PC2 A Frustrating Experience: The Project CARS 2 Review

Paul Jeffrey

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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.

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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.

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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...

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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.

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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.

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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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The shitstorm is in the title of the review for a start.

So, someone that plays the game and forms their own opinion of the game isnt allowed to share their experience and list their thoughts because it doesnt align with your view and offends you? If PC2 was a frustrating experience for someone, that is perhaps the best way to summarize it for a headline.

Im sure if you feel so differently, you could write your own review titled, "PC2, an unadulterated love fest: my sim racing heaven" and post it up. :)

Wait. What? Who said that? :O

Yep, this was directly from IB himself. Im actually surprised he didnt also say that PC2 is a better rocket simulation than what NASA uses. You know, since they have a "Rocket" Bunny car in game. :rolleyes:

I think this is the video where he mentioned the F1 nonsense:

It's 7 hrs long, and IB was there for 4 or 5 hrs. And yes, the part about dildos and shagging your mother was also straight from IB. There is another video on that guys channel from the next day or two where IB went on again to do the same thing all over again.
 
That's the way I understood it to work. Again, every single racing sim I've played has their tire model work in a relatively consistent manner, except Project Cars 2. For my bug report, I'm assuming that everyone else is right, and the 1 sim that does it very differently from the rest is wrong.

It's not that "every sim is wrong", they are just using older methodologies. Absolutely, that's the way tires used to be. You can find on the official forum the exact pro racer who made the comment. If you don't believe his words, then you are just being insensible.
 
  • Deleted member 197115

It's not that "every sim is wrong", they are just using older methodologies. Absolutely, that's the way tires used to be. You can find on the official forum the exact pro racer who made the comment. If you don't believe his words, then you are just being insensible.
One pretend to be racer said something kind of fact. You can't beat the physics, unfortunately, soft tires may last longer than 10 years ago but they still the least durable comparing to the harder compounds.
For the record 2017 F1 tires info
https://en.wikipedia.org/wiki/Formula_One_tyres
Why would anyone use less grippy hard compound tires if soft tires last the same?

And more in details technical tidbit on why softer tires lose grip over time
https://www.quora.com/What-is-the-d...e-this-effect-the-car-and-ultimately-the-race
http://www.chm.bris.ac.uk/webprojects2003/hancock/compound.html
 
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One pretend to be racer said something kind of fact. You can't beat the physics, unfortunately, soft tires may last longer than 10 years ago but they still the least durable comparing to the harder compounds.
For the record 2017 F1 tires info

F1 is not the same as every other discipline on the planet. I'm not sure why everyone thinks every other racing discipline is even close. F1 tires are engineered for behavior to produce strategy. That is not the case in any other racing discipline on the planet at all.

Same thing with the blue flag behavior that everyone believes follows F1 (which is also broadly wrong).
 
Any formal reference you can point us to, besides some random forum post.
I have listed some info from AC here
http://www.racedepartment.com/threa...ect-cars-2-review.141823/page-16#post-2613894
Is that vastly outdated, what are the new rules for GT?

Well, that was from 4 yrs ago and hasnt been updated since. Not important for the vintage tires, since those arent likely to change, but GT tires certainly go through some differences in that time span.

What @Kyle Pearson was saying in his post from the racing driver certainly isnt inaccurate. Although, Im not sure what point he was trying to make here:

It's not that "every sim is wrong", they are just using older methodologies. Absolutely, that's the way tires used to be. You can find on the official forum the exact pro racer who made the comment. If you don't believe his words, then you are just being insensible.

Older methodologies? Is that referring to a more linear tire degradation? Or the underlying physics for how they are implemented in game? Or something else?

Tires nowadays certainly have different wear patterns. Sometimes a tire needs a few laps to wear into it's sweet zone, then grip stays constant for a number of laps before falling off. Other times a tire can have incredible grip right away and maintain that grip for a few laps before completely falling off.

Im not really sure any game models their tire wear in an exactly linear way where every lap you do will be fractionally worse lap time wise. Sure grip may be modeled to wear down in a linear fashion, but usually the grip difference in the tires from one lap to the next isnt all that much, unless you are talking about super soft compounds that do lose a ton of life very quickly.

Picking the right tire is pretty simple though. You want to pick the compound that suits the track, more so than just using the softest compound. Tracks like Barcelona will kill your left side, so you wont really be able to get away with using a soft compound for more than a few laps. So in this case, a harder compound would actually be faster, since you would be overheating quite easily in a softer compound.
 
Any formal reference you can point us to, besides some random forum post.
I have listed some info from AC here
http://www.racedepartment.com/threa...ect-cars-2-review.141823/page-16#post-2613894
Is that vastly outdated, what are the new rules for GT?

How long tires last isn't a "regulation" per say, at least outside of F1. In F1, the tires are requested by FIA to have certain performance criteria to create strategy. In other series, it's the manufacturer trying to create the best tire for each condition. It's no different when you see teams double stinting soft tires during the night at Le Mans. It's more about temperature than anything else (outside of F1).

However, if a post from Tommy Milner doesn't provide proper information rather than some random post saying "this is what we were told, but we didn't say by whom", then you'll just have to go on believing what you believe...
 
Older methodologies? Is that referring to a more linear tire degradation? Or the underlying physics for how they are implemented in game? Or something else?

Not really game specific, but more of how "soft" tires used to be made years ago. They did used to fall off pretty quick and wear really fast. However, similar to the new Michelin "intermediate" tire that is basically a slick that works in the wet, tire technology has come leaps and bounds over the last few years. The notion of a soft tire that wears really fast under any conditions is not really how it is any longer. It's more about the proper compound for the weather than longevity of the tire with today's technology (again, outside of F1).
 
Project Cars 2, a game that is still a project after its release !
I had to buy the game to see myself ... and sadly the driving experience is boring to death.
Cars feel numb.
FFB is of course a disaster.
Some tracks are straight out of Project Cars 1, Sakitto looks like a bad mod for rFactor 2.
Gran Turismo 6 felt better than this back in 2012.

Quick quick ! Back to Automobilista !
Sola Reiza
 
Well at least the review reminds most sane people of the utterly devoted Pcar "sim" racers SMS harbour, that only seem to come out on a Pcars release before dispersing without a trace after the hype trains run the course, the hate directed at OP and people that agree with OP is staggering, i think some would have Paul thrown into a gulag for wrong think if they could, lets hope Bell doesn't threaten to sue RD again for not Curtailing so called "hate" speech (read:opinions) directed to pcars.
 
  • Deleted member 197115

However, if a post from Tommy Milner doesn't provide proper information rather than some random post saying "this is what we were told, but we didn't say by whom", then you'll just have to go on believing what you believe...
I am used to deal with the factual data, not believes.
Thus my ask for more detailed clarification, formal reference, if you have any.
Some guy said does not hold a lot of credibility if you ask me.
Is there some breakthrough technology that allows soft compound last as long as hard one. That would be truly awesome if there is.
Or it's just as breakthrough as SMS product.
 
Is there some breakthrough technology that allows soft compound last as long as hard one. That would be truly awesome if there is.

I think you are misinterpreting what he was saying a bit. He was more so saying that you need to choose the correct compound based on a number of factors, and not just assume that using the softest compound will be the fastest.

He didnt really say anything about soft compounds being as durable as harder compounds, except for:
The notion of a soft tire that wears really fast under any conditions is not really how it is any longer.
Which I dont really agree with entirely, since there are far too many variables here as simple as which series you are talking about... but this statement also isnt at all the same as saying a soft compound will last as long as a harder one.
 
I am used to deal with the factual data, not believes.
Thus my ask for more detailed clarification, formal reference, if you have any.
Some guy said does not hold a lot of credibility if you ask me.
Is there some breakthrough technology that allows soft compound last as long as hard one. That would be truly awesome if there is.
Or it's just as breakthrough as SMS product.

the breakthrough is modeling tire AND track temps more correctly. Gone are the days when soft tires will always be the better choice. e.g. soft tires dialed in on very hot tracks = a % loss a power in the straights
 
So, someone that plays the game and forms their own opinion of the game isnt allowed to share their experience and list their thoughts because it doesnt align with your view and offends you? If PC2 was a frustrating experience for someone, that is perhaps the best way to summarize it for a headline.

Im sure if you feel so differently, you could write your own review titled, "PC2, an unadulterated love fest: my sim racing heaven" and post it up. :)

In other words, if you can't adjust your controller properly Stick with AC and mock the physics in Pcars2 ???
For a site that is dedicated to virtual motorsports, this was a poor example of diving into new software.
RaceDepartment Blurring the line between AC and RF2
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Well at least the review reminds most sane people of the utterly devoted Pcar "sim" racers SMS harbour, that only seem to come out on a Pcars release before dispersing without a trace after the hype trains run the course,

Yes living in the US and unable to run races at 3 in the afternoon, it's hard to ignore the countless number of events RD has scheduled for PCars2, and R3E on the US server.
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