PC2 PCARS 2 Announcement Trailer Released & Massive Q&A

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Slightly Mad Studios reveal announcement trailer for Project CARS 2 and Ian Bell undertakes massive Q&A session on the new game.

Following our recent "what we know so far" article on Project CARS 2 it seems like the studio have flooded us with new information, and it provides a very interesting read.

Prior to the new announcement trailer released just over an hour ago, SMS Studio Head Ian Bell took to the GT Planet forum to offer up an impromptu Q&A session regarding the new game, sharing some very interesting facts about Project CARS 2 as the studio begin a mammoth marketing campaign ahead of the proposed September 2017 release.

First let's get the visual stuff out of the way. Have a look at the brand new reveal trailer for Project CARS 2 below...

So now you've seen that, let's get stuck in to what Ian Bell had to say about the new title...

Bell has confirmed in a recent posting spree over at GT Planet that the upcoming Project CARS 2 racing game will feature an increased roster of laserscanned circuits, with all new additions to the series benefitting from a new scanning technique as well as many previous tracks having been revisitied and scanned for PCARS 2.

"Every new track we've added is laser scanned (or our new trick drone scanning method). We're also scanning some of the old tracks that weren't previously scanned. I don't have the list to hand but the Nordschleife is now fully scanned (as is the Nurburgring GP circuit)" Said Bell.​

When questioned on what exactly the new "new trick drone scanning method" actually is, Bell went on to state SMS are making use of a "drone based 'photo scanning' aerial photogrammetry system". This method is thought by many to be a less costly yet equally effective method of scanning track data as opposed to the more traditional methods considered the industry standard.

Bell went further when explaining the differences in technique -

"The difference really is imperceptible because we always abstract the point cloud anyway. The little vaunted additional benefits that drones provide are variable height scanning (which gets us much more detail on the off track terrain) and the ability to place the drone at known camera points to capture more detail there."

This is actually a very interesting take on laserscanning technology and could be of a considerable benefit to SMS over regular techniques. As Bell alluded to in the quote above, the ability for the studio to better and more accurately recreate the surrounding track environment is considerable, and could very well lead to a substantial increase in accuracy when moddling the surrounding scenery and trackside buildings / grandstands - something that has annoyed me in other games when it becomes obvious that the track in question is surrounded by scenery that either doesn't exist at the real track or isn't accurately modelled.

Furthermore Bell went on to clarify some of the confusion that surrounds the proposed multiplayer features in Project CARS 2. Initially when the new game was announced back in 2015 a CO-OP multiplayer feature was included in the announcement news, however since then reference to this functionality has been removed in some parts of the Project CARS 2 forum, leaving many users asking unanswered questions as to what this means for the title. Although not offering a conclusive response when directly asked this morning, it does appear that the possibility of co-op featuring in the new title hasn't been totally discounted out of hand.

Bell said "We're still working on multiplayer features. I have 10 full time dedicated multiplayer coding staff on the project now and we're working very hard to deliver all that we want to deliver. That delivery list is VERY long though and at some point very soon we have to stop new feature work and move to bug fixing and polish. So I can't say for sure yet sorry. Our main focus has been on improving the 'acuity' of the online experience; on dealing properly with griefing (wreckers) and dealing more efficiently with those suffering temporary connection issues."

It is very reassuring to see as many as ten dedicated staff members working on multiplayer however, so one can expect a much improved online experience with the new title, something that will be critical to get right if Project CARS 2 is to step up another level from its best selling predecessor.

Unfortunately dedicated servers on console won't make it for Project CARS 2, with Bell stating:

"the work (and expense) required is insane and we're not EA but we have worked our peer to peer system massively to improve the experience." Of course lack of dedicated server support is a blow for console players, however the above quoted P2P system sounds intriguing and should go some way towards filling that gap for Xbox One and PlayStation 4 players.​

Netcode has also received some love from the studio -

"We've greatly improved the interpolation and we're working with distant player throttling code. We're also working with ghosting players who have a very bad connection, within limits, before they're removed"

When pushed on the subject of new content to be found in Project CARS 2, Bell was understandably reluctant to give away too much information at this early stage of the marketing programme. The Head of Slightly Mad Studios did however reveal a more concerted attempt to increase American themed content has taken place for PC2, stating that the game has "more US based circuits that we haven't announced yet that should please our fans from that region". Additionally Bell has confirmed our suspicions from a post I made yesterday and confirmed that significant work has been undertaken to improve the offline experience for oval based content. We already know the new game will feature at least one NASCAR style machine and Indianapolis, Daytona and Texas Motor Speedway (all laserscanned the traditional way), and it now looks like Ovals in general will be seeing more love in the new game.

When asked to comment about the possibility of seeing more than the previous leaked Daytona, Texas and Indy oval tracks Bell went on to add:

"I can say that we have a little more in the bank there that you don't know of yet and we have been working for 14 months on perfecting oval AI behaviour... I say 'perfecting' but 'making it good enough' would probably be more accurate as nothing is ever perfect"

This will no doubt come as a great piece of news for American fans who were left disappointed by the lack of oval content in the first title, despite the game featuring NASCAR style cars for use on road courses. We are aware that SMS have previously found difficulties with oval AI when developing Project CARS 1, and it seems the studio have acknowledged that fact by Bell's claim above that the studio have poured considerable resource into this side of the game for over a year of the title's development.

Furthermore Bell very briefly touched on the fact that the new game will have more focus on endurance style racing than was previously the case, responding to one users question asking if we can expect to see more multiclass endurance WEC style racing with a short "yes". So that's two styles of racing confirmed for the new game that were under represented in the previous version confirmed already.. good news for those with an interest in varied forms of motorsport.

Due to licencing restrictions and a planned marketing campaign Ian Bell was reluctant to go into details concerning exactly what new and returning cars will be included in the in the new title, however we did get a little sneaky peek as to the thought process behind licencing for Project CARS 2. One of the questions thrown at Ian this morning asked the SMS boss if such popular classics as the Viper, Lister Storm, Ferrari 550 and Saleen from back in the mid 2000's GT scene might make an appearance in the new game, and Bell gave hopes of cautious optimism that we might get some of what we want come release day. In direct response to the question Bell replied:

"I can't give specifics (man those car companies are strict these days!) but we have things that we didn't have before from your list that will make you happy".

Getting back to the online features for Project CARS 2, unfortunately livery editors coming as part of the base game for console players have been ruled out with the new release, despite the studio having investigated the possibility during the design phase of development:

"We created a pretty decent livery system for Shift but it comes with many downsides. You need to reduce the online car limits as the liveries come with a memory overhead. For pCARS we have massive fields on 24 hour tracks like Le Mans and for that reason we had to restrict livery work. It's a tough choice but I think it's the correct one" responded Bell.​

With Project CARS 2 shaping up to be such a detailed and visually impressive title many are going to be left concerned about the performance requirements of the new game. Will players struggle to get a decent frame rate whilst running reasonable in game settings? Probably not claims Bell:

"We have massively increased the detail on tracks in terms of using fully 3d trees, adding live track details, etc. So while the overhead is increased, we've also worked very hard to improve efficiency. On dual cards and on AMD kit in particular we are much faster than we were before. We're running at 90+% efficiency with crossfire and we've optimised other areas massively. We have more to do but a fair summation would be that you'll get more quality for less kit in pCARS2."

This will come as welcome news to fans of the series, and with a reasonable amount of time left until the finished version is due to go into production one can expect further gains to be made in performance requirements for the title, an area Project CARS 1 actually achieved quite respectable results when it launched initially back in 2015.

As well as ensuring the game is fully optimised on a number of different PC specs, it looks like Slightly Mad Studios have been at pains to ensure a more focussed and structured gaming experience greets fans when they fire up the title for the first time. Bell has gone on to state that the studio have assessed the content from the original release and decided to focus on areas found most popular from the original, with the decision taken to drop less popular game modes in order to focus on fleshing out areas of the title they perceive to be more desirable to fans of the series:

"We cut Touge and Hillclimb. They were part of the initial 'vision' but not the post 'pre-production' plans. They simply felt excessively niche and didn't appeal to a large swathe of the potential punters. So they're not on the radar at the moment. We've doubled down on the areas people enjoyed and added much more content there, in a big way"

"We have a much more varied offline experience than before, it's safe for me to say that :)

We've left almost nothing out of the roster we had before and added a lot (loads!) more for this one. We've also updated all of those tracks to the new standards".

On the subject of the often criticised Force Feedback difficulties experienced in the first game, where a massive range of adjustable settings left a lot of people at a loss in their quest to find an acceptable compromise in order to receive a respectable experience within the game, Bell has confirmed the studio have been working diligently to address these issues and feel they have found a suitable solution. It will be of a great relief to many that the process of setting up FFB settings has been streamlined somewhat, but a wide range of adjustability has been retained for those who want to dig down into the files and tweak the experience exactly to their preferences.

Bell went on to say on the subject -

"We have new physics and from that falls out new FFB. For this one we're shipping (as of now) 3 FFB preset options (we default 1 of course) that you can single click and get (hopefully!) the feel you prefer from the feedback. I'm biased but it's a huge step forward from the rocket science we had before. That rocket science is still hidden in sub menus and accessible for the more masochistic"

As for the offline experience, Bell has confirmed the studio have expanded considerable efforts towards upgrading the Artificial Intelligence to exhibit more life like and reliable behaviours for the new title, something that was severely lacking in the original release.

"The main issue we saw with pCARS1 was that the AI were excessively eager to drive into you under braking and in corners. We've had coders full time on this for the last 2 years working on the 'AI personalities' to make them more human. We've also worked hard on the 'sticking issue' where when you contact an AI driver you seem to lose input and you merrily understeer off together. This should be fixed.

With AI you will never create a perfect scenario in all conditions. They are not human after all. But what we have created is what we feel is a set of AI personalities that approach humanity without the downsides that we coded before."

This is something that was much needed in the original release and could no doubt prove to be one of the main improvements found in PC2. If SMS manage to nail this side of the sim, coupled with the visual improvements and reworked FFB effects, Slightly Mad Studios should be well on the way towards putting to bed many of the concerns from people reluctant to dip their toe in the water after difficult experiences from the previous release.

Visuals, FFB, performance and multiplayer are not the only things due to receive an overhaul in the new title however, Bell then went on to discuss the change of approach from SMS with regards to the audio in game. Bell confirms this side of the sim has received considerable attention for the new release. Now looking at running the increasingly popular fMod system, the new Project CARS game will be looking to make considerable strides in the sound department. Ian Bell commented:

"We've completely changed our audio. We've moved to the fmod rev based system with custom plugins. Therefore we've had to recreate all of our base audio input for pCARS2. We have a wonderful team that are working overtime now to transform all of our extant audio to the new system. I think it sounds massively better for those cars that have been converted thus far. It's a case of polishing now. Those cars that are polished sound epic if I may say so"

With the new game looking very much like SMS are focussing on the simulation aspects of the racing world, the team are keen to ensure accessibility for everyone with Project CARS 2. The original title suffered from poor controller support on launch and although players could make adjustments to get a satisfactory experience with plenty of fiddling, the aim of Project CARS 2 is to make the experience much better "out of the box":

"We've massively reworked our pad input filters to try to pre-empt what the user wants to happen, in coordination with what actually happens in game. It's been rewritten from scratch and we've been influenced a lot by what our competitors do here.

What we want to happen is that we don't need to build in subtle understeer for controllability to allow the average person to enjoy the experience on a game pad. I personally have put away my wheel for pCARS2. I'm using a pad exclusively and I'm insisting that we retain the dynamics of the car but allow the player to control such things as sharp front end turn in and on the apex and on-throttle balance with full throttle oversteer and opposite lock controllability (if that makes sense)... That was our aim 2 year ago and I think we've achieved it. I think it's a very affirming experience for pad users now" said Bell.
So there you have it, a new video and loads of new facts in relation to the much anticipated new racing game. So far so good from the guys and girls at SMS, I don't know about you but I for one am very excited to see what the team can produce come release date at the end of the year!

Project CARS 2 is due for release on Xbox One, PlayStation 4 and Windows PC late 2017.

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Check out the Project CARS forum here at RaceDepartment for all the latest news and discussions regarding Project CARS on both PC, Xbox One and PlayStation 4. Browse out modding database, engage with the community or join in one of our many League and Club Racing events. Its all here at RaceDepartment. For Project CARS 2 specific information have a look at our Project CARS 2 sub forum.

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Looking forward to the new game? Does the trailer and Q&A response add to your excitement? What part of the new game do you look forward to the most? Let us know in the comments section below!
 
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I really do hope you will be able to choose the cars you want in the race... I would really like to Multiclass GT3 and GT4 but you could not really do that in PCARS . I hope this is a feature in this one. (I imagine it should be considering the emphasis on Endurance racing)
 
Since with this 2nd chapter I'm not in, I'd like to ask you, if you are allowed to say something, obviously...
what can you tell us about the GT3 roster? Is it complete to simulate Series such as: ADAC GT Masters, Blancpain GT Series or even FIA WEC Series?
we can't speak about things that are not oficially said by SMS,
we can say some things about improvements in physics, live track etc, but what cars are included and details about racing series etc. .. we can't speak about, until it's all officially announced , sorry
 
Doubt it! But yeah, we can hope. And good man for trying R3E's hillclimb, it is pretty fun to take a WTCC car for a pleasure drive around Sweden, though I'll admit I treat it more the same way I treat the California highway in pCARS than a proper hillclimb. :D

Edit: Also this thread made me give pCARS another go today and while it's better than I remember, that's probably from low expectations. Holy **** the game still looks good though, starting a race at night and ending it during the afternoon is pretty awesome. Also other sims need to steal/borrow the Real Weather feature.
Agreed. Not much of an actual hillclimb it really is, still makes a nice alternative to lapping the Ring the umpteenth time :)

I also found that having low expectations really helps a lot. Even while I do like the Real Weather feature (how come nobody else thought of that, save for certain flight simulations devs?) and rain in pCARS1, even while I do find the FFB and the tyres to be quite interesting, still there is something fundamentally wrong with the physics in general in that title. I tried to turn back to it on many occasions, but would always end up deleting it from my drive. That said, quite a lot of them sims repeated the fate.
 
Can't stop playing it. This early access sim is already incredible! Really amazed by the new tire model/physics/ffb. (Feels like rf2, for me). Hope that the "cade thing" will finally fall from this sim for a lot of people...

Of all the hype , and posts on the web + new feature's, & eye candy this post is the only one that gives me any hope that all these good looks will result in a good feel & good racing ..lol .
Can anyone answer if there still no realistic pace car or yellows in this cade er sim ? Pluss all those game pad vids just make me a bit skeptical TBH .. I want to here from someone that's a hard core sim driver not some teenagers bouncing along in chase view ect.. anyone ?

I liked P1 enough to have a go with it now & then just to see the eye candy & cool lighting effects ,but it doesn't take long for me to get frustrated with the feel of it .. lol :thumbsdown: & still the open servers are mostly full of crazies ..:alien:

I will prob buy it just to see for my self ..but im not overly excited at this point in time ..:notworthy:
 
Of all the hype , and posts on the web + new feature's, & eye candy this post is the only one that gives me any hope that all these good looks will result in a good feel & good racing ..lol .
Not sure to understand your "lol"...
Just giving my impression about it. Not talking about "eye candy" and "good looks" here... But happy to make you laugh, anyway.
 
I may be stating the obvious here, but one thing people tend to maybe forget or ignore, is that a good pad playing experience may lead to more FFB-wheel 'real sim racer' conversions (via a good first impression) than a bad pad playing experience, where the customer feels forced to buy a wheel in SPITE of said pad experience. And we all want more sim racers to help keep our community healthy, right?

With a pad, the input (i.e. the data that gets fed into the physics engine as throttle/brake/steering position) needs to be filtered / augmented / guesstimated in order for the player to feel competent and confident. With a wheel, what you ask for is what you get, which simply won't work with the limited control range on a pad.

Also, as Patrik alludes to, us WMDers posting here have to tread carefully because we signed an NDA when we bought access to the dev forum and need to respect that SMS have a carefully planned PR campaign, which is why my responses are necessarily a bit vague when it comes to direct questions.

I'm also approaching the business of reporting my impressions in a manner that is intentionally conservative. Don't mistake this as me not being excited at the stuff going on behind the scenes, but I also have to face the fact that I'm biased in favour of the devs at SMS and that what I may personally find insanely cool is not necessarily what the "once burned, twice shy" sim enthusiasts here @RD want out of pCARS 2.

There are also things about pC2 that I would have wanted differently (because of personal preference if nothing else), but I'm neither an employee nor an investor in SMS, so all I can do is state my point inside WMD and back it up with suitable arguments and trust those who make the calls to juggle all the various tradeoffs and make a good, workable decision.

FWIW, the flags moving around in response to the wind direction in the initial part of the video -- which in turn also affects drag and downforce -- is the product of an idea I posted in 2015. It feels insanely cool to have been able to articulate and specify the idea to the point where the devs could basically just sit down and spec it for implementation and then proceed to hook it up between the physics and the environment components of the engine. For me, this is what being part of WMD is all about and serves as an example of one of the major reasons why I was willing to pay for the privilege to engage with the devs from SMS. :)
 
I have it exactly the same when launching rFaxtor2, too many frustrations to keep it on my hdd
Because clearly our priorities are different. For the sake of good FFB and physics I can cope with shortcomings in every other area. That's why, for example, I still use RBR after all these years, even though it's really pushing the envelope with its nonsensical slots system. Make it at least as user friendly as rFactor and it will be pretty much the only car sim remaining on my HDD. Though I would still most likely keep rF2 and probably AMS.
 
I may be stating the obvious here, but one thing people tend to maybe forget or ignore, is that a good pad playing experience may lead to more FFB-wheel 'real sim racer' conversions (via a good first impression) than a bad pad playing experience, where the customer feels forced to buy a wheel in SPITE of said pad experience. And we all want more sim racers to help keep our community healthy, right?

We do, and pCARS (2) being a bridge like say Codies F1 series or DiRT Rally is not a bad thing, but not how the game has traditionally sold itself. Much like the worry that heaps of content will mean it all comes out bland there's a worry the pad experience will compromise the wheel experience.
Bell recently said: "What we want to happen is that we don’t need to build in subtle understeer for controllability to allow the average person to enjoy the experience on a game pad". And that's good, we don't want that either, but history teaches us, and not just with Project CARS, that at the end of the day that compromise is more than willingly made in favor of the pad users.
 
I may be stating the obvious here, but one thing people tend to maybe forget or ignore, is that a good pad playing experience may lead to more FFB-wheel 'real sim racer' conversions (via a good first impression) than a bad pad playing experience, where the customer feels forced to buy a wheel in SPITE of said pad experience. And we all want more sim racers to help keep our community healthy, right?

Totally agree... More than that, there's the financial aspect....Some people, like me, didn't have the means to buy a wheel, but love racing and cars. ON project cars, you don't feel like your controller is connected to de car, the 90º lock even when the car is turning way more is a joke. PCars should take AC as example for their pad suppor. Assetto's take on controller is top notch, the best that is and should be used as base for any simulator that wants to evangelize people into a more immersive experiece, buying a wheel that is.... I now feel the need of a wheel, which I wasn't certain on pcars,
 
I may be stating the obvious here, but one thing people tend to maybe forget or ignore, is that a good pad playing experience may lead to more FFB-wheel 'real sim racer' conversions (via a good first impression) than a bad pad playing experience, where the customer feels forced to buy a wheel in SPITE of said pad experience. And we all want more sim racers to help keep our community healthy, right?

With a pad, the input (i.e. the data that gets fed into the physics engine as throttle/brake/steering position) needs to be filtered / augmented / guesstimated in order for the player to feel competent and confident. With a wheel, what you ask for is what you get, which simply won't work with the limited control range on a pad.

Also, as Patrik alludes to, us WMDers posting here have to tread carefully because we signed an NDA when we bought access to the dev forum and need to respect that SMS have a carefully planned PR campaign, which is why my responses are necessarily a bit vague when it comes to direct questions.

I'm also approaching the business of reporting my impressions in a manner that is intentionally conservative. Don't mistake this as me not being excited at the stuff going on behind the scenes, but I also have to face the fact that I'm biased in favour of the devs at SMS and that what I may personally find insanely cool is not necessarily what the "once burned, twice shy" sim enthusiasts here @RD want out of pCARS 2.

There are also things about pC2 that I would have wanted differently (because of personal preference if nothing else), but I'm neither an employee nor an investor in SMS, so all I can do is state my point inside WMD and back it up with suitable arguments and trust those who make the calls to juggle all the various tradeoffs and make a good, workable decision.

FWIW, the flags moving around in response to the wind direction in the initial part of the video -- which in turn also affects drag and downforce -- is the product of an idea I posted in 2015. It feels insanely cool to have been able to articulate and specify the idea to the point where the devs could basically just sit down and spec it for implementation and then proceed to hook it up between the physics and the environment components of the engine. For me, this is what being part of WMD is all about and serves as an example of one of the major reasons why I was willing to pay for the privilege to engage with the devs from SMS. :)
Makes me wonder if we do indeed need those converts. I heard enough of simracers switching to the real deal, but what is there to hear about casual gamepad users switching to wheels because they were convinced by the gamepad?

I still have my doubts on the subject of people who weren't serious in the first place changing their mind just because they had a good gamepad experience. You are either enthusiastic about cars, or don't care. Furthermore, the good portion of the idiots on the real roads might be the result of deliberately making the driving process appear different to what it really is in many mainstream cars related games.
 
Makes me wonder if we do indeed need those converts. I heard enough of simracers switching to the real deal, but what is there to hear about casual gamepad users switching to wheels because they were convinced by the gamepad?

I still have my doubts on the subject of people who weren't serious in the first place changing their mind just because they had a good gamepad experience. You are either enthusiastic about cars, or don't care. Furthermore, the good portion of the idiots on the real roads might be the result of deliberately making the driving process appear different to what it really is in many mainstream cars related games.
That is a really narrow view....Sometimes people only have gamepads and although they want to buy a wheel, they can't for a number of reasons. Others start with a gamepad and base on their experience with it have a need to grow and get closer to the real thing,a step at a time.
 
That is a really narrow view....Sometimes people only have gamepads and although they want to buy a wheel, they can't for a number of reasons. Others start with a gamepad and base on their experience with it have a need to grow and get closer to the real thing,a step at a time.
That's just a matter of priorities. If I could buy myself a wheel, I think pretty much everyone can do this. After all you don't need anything fancy, just some plain old G25 or G27... maybe even a DFGT. Probably a used one would do. Driving a sim with a wheel and with some other controller device is so different, I'm surprised people mention gamepads on this site at all.

In my opinion what one sitting on the fence really needs is a friend/acquaintance with a wheel to sample what simulated racing is about. With a gamepad there's simply no way to understand why sims are great. And since it requires much more work to rewire the controlling logic to route the gamepad inputs onto the virtual steering wheel and pedals, why not make it a DLC module? At least then the users would rightfully blame the developer for not coming up with a usable gamepad support. Simulators are meant to be used with a relevant controller device. An inability of providing one is solely the end user's fault.
 
We do, and pCARS (2) being a bridge like say Codies F1 series or DiRT Rally is not a bad thing, but not how the game has traditionally sold itself. Much like the worry that heaps of content will mean it all comes out bland there's a worry the pad experience will compromise the wheel experience.
Bell recently said: "What we want to happen is that we don’t need to build in subtle understeer for controllability to allow the average person to enjoy the experience on a game pad". And that's good, we don't want that either, but history teaches us, and not just with Project CARS, that at the end of the day that compromise is more than willingly made in favor of the pad users.

I hope I'm not misunderstanding you, but maybe I didn't make my point clear enough:

With pC2, gamepad filters are what will make the physics parameters tuned for wheel users accessible to pad users -- not the default setup.

AIUI, the default setups are going to be tuned to be fast, yet accessible for wheel users, while the pad input filters will extend this to pad users (which is important for events where the default setup is "locked in" to level the playing field).

pC2 is intended to be a sim trough-and-through -- not merely a bridge as you put it. However, being able to function as a bridge is certainly an opportunity once you start catering to the pad-using-by-default console market.

But once the customer 'graduates' to buying a wheel for pC2, that person is also more likely to try out the other sim titles on the market. And from an economical perspective, the more money there is to go around for the entire sim title (and accessories) market, the better us enthusiasts are off now and in the future.

Anyway, time will tell whether SMS will succeed in their goal. If they don't, it's certainly not for lack of trying. :)
 
Hope you're right Ermo, but I've heard this song and dance before and bridge is where it ended up if we're being nice about it. That has it's merits, for what it was I had quite a bit of fun with pCARS and I sold my old rig to a guy getting into sim racing due to it, but as a sim, specially when compared to it's competition that're still being worked on, it fell short.

If they nail it, it'll most likely be a hoot though. If not, at least I'll mess about in Arjeplog when the game's on humble bundle. :)
 
With the original title being such a hit, reading them re-working on so many aspects of the game makes me worried: please SMS don't ruin this series with your sequel :thumbsup:

Tell me what sim is perfect? I drive them all except Iracing because of the costs. You cannot compare one sim with the real thing, so respect the achievement's of every sim that is trying. Pcars 2 is the absolute number one on graphics and weather, for a lot of simracers that is enough.
 
I'm still interested in more coverage on how a casual gamer becomes a simmer through the means of a gamepad. I'm not even being sarcastic here (a lot), but the logic of the process escapes me. How can one imagine what driving a simulator on full-sim settings with a wheel feels like while using a gamepad with the driving aids on? Furthermore, isn't it simply a case of significant waste of money to invest into a sim to use it as an arcade racer where one could simply go for a Forza title instead or something similar?

I'm not exercising elitism here or trying to offend anybody, but I simply can't imagine for the life of me how that scheme is going to work. Yes, it's generally assumed that if you turn a sim into a casual game, that will help with entering the sim world. But does it really work? I bet those people in the military that get their first flight hours in simulators have to cope with the simulators being tuned as close to reality as possible. Otherwise they'd be picking up wrong and dangerous habits from different renditions of reality which they would have to shake off and lose further down the road. That'd be inefficient at best.
 
For the dude who bought my old rig the process was really simple and straightforward. He bought a sim, in his case pCARS, liked it and got hooked, decided he wanted to take it to the next level, checked SwEdeBay and whammo, dude landed himself a pretty damned good rig on the cheap because I had new hardware coming and I wanted to reclaim apartment space asap before wifeaggro. This is the tale of Carl, who I hope is out there racing, because damnit old reliable deserves to be raced with.

Also, to say something beyond "I hope it turns out well", the tracklist is coming along nicely from what I can tell, one of my favorite things about the first one was the track selection, I really hope most/all of it comes back. Watkins Glen in particular is just not done justice outside of pCARS and iRacing. Fuji will be nice too. Really hoping the multiclass tool is incorporated and expanded upon because as odd as it seems, I really REALLY want a sim capable of endurance racing that doesn't require quite the tweaking rF2 does for me to be comfortable with it. Being able to save and resume a race is really damned high up on the wishlist for the same reason.
 
I'm still interested in more coverage on how a casual gamer becomes a simmer through the means of a gamepad. I'm not even being sarcastic here (a lot), but the logic of the process escapes me. How can one imagine what driving a simulator on full-sim settings with a wheel feels like while using a gamepad with the driving aids on? Furthermore, isn't it simply a case of significant waste of money to invest into a sim to use it as an arcade racer where one could simply go for a Forza title instead or something similar?

Try to do adopt a broader, longer term perspective? Imagine, as an example, that you're introduced to pC2 at the tender age of 11 by your uncle on your PS4 and are captivated at the sounds and the visuals while you enjoy the challenge of handling the different cars and the different tracks.

Then imagine that you later try the title on a wheel and realize how much more immersive it feels and you then work out a deal with your parents that if you save up for half the cost of a supported FFB wheel, your parents will top off the other half.

Then you race online with your friends and invite them over to show them your cool FFB wheel and let them try it, while you chat about what it's going to be like to maybe some day own one of the cars depicted in the title , or what it's going to be like to race with the pros IRL. And you put hundreds of hours into playing this title and make it a part of your youth.

But since IRL racing is really expensive, you grow up, get an education and land a job and end up becoming a sim-racing enthusiast, honing your skills and using your disposable income and some of your spare time to connect and race with like-minded people from across the world.

I'm a programmer and recently attended an accelerated vocational school mechanics course and have now started studying Mech. Eng. One of the things that stuck with me when talking to people from within the industry is that, within 20 years, cars will become autonomous, AI-driven appliances that you hail with your smart phone, and which run on either electricity, hydrogen fuel cells or a combination of gasoline range extenders coupled with electric motors. In 20 years, that 11-year old kid will have reached the age of 31 and will be the sort of person who hangs out on a forum like this.

If we don't think about the bridge functionality, odds are that controlling your own car -- or god forbid, turn off the AI nannies and go racing -- will be a VERY minuscule niche hobby to most people, very much to the detriment of the sim-racing genre in general.
 
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Do you prefer licensed hardware?

  • Yes for me it is vital

  • Yes, but only if it's a manufacturer I like

  • Yes, but only if the price is right

  • No, a generic wheel is fine

  • No, I would be ok with a replica


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