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I know we are all excited for this release. What I don't know is how many people intend to a) play it on the xbox one and b) would like to join some sort of a formal league here at Race Department.

There are so many possibilities, I've had to calm myself down from getting lost in them. However, my main passion, IndyCar, will probably not be able to be run until the DLC with the ovals comes to the Xbox One.

That said, what sort of series would you like to see? Personally, ones that come to mind are Tudor United Sports Car Series, WEC, British Touring Car, and DTM. One of these could fill the gap for me until IndyCar is possible, but others may have better ideas.

Please indicate below if you are interested and what sort of times you are available and which series' you prefer. We could follow the actual schedule of many a series, due to the timing of the release. Personally, if they get the ovals out before IndyCar starts, I'll probably turn my focus there, but nothing would prevent running another alongside.

The anticipation is killing me! :sick:
 
Oops bit late

First night race of the season, excited for it?
I was yes great track enjoyed driving it even in Godzilla

Will this race be a precession or will we see some action?
Street tracks can mix things up always tense with a group of cars

With only a few rounds left what are you aiming to achieve come the seasons end?
Beat Liam

Dream 5 Car garage?


1. Ferrari F40
2. Lamborghini countash
3. Ford sierra Rs Cosworth
4. Honda Civic type R (ep3)
5. Ferrari Dino
 
Who wants cake?
received_2067030433574787.png
 
Feature Q2 R5

Got a solid Q starting on the front row, which i didnt expect having minimal practice. My launch was below ideal and those damn snakes played a tactic to drop me to P4. I harassed Adam for the first stint, decided to try and undercut, came out behind him and quickly realised something was wrong. The game had given me Hard tyres set to 25 psi, so the car was undrivable. 2 spins and a 17 lap crawl later i took P5.


Sprint Q N/A R3

Starting first of the non qualifiers, i knew i'd be first to test the waters in terms of passing. Got up to P4 momentarily into T1, until i got swarmed every which way and had a clash with Nathan putting me P6 and giving front damage. Was 3rd in line in the Seeks train, until Ben lost it in T5, allowing me by. Tried and tried to pass seeks, until one lap i put him off line and he duely crashed, it soon became very apparent, my 4 damage on the front severely hampered my cars handling. Let Gaz go by down the pit straight, and hoped he could pull me away from ben, but ben closed in, and tried my hardest to keep my crippled Audi and managed to to keep P3 to the end
 
The less said about last night the better. The only enjoyable bits were my battle with Paul at the end of the feature and the first 8 laps of the sprint.
Don't think i have ever rage quit before, but i was just so pissed off at myself. It is the worst feeling wanting to find someone/something to blame, but knowing it was only your fault.

Anyway, I'm not here for the next couple of races, so it should give me time to regroup and finally get my silverstone montage video out haha.
 
Great start for GODZILLA RACING in our new Nissan GTR GT3. Literally the car got quicker as the night went on and @Scooby555 pulled some crazy laptimes in the feature race even setting fastest lap. Great team tactics again as I let Nathan past to chase Adam which ultimately meant he couldn’t save enough fuel. We then switched back at the end which is great trust between us. Really happy to get the first podium for this car which we couldn’t have imagined we would get at long beach! Anyway here’s the races

Feature


Sprint

 
22730499_1888899374772132_1450451584941029094_n.png



Race Details


  • Laps: 26 & 13
  • Race Times: 12pm & 1pm
  • Hotspots: Turn 4/5
  • In Game Date: 1/3/18
  • Weather: Clear

The Track

1200px-Zhuhai_International_Circuit_track_map.svg.png


First Race: 1996
Only ever had 1 layout
2.684 mi (4.319 km ) Long
14 Turns
Lap record is 1:22.296 by Franck Montagny in 2010 Le Mans Cup

09.04.2017-Ranault-Sport-RS-01-Zhuhai-Rennen-4.png


Hotlap



Driver Ratings

Benji: 8/10 A second ever feature win for Benji under somewhat fortunate conditions, was slightly let down by a P6 in the sprint.

Gaz: 8.5/10 Got 2 good results, and dispite his feature race calamitys still took the most points from long beach

Ben: 8/10 P3 & P4, Was the main beneficiary from Liams tyre issues and Adams lack of fuel and a solid result for the GTR's debut

Nathan: 7.5/10 Recovered in the feature from a hit from Ramsay, and an average P5 In the sprint

Liam: 7/10 P5 From starting on the front row will not go down well, but a podium in the sprint will save his event some what

Jamie: 5.5/10 Last driver to finish on the lead lap in the feature, but only car lapped in the sprint.

Adam: 6.5/10 Feature was ruined by a fuel miscalculation, but took pole and the win in the sprint, to salvage an ok event

Paul: 5.5/10 A Rather anonymous P7 & P8, Was holding P3 in the sprint for a long time until a incident at the last corner dropped him to Last.

Seeks: 4/10 Finished last of all in the feature and then DNF'd the sprint. Not a great event.

Driver of the day: Gaz


Questions:


Zhuhai is renowned in TNGTC for crazy wet races, but with this being dry can it still be a good race?



Burnout paradise is being remastered, but what old games would you like to see remastered?



Will season 6 be remembered as one of your favourites?
 
Afternoon gents,
As the patch landed on Friday I decided to spend some time with the game to see how things stand post-patch. I had not spent a great deal of time with it before that due to the ongoing problems and knowing that the patch was likely to change things quite a bit with setups, FFB, etc.

I'm on the original Xbox One and the Thrustmaster 458 Italia TX with standard pedals and no add-ons

Performance wise the game seemed decent and after a quick go in career in the karts which I just couldn't get on with at all, very loose and floaty with very little control I went on to Nurburgring GP in the Audi R8. I chose this combination because I had been practicing with it for an Assetto race last night so I was familiar with both car and track and could get a good comparison between the two games in terms of where they are right now.

I started off with 19 AI in clear conditions and with the default FFB settings I could feel pretty much nothing at all, very dead in all departments in terms of the FFB and the car felt totally disconnected from the track. I tried each of the flavours and tweaked the individual settings within each but found very little improvement at all. Road feel was totally absent, almost glass like and the kerbs brought hardly any reaction from the wheel at all.

As for the handing of the car I was getting absolutely no clue through the wheel as to what the car was doing, no feeling of loss of grip, locking up, nada. As a result I felt unable to really push the car and the lap times suffered majorly as a result and racing was almost impossible because I was so off the pace. Compared to my Assetto times I was about 7 seconds shy :confused::poop:

Racing was almost impossible because I had no confidence in what the car was doing and it was almost like the car's reactions to my inputs where a fraction behind. That's the only way I can explain it.

Apart from the FFB or lack thereof the car also just seemed to lose all rear grip suddenly and without warning and would go into a spin like it was on ice. It kind of reminded me of what used to frustrate me in Forza with those uncontrollable spins in that game. I could never find any confidence or consistency as a result. Certainly not something I ever experienced in pCars1.

In addition to these things the wheel also felt really ratchety and rough throughout, not smooth at all and as others have mentioned there is the additional problem of the wild jerking from side to side with some settings. Down the start finish straight on my first runs it was hopeless and almost impossible to control the car.

Another little annoyance was when I left the game paused for a while there was a loss of ffb when returning to the game. Unplugging the wheel from the back of the console resolved this but it was reminiscent of the loss of FFB I used to get at times with pCars 1 when starting an online race which was my main bugbear with that game.

The following day I tried a race with a smaller grid (12 AI) and gave the same circuit and car another go. What a world of difference that was from what I had found the previous two sessions in terms of the handing of the car. My laps times improved by around 7 seconds a lap!! The FFB was still very muted but kerb effects were a little better and the car feel was improved although still lacking in any feel of the track surface. I was at least now able to race properly though and the wheel inputs were accurate and the odd sudden lack of grip was no longer apparent. The racing with the AI was really fun and they were quite competitive even at 70%. Having started at the back of a random grid and and getting past several into turn 1 it took me some time to make my way through the rest and it wasn't until lap 8 that I made a pass to take the the lead. Took the win but only by half a second from a group of cars behind.

I then tried 14, 15 and 16 AI and at 16 I got the same problems as I had originally so it seems on the Xbox at least that is the break point and the game goes to pot in terms of the car handling and the wheel input once you go to that number of AI.

I am happy enough that I can at least get some good racing in now but I was under the impression that they had made some improvements to the game optimization for the original XBO but that does not seem to be the case.

They really need to sort the FFB out though, although improved with less AI it is still far removed from what we have in Assetto for instance and the lack of surface detail and kerb effects needs improving.

If there's any TX owners that would like to share their wheel settings for me to try I would be very appreciative. I am not sure the new less complicated way they implement the FFB in pCars 2 has had the desired results as it seems there is a very fine line between getting the desired effects and losing them almost entirely.

Cheers and I am interested to see what everyone else think so of the game post patch 4 as you have all played the game much more extensively than I have since it's release.
 
Afternoon gents,
As the patch landed on Friday I decided to spend some time with the game to see how things stand post-patch. I had not spent a great deal of time with it before that due to the ongoing problems and knowing that the patch was likely to change things quite a bit with setups, FFB, etc.

I'm on the original Xbox One and the Thrustmaster 458 Italia TX with standard pedals and no add-ons

Performance wise the game seemed decent and after a quick go in career in the karts which I just couldn't get on with at all, very loose and floaty with very little control I went on to Nurburgring GP in the Audi R8. I chose this combination because I had been practicing with it for an Assetto race last night so I was familiar with both car and track and could get a good comparison between the two games in terms of where they are right now.

I started off with 19 AI in clear conditions and with the default FFB settings I could feel pretty much nothing at all, very dead in all departments in terms of the FFB and the car felt totally disconnected from the track. I tried each of the flavours and tweaked the individual settings within each but found very little improvement at all. Road feel was totally absent, almost glass like and the kerbs brought hardly any reaction from the wheel at all.

As for the handing of the car I was getting absolutely no clue through the wheel as to what the car was doing, no feeling of loss of grip, locking up, nada. As a result I felt unable to really push the car and the lap times suffered majorly as a result and racing was almost impossible because I was so off the pace. Compared to my Assetto times I was about 7 seconds shy :confused::poop:

Racing was almost impossible because I had no confidence in what the car was doing and it was almost like the car's reactions to my inputs where a fraction behind. That's the only way I can explain it.

Apart from the FFB or lack thereof the car also just seemed to lose all rear grip suddenly and without warning and would go into a spin like it was on ice. It kind of reminded me of what used to frustrate me in Forza with those uncontrollable spins in that game. I could never find any confidence or consistency as a result. Certainly not something I ever experienced in pCars1.

In addition to these things the wheel also felt really ratchety and rough throughout, not smooth at all and as others have mentioned there is the additional problem of the wild jerking from side to side with some settings. Down the start finish straight on my first runs it was hopeless and almost impossible to control the car.

Another little annoyance was when I left the game paused for a while there was a loss of ffb when returning to the game. Unplugging the wheel from the back of the console resolved this but it was reminiscent of the loss of FFB I used to get at times with pCars 1 when starting an online race which was my main bugbear with that game.

The following day I tried a race with a smaller grid (12 AI) and gave the same circuit and car another go. What a world of difference that was from what I had found the previous two sessions in terms of the handing of the car. My laps times improved by around 7 seconds a lap!! The FFB was still very muted but kerb effects were a little better and the car feel was improved although still lacking in any feel of the track surface. I was at least now able to race properly though and the wheel inputs were accurate and the odd sudden lack of grip was no longer apparent. The racing with the AI was really fun and they were quite competitive even at 70%. Having started at the back of a random grid and and getting past several into turn 1 it took me some time to make my way through the rest and it wasn't until lap 8 that I made a pass to take the the lead. Took the win but only by half a second from a group of cars behind.

I then tried 14, 15 and 16 AI and at 16 I got the same problems as I had originally so it seems on the Xbox at least that is the break point and the game goes to pot in terms of the car handling and the wheel input once you go to that number of AI.

I am happy enough that I can at least get some good racing in now but I was under the impression that they had made some improvements to the game optimization for the original XBO but that does not seem to be the case.

They really need to sort the FFB out though, although improved with less AI it is still far removed from what we have in Assetto for instance and the lack of surface detail and kerb effects needs improving.

If there's any TX owners that would like to share their wheel settings for me to try I would be very appreciative. I am not sure the new less complicated way they implement the FFB in pCars 2 has had the desired results as it seems there is a very fine line between getting the desired effects and losing them almost entirely.

Cheers and I am interested to see what everyone else think so of the game post patch 4 as you have all played the game much more extensively than I have since it's release.
When I get home tomorrow I will post my settings.
 
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