PC2 Project CARS 2 Update 4 Released!

Paul Jeffrey

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Project CARS Patch Update 2.jpg

Slightly Mad Studios have released a massive new update for Project CARS 2 on PC, with console to follow in the very near future.

So big is the new update changelog I've had to span it over 2 posts to ensure I don't break the 2500 world limit for a post! So with a premium on the number of words I've got left, I'll just skip right along to the change log below:

PC
  • Solved link to Facebook page when user selects the Facebook option on the Extras tab whilst Microsoft Edge is set as default browser on PC.
  • Corrected multiple options in Photo Mode not being reflected when playing in VR.
  • Solved VR flicker.
  • Dedicated Server: corrected session duration automatically changing to 140 minutes when the player sets the time to more than 140 minutes.
  • Dedicated Server: improved client and server code that uses older net API, allowing for more reliable connections.
  • Changed the default drawing distance when playing in VR to minimize intermittent texture flickering.
  • Improvements to droplets on camera in both VR and non-VR.
  • Corrected an issue in VR where driving lines would disappear if camera view was changed during race.
  • Solved an issue where Dedicated Server lobby weather conditions would always display as ‘clear’.
  • Corrected an issue where Dedicated Server lobby vehicle images weren’t updated correctly during multiclass selection.
  • Corrected an issue in post-race results where the mouse would not switch between the Driver List and footer menu.
  • Improved an Online Lobby issue where players were able to select a vehicle before info was fully set.
  • Refined incorrect message 'Multiple inputs were detected. No action was assigned' when player presses Esc key and message 'Please assign a new configuration' is displayed.
  • Polished the missing background for ‘return to position’ messages in VR.
  • Stability improvement for when a user would join an in-progress session.
  • Corrected AI behaving erratically leading to a crash to desktop.
  • Corrected an issue in VR handling two screen systems to ensure that they are both treated separately, allowing either to be the default.
  • Resolved a save fail if ‘my documents’ folder is set to a network location.

User Interface

  • Corrected an inconsistency between info on the Track Select screen and the Loading screen.
  • Refined the Online Browser filter not closing properly.
  • Fixed the Password Protected Lobby icon that was missing on the Lobby Details screen.
  • Improvements to Career Dashboard Standings UI.
  • Corrected some display unit values not changing when switching between metric and imperial units.
  • Stability improvement where the game would become unresponsive when attempting to save a setup with no description.
  • Solved incorrect message when entering an invalid password.
  • Solved Career nationality not defaulting to console / Steam user's location.
  • Improved Session and Race settings not updating in Online Championship rounds if the user applies a Motorsport Preset, thereby adding a round to the schedule.
  • Corrected options under Realism Settings in Online Lobbies not displaying correctly and being inaccessible to Host after accessing the Realism Settings from the Online Lobby.
  • Added name of tyres on the car within the pre-race menu.
  • Improved language translations throughout the game.
  • Added message for when ‘ghosts’ and times are not uploaded due to invalid car-and-track combinations.
  • Resolved 'Pedal Type' and 'Calibrate Wheel' disappearing if the user clicks on the scroll bar of the Control Scheme from the Pause screen.
  • Fixed 'Rules & Regulations' and 'Esports' settings being altered if user selected 'Reset to Default' in the 'Realism Settings'.
  • Solved car classes disappearing in Vehicle Select screen of Online Lobbies when changing vehicles in multiclass lobbies.
  • Resolved changes of Helmet Camera settings not saving properly via the Pause Menu Options.
  • Corrected setup descriptions not fully appearing if too long.
  • Removed green screen appearing for a second when skipping the Career path intro movie.
  • Removed a copy of the 'Won Group A Pan-America Championship' accolade.
  • Fix for an issue where the pit strategies full message would not appear when trying to save a pit strategy with no available slots.
  • Fixed the 'Edit Driver' screen overlapping the Showroom when in Vehicle Select of Online Championships.
  • Added a notification for the lobby admin/host when a player rejects Director or Broadcaster roles.
  • Polished a mismatch of results on Sessions Result screen and Retire screen.
  • Adjusted location of important penalty messages on the HUD, and enabled them even when the HUD is Off.
  • Corrected long team names not appearing correctly in Online Championships.
  • Fix for correctly displaying the finishing status of players and AI that do not finish the race or retire early.
  • Resolved opponent cars flicking if they retire from an Online Championship on the Pre-Race screen.
  • Corrected an issue where user was unable to see which setup was being selected in Tuning Setups with HDR Enabled.
  • Refined Online Championships showing previously-assigned team names in new sessions .
  • Improved progress bars in Pedal Calibration to more accurately represent pedal input.
  • Corrected overlapping text issue in Pit Strategy.
  • Corrected image for Fanatec Porsche GT3 RS wheel in Controller Settings.
  • Resolved lobby details not showing all classes in multiclass Dedicated Server lobbies.
  • Added help text for Menu Spring Strength.
  • Removed Damper Saturation option.
  • Corrected an issue where changing track would not remove invalid weather.
  • Improved an issue where the game would only allow for 250 laps when the player set more than 250 laps in Race Settings.
  • Resolved debug text appearing in S1, S2, and S3 columns of the In-Progress screen when the player selects 'Retire and Spectate'.
  • Refined the pit stop time being estimated incorrectly when setting 'Change Tyres' to 'Recommended' on certain cars.
  • Fixed Manufacturer Events showing incorrect progress for unlocked manufacturers when creating a new career.
  • Fixed the number of pit stops not being displayed correctly in Post-Race Results screen.
  • Resolved the Player not being able to determine their grid position when using the IndyCar Motorsport Preset.
  • Fixed conversion when displaying rev limit in tuning setups.
  • Corrected the 'Restart Session' button being highlighted by default instead of 'Continue' on Session Results screens.
  • Corrected pit stop progress information not showing in the pit stop cinematic cameras when entering the pits in the telemetry HUD.
  • Changed Rear View Mirror to disable dynamic scaling.
  • Enabled Enhanced Mirror when 'Enhanced Visuals' option is selected.
  • Resolved incorrect ordering after altering the Standings in Online Championships.
  • Added active Motorsport Presets to View Info and Edit screens in Online Championships.
  • Resolved changes not being reflected when re-editing a Created Event.
  • Corrected an issue where the game would incorrectly round up player's time on HUD and Results screen.
  • Fixed an issue where player would sustain damage in the pit lane, but it would not appear on the HUD damage element.
  • Corrected an issue where no data would be displayed when loading a default setup after previously overwriting it.
  • Resolved 4th position missing in Standings Panel when on the grid during countdown sequence.
  • Resolved 'Create New Pit Strategy' option remaining enabled when all pit strategy slots were filled.
  • Fix for Team tab being disabled on Round Results screen of Online Championship.
  • Corrected Status/Session info in Replays not correctly updating when switching drivers.
  • Fixed Director and Broadcaster screens not showing all participants data in Online Championships.
  • Fixed the Circuit of the Americas National circuit appearing when Daytona International Speedway Tri-Oval was selected in Online Championships.
  • Added a central cockpit camera to cars and the options screen.
  • Stability improvement when a player selected the 'Compare Driver Network Profile' option from Team Roster of Online Championships, after adding a Director or Broadcaster.
  • Corrected an issue where Online Lobbies were not sorted in lobby browser when a player altered the sort order of a certain column more than twice.
  • Resolved the player not being able to access Driver Network Profile on Livery Select screen of Invitational Events.
  • Removed the 'Edit' option in Online Championships Lobby for options that cannot be edited.
  • Improved the bars in the Competitive Racing License history chart to make them visible at lower values.
  • Refined an issue where Rounds in Online Championships Schedule were selectable after they had been completed.
  • Adjusted overlapping Online Championship names when text is extremely long.
  • Improved lighting to some objects in car thumbnails.
  • Polished the Current Session information being displayed on the Pre-Session screen in Online Championships.
  • Corrected Tuning setups saving issues.
  • Resolved an issue in Online Championships where class-wide results would fail to display under certain circumstances.
  • Improved the menu flow in Online Championships to prevent accidental return to Main Menu when pressing the back button during countdown on lobby screen.
  • Added lobby filtering for Competitive Racing License.
  • Adjusted an issue where, in Russian, the capital K and Y letters were showing as lower case in the driver profile.
  • Corrected an issue where the track UI wasn’t updating for the client if the host selected a new track in the Online Lobby.
  • Corrected an issue where an incorrect detailed view of a car would be shown in Vehicle Select.
  • Solved an issue where multiple DLC invitation pop-ups were triggered after creating a new career.
  • Corrected an issue where the player is unable to change the number of laps within a lobby screen.

Cars
  • Audi R8 LMS, and R8 LMS 24H: improved LOD popping issue at the rear of the cars.
  • Mazda Radbull: fixed backfires not being visible from the cockpit.
  • Honda 2&4: corrected glass HUD blurring with road behind the glass.
  • Improved steering animations for Honda 2&4 and Radical SR3 when using a gamepad.

Tracks
  • Bannochbrae: fixed collision issues in the pit lane / pit area with larger sized cars.
  • Catalunya Club: corrected cinematic cameras remaining active when restarting a concluded session.
  • Catalunya Rallycross: removed Joker Lap exploit.
  • Donington Park: adjusted pit crew positions.
  • Dubai Autodrome Club: corrected incorrect track length.
  • Hell Rallycross: improved tree walls and outer terrain LOD distance.
  • Indianapolis: changed the position of pit exit-line objects, and resolved an issue where the car could avoid the pit-out trigger.
  • Knockhill: reduced garage depth to fix the AI hitting the kerb and marshal-box exiting pit garages.
  • Lydden Hill: fixed a hole in collision mesh that caused players to lose control when hitting a dip in the road.
  • Monza Oval: turned off oval flag. This disables the oval setup being applied, as track direction is opposite to the other ovals in the game.
  • Spa Francorchamps: polished the pits to stop rain and snow falling in garages.
  • Texas Motor Speedway: resolved player receiving insufficient progress notification while leaving the pits.
  • Resolved issue where, after race is restarted, advertisement boards failed to disappear and remained on-track after being knocked about.
  • Updated pit crew animations for tracks with left-hand-sided pit stop fueling.

Handling
  • Added a new Opposite Lock Assist for gamepads and keyboards. This is designed to help the player control oversteer and slides, and can be toggled On or Off in the Gameplay screen in Options.
  • Fixed incorrect altitude of many tracks for better balance of performance between turbo and naturally-aspirated cars.
  • BMW 1M: Improved FFB scale.
  • Dallara IR-15 Oval: increased FFB multiplier and fixed the FFB feeling very light, default gamepad setup changed to a differential which removes the left pull due to tyre stagger, revised tyre rubber for ovals when cold, and lowered rolling resistance of oval tyres.
  • Ferrari 333SP: small balance of performance changes to fit with other
  • LMP900 cars. Fixed final drive ratios and improved AI gear usage.
  • Ford Escorts: raised and moved back chase camera position to help with high FOV settings.
  • Ford Falcon V8SC: shifted aero drag balance rearward, fixed rear wing yaw effect, re-balanced adhesive and ‘rip grip’ for slick tyre compounds.
  • Ford Fusion Stockcar: new Road Course tyre that now has a stiffer carcass and wider adhesive peak. Adjusted the AI tyres to match.
  • Ford Mustang RTR Formula Drift: improvement to cars’ handling based on Vaughn Gitten Jr.'s feedback.
  • Ford Sierra Group A: moved the launch RPM higher to help the AI on race starts.
  • Formula A: reduced fuel tank capacity to a more reasonable level.
  • Formula C and Formula R: revised tyres, engine braking, and damper setup for better stability and easier driveability. Revised Stable setups.
  • Adjusted FFB for changes to tyres. Fixed rain tyre being faster than the slick.
  • Formula Cars: decreased sensitivity to aero and suspension damage.
  • Ginetta G40: Tuned for better control after large impacts and jump landings. Rebalanced side aero forces and tyre carcass bump-rebound damping.
  • Lamborghini Huracan GT3: slight drag decrease to hit known top speeds with low rear wing.
  • Lamborghini Sesto Elemento: increased FFB strength (previously too low).
  • Ligier Judd LMP2 and RWD P20: better engine cooling adjustments after HP changes.
  • LMP2 cars: gave approx’ 50hp power increase to get them closer to real-world lap times, and adjusted radiator sizes to suit.
  • Lotus 38 and Lotus 56: increased speed on ovals.
  • Mercedes AMG GT3 and SLS GT3: default wings changed for AI cars to obtain better speed balance at low downforce tracks.
  • Nissan GTR GT3: small increase in power to 525hp.
  • OMSE RX Lites: increased FFB multiplier and shifted aero drag toward the centre.
  • Porsche 911 GT3 R: revised suspension geometry and setup from new reference material. Re-calculated chassis moments of inertia.
  • Toyota GT-One 1999: small balance of performance changes to fit correctly with LMP900 cars.
  • IndyCar & Ford Fusion: increased AI tyre wear to better match player on ovals, making pitting and strategy similar.
  • Improved AI tyres for Ford MKIV, Lotus 40, Ferrari 365 GTB Competizione, and Mercedes-Benz 300 SL AMG
  • Group C and IMSA GTP: increased engine rotational inertia, new tyre carcass, and re-balance of adhesive vs ‘rip grip’. Bump Stop lengths also reviewed, as was lift:drag ratio on all cars. Fuel consumptions also addressed.
  • Group C cars: adjusted FFB for latest changes to tyres. Fixed rain tyre being faster than the slick.
  • GT3 Soft Slicks: tweaks to temperature operating window to broaden their range, mainly fixing their poor performance in cold conditions.
  • Small HP balance adjustments to Bentley, Cadillac ATS, and Ferrari GT3 cars.
  • Added 5 litres to fuel capacity to Aston Martin V12 Vantage GT3, Porsche 911 GT3, and BMW Z4 GT3. This ensures they can do a 90-minute race/fuel-run with the rest of the GT3 cars.
  • GTE Class: improved the rolling resistance of AI tyres to better match player speeds.
  • Fine-tuned fuel estimates for LMP1, GT3, GT4, and turbo cars.
  • Rallycross: improved adhesive vs ‘rip grip’ to help stability of slides on RX tyres.
  • Altered side- and push-drafting.
  • Reduced drag penalty associated with aero damage, and also adjusted thresholds for AI to pit.
  • Corrected differing amounts of fuel between players in Fixed Setup races.
    Shifted the aero drag centre towards the rear on a number of cars, fixing rear wing yaw effect.
  • Adjustments made to reduce in-air negative tilt of some vehicles.
  • Reduced the speed of slick tyres in the rain.
  • Increased rain tyre heating for player cars.
  • Reduced heating on touring car rain tyres.
  • Reduced base wear on slick-based rain tyres.
    Fixed issue that de-calibrated wear on some tyres
 
I won't be falling for project cars 3 that's for sure, still can't believe I paid full whack for this.

one thing sms are good at is marketing, ill give em that. !! Most realistic simulator out there!?

f off! .
 
  • Deleted member 241736

2Gb update.......and there's still a :poop: load more fixes needed:speechless:, I couldn't even setup my Fanatec V2 without doing a custom config, yet there's a pre-set for the wheel.....WTF:speechless:
How many more Gigs of updates will it take to get PC2 to a reasonable level of bug free simulation where it's worth my effort, shame really, here's hoping they get it sorted by end of 2018, but I'll not hold my breath:whistling::whistling:, besides there's plenty of top quality racing in AC & rF2 etc to keep me satisfied.
U honk. Do you know how many updates and hotfixes AC has had? Think twice before writing such things.
 
  • Deleted member 205301

...i really don't like this game (cause of the lack of lateral grip, especially on front wheels)
..but, I have to admit that this is a "real big update"
..Maybe it could convice me to test again (only 8 hours on this game during first week, and then, uninstalled)
@++
 
U honk. Do you know how many updates and hotfixes AC has had? Think twice before writing such things.
Whilst in beta, whereas PCars 2 was released finished.

I'm glad they have fixed the smokescreen issue, but seriously how was this released like that day 1, it's so obvious. I spend most my time looking in the rear view mirror for the kamikaze AI antics, albeit to their credit version 4 seems to have addressed a lot of these issues.

FFB from the box is just broke, period. The code obviously has not changed just the UI to fool you it has. PCARS 2 still has that pendulum effect existing the corner that just ruins the game IMO
 
The fundamentals are namely Ffb, Ai etc.

PC2 just seems broken.
This is really it. All those fixes are great an all but 90% i probably didn't notice that much but the fundamental part of the game, driving & racing just feels broken. I would rather put up with the awful gui & loading times etc of rf2. I wish SMS all the luck & hope it improves but just can't see it happening & far too many good sims out there to waste time with this.
 
Seems PC2 really divides opinion. Seems to me that a lot of people just don't like either the devs or the core game itself and nothing is going to change their view.

Personally I think the game is on the right track and has lots of positives. Like all the other sims it has some negatives too of course. I picked it up for £25 and I feel it offers me a whole lot of content for the money, the majority of which I have thoroughly enjoyed so far. Sure not every car is as good as it could be, but which other game offers so much content right out of box that isn't hidden behind a pay wall of some description.

As for the driving experience for all the hype R3E seems to get, particularly with its recent GT3 patch I actually find PC2 more involving to drive. No matter how hard I drive in R3E I never really get that feeling that the car is right on the edge of grip and dancing through a corner. Sure if I'm driving at nine tenths I expect the car to be predictable and sure footed but it seems to lack that last nth degree of difficulty that comes with driving right on the edge. I tried both games in the GT3 AMG Merc at Bathurst and PC2 was the more exciting drive.
 
I get that feeling too sometimes in R3E but then I remember that I mostly drive GT3 cars which by nature are very forgiving and easy to drive relatively fast in. You can get it wrong, however, depending what car you're in. Try some of the other classes and they become a handful, quickly.
 
Great update Ian Bell and the SMS team, I love how you middle finger, the butt hurt, bitter community that calls themselves simracing community, yet they praise outdated tech, that's been in constant development for 18 years with zero progress, zero evolve, zero content, and zero sense of achievement and zero game like features after you've done a few race, not going to name studios who use such crappy tech.
For that SMS I will purchase the season pass for project cars 2, great update, top tier physics, because it's not using dated Victorian ways of producing physics.
 
Great update Ian Bell and the SMS team, I love how you middle finger, the butt hurt, bitter community that calls themselves simracing community, yet they praise outdated tech, that's been in constant development for 18 years with zero progress, zero evolve, zero content, and zero sense of achievement and zero game like features after you've done a few race, not going to name studios who use such crappy tech.
For that SMS I will purchase the season pass for project cars 2, great update, top tier physics, because it's not using dated Victorian ways of producing physics.
is this guy/girl for real?! surely hasn't a clue about sim racing then . lol "top teir physics" yea nice one.
 
is this guy/girl for real?! surely hasn't a clue about sim racing then . lol "top teir physics" yea nice one.
All woman matey, if you want to get personal, no need to question my sex, I might not be vocal here about simracing 'games', but I'm sure I've clocked up more play time in the top 3 sims AC, PCAR 2, RR and rFactor 1, than you've had hot diners, and yes it does have top tier physics, not everyone has been brainwashed to think a certain engine does it better than everyone else, have a good evening and toodle pip.
 

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