PC2 A Frustrating Experience: The Project CARS 2 Review

Paul Jeffrey

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Project CARS 2 Review 4.jpg

RaceDepartment take the new Project CARS 2 game for a spin and share our experiences.

Now I have to say something in advance of writing this review, I want Project CARS 2 to be good. I really, really do. Sim racing is my passion, and to have another big player on the scene vying for my game time is a very exciting prospect, and something which I found myself getting increasingly excited about on the run up to release last month.

Frankly I was sceptical after being bitterly disappointed by the original Project CARS game, so it came as something of a surprise when I gradually found myself being reeled in by the relentless marketing push for the new title throughout the build up to a public release, especially all the noise the developers were making about how the game would push the boundaries of realism and "redefine the genre of sim racing". These are all things that grab my attention, massively.

On face value many of the boxes one would like to see ticked prior to getting out on track have a resounding big fat happy smiley face next to them - loads of cars? Check. Loads of tracks? Check. VR support? Check. Dynamic weather and time of day? Check. These things are all good. These things give the game a massive leg up over the competition before a wheel has even been turned. Unfortunately turning said wheel is when things start to go a little bit wrong for Project CARS 2, and that is where the disappointment and frustration start to creep in to the experience, massively.

Project CARS 2 Review 2.jpg


Now I'm no technical expert but I've been around a while, and mixing together my own experiences and using the help of our community and my good friend Mr. Google, after literally hours of tinkering and a download of the epic Jack Spade tweaker file later I managed to get a pretty decent setup going through my wheel (Fanatec CSW V2). This is a massive improvement over the original title, however you still have to work to damn hard to get under the skin of the game to find something half reasonable in the force feedback, which frankly is a shame and unnecessary. Why after all the discussion and criticism from the community levelled at the developers following the original PCARS release do we still have to download a community made file to get the FFB half decent is beyond me, and something that SMS should really consider as a bit of an own goal once all the initial fuss has died down following game release.

Now don't get me wrong, I still don't think I'm fully in the sweet spot for the force feedback despite my trials and tribulations getting things setup, and the rear of the car still feels too vague for me to confidently begin to push past the outer edge of performance, but in comparison to the original release the overall experience is much better and doesn't kill off the game before it even starts. Not at the level of the other sim racing titles out on the market today, but definitely a decent base from which to build upon.

Project CARS 2 Review 5.jpg


So lets break down our impressions into a few key areas of the title:

UI - Vastly improved over the cluster of mess that was Project CARS. Looks neat, professional and functional. I find flicking through to the different menus easy and straight forward, but still keeping that stylish Project CARS feel and vibe. For me this is one of the most impressive improvements over the original game, and possibly the best UI of any of the sim racing titles currently available. Nice background music too and the bits of Ben Collins speaking about Senna are a nice touch, although these could maybe get a bit tiresome after a few hours of continual play.

Weather - Visually very impressive and aquaplaning is a thoroughly enjoyable extra dimension. Perhaps more grip than I would expect as my track experiences suggest more throttle steer and better modulation of the loud pedal out of corners would be needed than is currently simulated, however overall despite the limitations in some areas weather in PC2 is an area where the game stands out above its rivals. Some gripes I do have with it are when you get to the randomisation element of this feature, as basically selecting random weather means over 90% of the time you can expect some level of wetness, which is a shame as I would have liked to see more variety in the mix, such as dry running for a number of sessions then maybe a shower at the end of the race or something. Having tested almost 20 race weekends with random weather, I've had rain or snow during at least one session on every occasion...

Project CARS 2 Review.jpg


Speaking of snow, lets be honest now, this is a gimmick and one that any serious sim racer will rarely use in a race setting. Strangely this cannot be removed from the weather randomiser, so you could get seriously annoyed when it pops up in a race weekend and spoils all the fun. This really does need to be addressed, as who wants to race GT3's at Brands Hatch in the snow anyway?

AI - A total and utter disaster. Period. How in the name of all that is sacred did this get past QA I will never know. The AI is simply awful. First corner crashes, no awareness and ridiculously slow wet driving are all regular occurrences that continually pop up to hurt the soul. One evening I endeavoured to do a race weekend at the Nurburgring in a Lamborghini GT3, a car and track combination I hadn't yet tried. At 105% difficulty with a default setup and no fuel removed I finished my 15 minute practice in P23, 1.6 seconds off the pace. This was good, I had some more pace to give in the limited time I had on track, but that is exactly where I wanted to be and I was a happy boy. Maybe another 3 tenths could've been won if I didn't keep crossing up in the chicane, but that was fine. Come my 10 minute qualifying and hey, random weather so time for rain. Ran two laps, put it on pole by 1.6 seconds. Parked it, remained on pole. Hmm.

Race day comes around and the rain has progressed to a thunderstorm (random weather rain strikes again). Get a good launch off the rolling start and by lap 3 I have 45 seconds of lead, without even pushing the car at all. ESC and back to menu. Little grey X button in the top right hand corner, shut down PC, walk away and mash a cup of tea. Not impressed. Sadly this is the case every time some rain falls, and let us be honest, I'm no Michael Schumacher in the rain. Something is wrong, very wrong indeed.

Project CARS 2 Review 5.jpg


Car selection - Excellent. Some really nice cars and a lovely mix of the old and new are included, giving pretty much everyone the opportunity to have a go in something they might enjoy. All the big brands are present, so Ferrari, Porsche, Mercedes or whatever takes your fancy can be fired up and raced around the many tracks in the game. A nice nod towards official series such as IndyCar are also welcomed, however the lack of real drivers despite the series licence and liveries grinds a bit, and kinda spoils it for me. Regardless of that little bugbear, you can't really fault the choice of cars in game, and all seem to be of solid quality and look wonderful from inside the cockpit using VR. Very happy.

Tracks - Again plenty to choose from, however for me the quality varies massively between different circuit selections. Some of them are just downright bad, both the visuals and accuracy, leaving a bit of a hit and miss feel to the whole game and giving one the impression that quite a few have been thrown in just to bump up the numbers, rather than striving to match the quality level expected of a game of this level.

Quality variances aside, it is nice to see that all the different weather options can be used on all the circuits, and that the game doesn't artificially limit what cars can be used on which circuit. Red Bull Ring in snow driving a WRX? No worries, the option is open for you to try. IndyCar at Knockhill? Go for it. Quite a cool thing to see and something I'm pleased about, if only for the novelty value of trying out weird combinations you would never see in real life.

Summary - Now I started writing this review very soon after the game released (about a week or so after) and I've parked it until now, half finished, as I wanted to give a bit of space for the developers to patch up some things and get it firing on all cylinders. We've had two patches so far, and still the AI is a joke. Wet weather is pointless against the computer opponents, and the dry weather awareness of where I am relative to the opposition is still poor. Not PCARS 1 bad, but for me at least still not close to the big hitters in the sim racing world. Over a month from launch day, I would expect this to be rectified and frankly I'm shocked it hasn't been addressed yet, making it very hard for me to want to invest any serious time in the sim. Assetto Corsa took a long time to get offline right, but that wasn't too much of a pain as the online stability was pretty rock solid, and more importantly the actual experience of driving the car was first rate, making hot lapping and just simply enjoying the driving experience of the different cars a pleasure, sadly for me at least PCARS 2 doesn't give the same level of driving thrill, it just feels canned and not really an "organic" driving experience. Open up your mind a little and AC or rF2 etc can feel like driving the real thing, PCARS 2 feels like a game. In my experience at least..

Moving to the online portion of the title is where my experience very dramatically drops off, as the events I've ventured into have all pretty much ended in various levels of frustration and disaster. Netcode has been poor at best, with plenty of lagging and cars floating or spawning at random all over the place. I suspect this has been improved since my last try, but frankly I've not got enough inclination to fire it up and have another bash, so this element of the sim will have to wait a while until further updates are released to entice me back to the game again.

Project CARS 2 Review 3.jpg


Now I'm aware that my opinions are probably going to be quite polarising in the community and probably come across a bit harsh, this isn't intended and saddens me to write them. I really, really, really wanted this to be good, and honestly the basics are in place for a very solid racing game. What has probably caused me the biggest disappointment is how I fell for the hype once again, having been promised something that would blow me away and having eventually just sat through what was eventually a light breeze. It feels like I've been promised the best Ferrari in the world, and eventually had a top of the range Fiat Punto delivered. Nothing wrong with the Punto, actually its a rather nice car, but when one expected a brand new 700bhp Ferrari on the drive and looking out over a nearly new Punto just fills you full of disappointment at what could of been.

Project CARS 2 claimed to be "redefining the genre of sim racing" prior to release, and having sunk plenty of hours into getting under the skin of the new title I can say one thing for sure: despite having quite a few compelling positives if you look hard enough at the game, if this is the new definition of sim racing then I'm not entirely sure I want to stick around for much longer.
 
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If you dont mind....could you you tell me how you bring those steam stats up for a certain game? Ive been trying to figure it out for ages but all i can get is the top played games lol

If you go to SteamCharts (not sure if I can link directly, so just google it), at the very top of the site, there is a little search box that is a bit tough to see. Type in the name and it will pop up results and you can choose the specific game. Then, once the graph appears, there is a button that says, "Compare with others..." and then you can type in the name of the game/s you want to compare it against. :)
 
Hey guys,

Ok so for the most part some interesting discussion and comments in here, all of which have their more or less valid points without going into childish meltdown (well some folks did, but that's to be expected ;) ). So for that I thank you, it's nice when we can have a discussion, even a quite heated one, and still act like grown men. Cool.

Now to address some of the comments directed at me / the review. First things first, appreciate where folks are coming from and I don't take offense, opinions are a great thing and I like the fact we all have them and they all don't always match each other.

Regards the "depth" of the review. Those of you who have questioned how long and detailed this review is you are correct, it isn't the lengthiest bunch of words I've ever written and it doesn't touch on every aspect of the game in great detail. This is deliberate and I'll try to explain why.

PCARS 2 came with an unprecedented amount of hype/promotion/featuring on both the official SMS channels, mainstream sites and here at RD, via my own articles. For this reason I suspect the very large majority (and certainly our RD readers) are all well acquainted with what has been said and promised for the sim. I decided for the review to not focus on each and every part of the sim, but to look at the promises and see where the major discrepancies sat with the actual product. Of course some parts of the sim really stood out to me and my experiences as being particularly noteworthy, of which the choice of cars, variety of classes and quality of the UI are prime examples. Saying that, not really much depth I can give those over and above the pre release information as we all know the cars in the game, and what more can I really say that is interesting about the UI, other than saying I think it's probably the best one in the marketplace at present.

For me anyway the game doesn't really stand out as superb in any one area, so really over and above what is already public knowledge I don't have anything to add other than in the areas I mentioned in the original piece. The AI is dreadful, both in awareness and pace under wet conditions, of which I tried to give an example to illustrate my point. The online is highly buggy from my experience, which doesn't help when you want to escape the offline side of the sim and try and enjoy it against other users. The fact that all the features initially promised haven't yet materialised wasn't brought up in the OP, but again that is why these comments sections are open so we can elaborate as a wider community and get "into the detail" about the various ins and outs of the different parts of the title.

What I think bugs me isn't as some people elude to in the comments about not getting it set up on my hardware properly, its about how the actual experience of driving the car isn't where I would like it to be. I don't have that feeling of being connected front and back to the road, I don't feel like I can invest myself in the experience to become as one with the car and get under its skin. Other sims (which I won't name here for fear of that boring and frankly stupid accusation of "fan boy") I feel like I can just lap and lap, learning, improving and experiencing what feels like a reasonably authentic feeling of driving a real car. In PC2 I don't get that, I feel like I'm driving an approximation of what it should be like, with canned effects that present things to my wheel that someone somewhere decided they should do in a given situation, rather than being a result of calculated physics and other such technical stuff that is over my head to be fair. This is where the AC reference came from, and the context of which I think maybe found itself being overlooked. I know AC took ages to get decent AI, and even now its not exactly great, but it made up for it somewhat because to drive the cars felt great, and online was perfectly serviceable. Neither of which applies with PC2, thus killing off the three main ways in which I would play the game - online racing, hotlapping and experiencing the cars and offline AI races.

But the real thing that is the main "influence" of this review (if you want to put a label on it) would be the whole promises of something exceptional (to the point of being aggressive about it) and in the end delivering something that doesn't really stand out above its peers in any way, with the exception of graphics.

That's what gets my goat, and for the ease of reading and fear of going to wordy with the article that was the theme in which I based my review.

I'm no "fanboy" I'm a grown man with a family and a good job. I have no need to be biased as literally I have nothing to gain from favouring one sim over another, or deliberately trashing one sim for no reason. Quite the opposite actually, sim racing is my main interest and hobby and another big name release that meets or exceeds expectation would be awesome for me. At the end of the day if PC2 was incredible or dog poo, it still cost me £68 and I have nothing to gain by calling it in any other way than which I see it.

I thing the game does stuff well (content variety, visuals, pitstop animation, visuals in weather and time of day, UI, music, career if that is your sort of thing, virtual engineer) but none of those things are remarkable and game changing like I kind of expected from what I heard in the build up.

What it does well it does well, what it does poorly it does very poorly. What it should do well (FFB, physics, netcode, AI and balance of quality) it does ok in parts, but not nearly good enough.

I think my line here sums up where I'm coming from perfectly, and the review should be taken with this line very much at the forefront of your mind:

It feels like I've been promised the best Ferrari in the world, and eventually had a top of the range Fiat Punto delivered. Nothing wrong with the Punto, actually its a rather nice car, but when one expected a brand new 700bhp Ferrari on the drive and looking out over a nearly new Punto just feels you full of disappointment at what could have been.

The main thing is this, I hope by now people know enough of my work to understand I come across as fair and reasonable in my writing (although I do tend to be more optimistic than most) and this is my honest response to the game after 1 + months of release. The beauty of RD and our community is our comments section. My opinionated review is my view, the comments are your chance to share / expand / counter argue and discuss said review and opinions. My OP is just the catalyst for the discussion to begin, not the end of and end all of the discussion.


So keep up the debate for sure and please try to remain respectful of each other and mature in our comments. Some folks have been argumentative and childish in the comments, but these people are in the minority and to be fair certain characters who've posted usually speak like that anyway, so we've all probably learnt to laugh and ignore them by now :) You know who you are.... ;)

Sim racing is awesome people, but what do I know, I'm just a fanboy
 
Hey guys,

Ok so for the most part some interesting discussion and comments in here,
(...)
its about how the actual experience of driving the car isn't where I would like it to be. I don't have that feeling of being connected front and back to the road, I don't feel like I can invest myself in the experience to become as one with the car and get under its skin. Other sims (which I won't name here for fear of that boring and frankly stupid accusation of "fan boy") I feel like I can just lap and lap, learning, improving and experiencing what feels like a reasonably authentic feeling of driving a real car. In PC2 I don't get that, I feel like I'm driving an approximation of what it should be like, with canned effects that present things to my wheel that someone somewhere decided they should do in a given situation, rather than being a result of calculated physics and other such technical stuff that is over my head to be fair.
(...)
What it does well it does well, what it does poorly it does very poorly. What it should do well (FFB, physics, netcode, AI and balance of quality) it does ok in parts, but not nearly good enough.

For the sake of argument, if it turns out that you hit an FFB bug/regression that affected your CSW v2 harder than other FFB wheels, would you say that it might have affected your feeling of being connected to pC2?

Would you be open to revisiting this down the road if said FFB bug/regression is fixed or is your mind already set on this point? :)
 
Hey guys,

Ok so for the most part some interesting discussion and comments in here, all of which have their more or less valid points without going into childish meltdown (well some folks did, but that's to be expected ;) ). So for that I thank you, it's nice when we can have a discussion, even a quite heated one, and still act like grown men. Cool.

Now to address some of the comments directed at me / the review. First things first, appreciate where folks are coming from and I don't take offense, opinions are a great thing and I like the fact we all have them and they all don't always match each other.

Regards the "depth" of the review. Those of you who have questioned how long and detailed this review is you are correct, it isn't the lengthiest bunch of words I've ever written and it doesn't touch on every aspect of the game in great detail. This is deliberate and I'll try to explain why.

PCARS 2 came with an unprecedented amount of hype/promotion/featuring on both the official SMS channels, mainstream sites and here at RD, via my own articles. For this reason I suspect the very large majority (and certainly our RD readers) are all well acquainted with what has been said and promised for the sim. I decided for the review to not focus on each and every part of the sim, but to look at the promises and see where the major discrepancies sat with the actual product. Of course some parts of the sim really stood out to me and my experiences as being particularly noteworthy, of which the choice of cars, variety of classes and quality of the UI are prime examples. Saying that, not really much depth I can give those over and above the pre release information as we all know the cars in the game, and what more can I really say that is interesting about the UI, other than saying I think it's probably the best one in the marketplace at present.

For me anyway the game doesn't really stand out as superb in any one area, so really over and above what is already public knowledge I don't have anything to add other than in the areas I mentioned in the original piece. The AI is dreadful, both in awareness and pace under wet conditions, of which I tried to give an example to illustrate my point. The online is highly buggy from my experience, which doesn't help when you want to escape the offline side of the sim and try and enjoy it against other users. The fact that all the features initially promised haven't yet materialised wasn't brought up in the OP, but again that is why these comments sections are open so we can elaborate as a wider community and get "into the detail" about the various ins and outs of the different parts of the title.

What I think bugs me isn't as some people elude to in the comments about not getting it set up on my hardware properly, its about how the actual experience of driving the car isn't where I would like it to be. I don't have that feeling of being connected front and back to the road, I don't feel like I can invest myself in the experience to become as one with the car and get under its skin. Other sims (which I won't name here for fear of that boring and frankly stupid accusation of "fan boy") I feel like I can just lap and lap, learning, improving and experiencing what feels like a reasonably authentic feeling of driving a real car. In PC2 I don't get that, I feel like I'm driving an approximation of what it should be like, with canned effects that present things to my wheel that someone somewhere decided they should do in a given situation, rather than being a result of calculated physics and other such technical stuff that is over my head to be fair. This is where the AC reference came from, and the context of which I think maybe found itself being overlooked. I know AC took ages to get decent AI, and even now its not exactly great, but it made up for it somewhat because to drive the cars felt great, and online was perfectly serviceable. Neither of which applies with PC2, thus killing off the three main ways in which I would play the game - online racing, hotlapping and experiencing the cars and offline AI races.

But the real thing that is the main "influence" of this review (if you want to put a label on it) would be the whole promises of something exceptional (to the point of being aggressive about it) and in the end delivering something that doesn't really stand out above its peers in any way, with the exception of graphics.

That's what gets my goat, and for the ease of reading and fear of going to wordy with the article that was the theme in which I based my review.

I'm no "fanboy" I'm a grown man with a family and a good job. I have no need to be biased as literally I have nothing to gain from favouring one sim over another, or deliberately trashing one sim for no reason. Quite the opposite actually, sim racing is my main interest and hobby and another big name release that meets or exceeds expectation would be awesome for me. At the end of the day if PC2 was incredible or dog poo, it still cost me £68 and I have nothing to gain by calling it in any other way than which I see it.

I thing the game does stuff well (content variety, visuals, pitstop animation, visuals in weather and time of day, UI, music, career if that is your sort of thing, virtual engineer) but none of those things are remarkable and game changing like I kind of expected from what I heard in the build up.

What it does well it does well, what it does poorly it does very poorly. What it should do well (FFB, physics, netcode, AI and balance of quality) it does ok in parts, but not nearly good enough.

I think my line here sums up where I'm coming from perfectly, and the review should be taken with this line very much at the forefront of your mind:



The main thing is this, I hope by now people know enough of my work to understand I come across as fair and reasonable in my writing (although I do tend to be more optimistic than most) and this is my honest response to the game after 1 + months of release. The beauty of RD and our community is our comments section. My opinionated review is my view, the comments are your chance to share / expand / counter argue and discuss said review and opinions. My OP is just the catalyst for the discussion to begin, not the end of and end all of the discussion.


So keep up the debate for sure and please try to remain respectful of each other and mature in our comments. Some folks have been argumentative and childish in the comments, but these people are in the minority and to be fair certain characters who've posted usually speak like that anyway, so we've all probably learnt to laugh and ignore them by now :) You know who you are.... ;)

Sim racing is awesome people, but what do I know, I'm just a fanboy
Fair enough, while I mentioned a disagreement I wouldn't call you bias. My main points were a couple of what seemed like blanket statements regarding FFB and AI. And with that said, I can't disagree with "your" PC2 experience, how could I as I don't have your hardware and I'm not comparing apples to apples on the race/weather/cars/track/settings you played. I just wanted to point out that for every one that may not have a good experience another may - like myself. I know good FFB and AI when I see it, as I suspect you do. I use rF2 as my gauge and while PC2 hasn't surpassed rF2 in these areas it is very close "at times", again consistency is the issue with PC2. Then again, rF2 has some consistency issues also. PC2 "can" be very good, and hopefully tweaks and bug fixes will take place - I will give them the benefit of the doubt.
William "fanman" Wester (63 yrs young ;))
 
Would you be open to revisiting this down the road if said FFB bug/regression is fixed

Absolutely! :)

I suspect the disconnect isn't ffb related 100% however this is exactly why I've kept my copy and not borrowed a review one, it stays on my hard drive and I will periodically check it out and thoroughly test it after each update is released. As I say, I really want this to be good.
 
*sees new PC2 review* - *clicks* - *scrolls down to 'online' part* - *reads 'poor netcode* - *stops reading*.

A racing game with poor netcode is like a sign saying 'caution, water on road during rain' - utterly pointless. It makes all the other issues pale in comparison.
 
I know good FFB and AI when I see it, as I suspect you do. I use rF2 as my gauge and while PC2 hasn't surpassed rF2 in these areas it is very close "at times", again consistency is the issue with PC2. Then again, rF2 has some consistency issues also. PC2 "can" be very good, and hopefully tweaks and bug fixes will take place - I will give them the benefit of the doubt.
Just yesterday i was trying rF2 and IMO it's the only competition in terms of tyre-physics to PC2, but the handling in rF2 seems very odd, especially this crazy lift-off-oversteers at least i can't do anything about it. Countersteering should help, but not in rF2. I nearly never saw this issue in real Motorsport or just with contacts, lousy driving, bad weather and so on, but in rF2 it happens on a far too regular basis.

And what to compare in the end? There's so much more content in PC2 with nearly no matching cars. The Radical SR03 is so much better in PC2 and it's just a joke in rF2 with no simulation value at all when watching real onboards.

Just did a 6:58 with the Porsche 918 on the Nordschleife and what a nice car in PC2. In AC the dampers acting like driving an old 70's car and never managed to get it around safe. In AC it's like the worst Porsche ever made and the most expensive for regular customers as well. Plus the braking-distance is far too short in AC compare to onboards from Chris Harris. PC2 is just spot on and provide the exact same tyres (Pirelli Corsa).

PC2 is a bit more easy when it comes to fresh tyres, but when they run off, it's not like in iRacing, where people running 16 laps Nürburgring 24h with one set to avoid 27 seconds for the tyre-change, PC2 gets really challenging and ugly. The Super V8 is about the same than in AMS for example and after three laps Bathurst even the hard slicks loosing lots of grip.

But i admit that SimVibe (maybe the Accuforce as well) did the trick to love PC2. The seat-of-pants effects are superior and really needed to feel the cars. With my setup PC2 is by far the best sim today and nothing comes close.
 
What I think bugs me isn't as some people elude to in the comments about not getting it set up on my hardware properly, its about how the actual experience of driving the car isn't where I would like it to be. I don't have that feeling of being connected front and back to the road, I don't feel like I can invest myself in the experience to become as one with the car and get under its skin.
I'm almost certain that if you don't have the feeling of being connected to the road, you have a either a wheel issue or badly configured FFB.
 
Regarding Pcars AI, and the argument AC etc has had more time to develop AI, this is just plain wrong, even ignoring the fact they've had 4 titles in this "series" (SHIFT 1-2,PC 1-2), they also started out with Rfactor based AI, and as Raceroom and AMS has shown,it is a perfectly good base to develop AI off, how PC AI is so far off RRE and AMS take on the same code is....interesting, especially when you consider resources and dev team numbers.
 
Regarding Pcars AI, and the argument AC etc has had more time to develop AI, this is just plain wrong, even ignoring the fact they've had 4 titles in this "series" (SHIFT 1-2,PC 1-2), they also started out with Rfactor based AI, and as Raceroom and AMS has shown,it is a perfectly good base to develop AI off, how PC AI is so far off RRE and AMS take on the same code is....interesting, especially when you consider resources and dev team numbers.
The AI in AC and AMS are my favorites, but there's no weather in these titles, which makes it rather far more easy to dial in. Raceroom provides even the same grip-levels and the balancing between tracks is really awful even without the possibility to change AI-difficulty during championships. rF2-AI never worked for me and seems they just ignoring my existence.
I don't want to defend the lacking AI in PC2 and really hope SMS is tuning it, but the changing weather and loose surface conditions are certainly more difficult to dial in and the online-ranking-system and time-trials are nice features to be more patient.
 
*sees new PC2 review* - *clicks* - *scrolls down to 'online' part* - *reads 'poor netcode* - *stops reading*.

A racing game with poor netcode is like a sign saying 'caution, water on road during rain' - utterly pointless. It makes all the other issues pale in comparison.

Very different from my on line experience ..in fact in the RD races we had we were all commenting on how much better & smooth the net code was ..so maybe he was on a hi ping server or something .. ? I have been racing this title online a lot in the last 5 weeks and it's every bit as stable as rf2,AC,AMS ..I know for me because I have been racing them all pretty much back to back with league races (in the other sim's) after witch I find myself goin back to pC2 :O_o: ..There are so may personal factors that come into play with your online experience .. I don't think it is a fair statement at all to say the game has bad net code .. its just the opposite for me ..:)
 
jup sorry but Pcars2 is quite not what i thought....pcars 1 was nice ...now i have big issues to even drive because wheel settings are bad and not even really configurable for me.. and the driving physics are naaahhh oversteering and understeering everywhere.....the positives things are the amout of cars added to the game.. and the Fresher Look of the game (menu and graphics look smoother)

drivingwise...no sorry for me
 

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