que salio el juego. Primera carrera, la salida parecía eso la operación salida (nunca mejor dicho), saliendo yo en 2 posición tras una gran vuelta de clasificación, salgo decentemente y recibo golpes, golpes y mas golpes, con la consecuencia de que me envían a la tierra como de costumbre (no se si es que tengo un imán o algo encima que los atraigo), de la 2 posición a la posición 14, empieza mi remontada en solo 4 vueltas, vale hasta aquí todo bien, adelantamientos limpios, salidas de otros pilotos y demás, pero....., vuelta 4/4 y como no el gracioso de turno en mitad de la pista (no se si era retrasado o era por dar por saco), el que iba delante mio lo logro esquivar pero yo me lo comí pero bien, acto seguido el gracioso se salio de inmediato de la sala: Misión cumplida por su parte, 3 posición habiendo destrozado un duelo muy bonito que teníamos por la 2 plaza, en fin. Siguiente carrera (por cierto en esta sala me encontré con el usuario @luchyx de casualidad), vuelvo a salir 2, carrera normal hasta que llega la última vuelta, estamos luchando yo y el 2 por la victoria, pues ya os podéis imaginar como acabo la cosa, golpe por detrás, me penalizan 5 segundos y el se va de rositas con su "merecida" victoria. Siguiente carrera, esta vez sin clasificación, carrera sin muchos incidentes tampoco hasta....., última vuelta, luchando por la 2 posición, me dispongo a adelantar al 2 y viene por detrás uno a toda pastilla, ¿consecuencia?, yo acabo por poco en otro país, eso si el otro se llevo su merecida penalización y mi regalito al pasar por su lado (le di de tal forma que lo arrastre hasta la tierra para que los de detrás le pasarán, y así paso), en fin 3 posición y el gracioso que iba 4 acabo 7, por listo. Otra carrera sin mucho que comentar pero como no de nuevo otra vez el imbécil de turno (este personaje era otro al de antes) en medio de la pista haciendo trompos (si, la gente se aburre mucho), lo conseguimos esquivar yo y el que iba delante de milagro. Bueno esto es todo gente, después de estar inactivo mas de un mes, solo me han bastado 3 horas para ver que esto sigue por el mismo camino, lo dicho, a correr en campeonatos y a los cafres de turno les pueden dar pero bien, también decir que hubo carreras limpias y respetándonos los unos a los otros, pero vamos eso en 2/10 carreras que eché. Perdón por el tocho de post pero necesitaba contarlo, nos vemos.


Yo me estoy planteándome pillarme un PC para iracing... esto es insufrible..

Por cierto, "él y yo", no "yo y él". El burro delante pa' que no se espante. :P


¡Ups!, tienes razón, ya esta arreglado @SergioSR [sonrisa].
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