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
 
Just spent around 5 hours driving pC2 career in VR, and some of the invitational races. Does that tell enough about how happy I am with the latest patch?

Sure, it's not perfect by any means. But it's an enjoyable one, with really good VR implementation and a unique atmosphere. Won't mind it sharing my drive with all the other sims out there. ;)
 
tried a wet race at Silverstone in the trofeos.

AI still not affected by puddles?
Makes wet racing a tad frustrating when your hitting big puddles down hangar straight and your car is skating left and right and even spinning out. Yet the AI aren't disturbed at all, and any compensation to your driving to negotiate the puddles the ai do not seem to have to do.!

Pc2 can be enjoyable and i wouldn't say its "that" bad,, even the ai aren't bad now. but theres some things that ruin the experience:
ffb is vague in most cars,
ai speed vastly unbalanced across tracks/sessions/weather
no feel under braking or locking up.
AI still not affected by puddles

but it looks very good!
 
Wow talk about missing the point. Do you think SMS will continue to work on pcars 2 for years till they get it right? of course not.

Point? What Point? That the "weather doesn't feel convincing especially with ai"? Most other modern sims don't even have weather. That "basic functionality is missing in the game that is just standard & for a reason in every other sim"? Care to elaborate? what basic functionality is missing? Maybe you don't like the way it is implemented, but to say its missing compared to other sims is just a load of bovine scatology. You also say "By far the worse FFB if you take into account all the cars." As any reasonable person knows ffb is hugely subjective. What one person loves another hates. In fact you don't have to look too hard on sim racing forums to find someone complaining about the ffb in every single sim out there.

I own almost every racing sim ever made for pc. They all have strengths, and weakness. If you feel, as you say, "I just don't think the game will meet my own expectations the quality just isn't there for me." Why come into a thread about a large patch for PC2 just to bag on the sim, and its creators? If its not for you, move along, and play what you like. Seems to me the only point you had was to take a shot at SMS.
 
I will say the AI is miles better and the VR experience is also very good. I'd even go so far as to say the VR experience is better than in any other sim (in terms of graphics), but the FFB.....oh man, i try so hard to find something that works for me and I just can't. It's just so odd. Numb, harsh at times....just odd. Maybe they'll tweak it. Until then I don't think i'll return.
 
  • Deleted member 113561

is this guy/girl for real?! surely hasn't a clue about sim racing then . lol "top teir physics" yea nice one.
You seem to have no idea what you are talking about.

tried a wet race at Silverstone in the trofeos.

AI still not affected by puddles?
Makes wet racing a tad frustrating when your hitting big puddles down hangar straight and your car is skating left and right and even spinning out. Yet the AI aren't disturbed at all, and any compensation to your driving to negotiate the puddles the ai do not seem to have to do.!

Pc2 can be enjoyable and i wouldn't say its "that" bad,, even the ai aren't bad now. but theres some things that ruin the experience:
ffb is vague in most cars,
ai speed vastly unbalanced across tracks/sessions/weather
no feel under braking or locking up.
AI still not affected by puddles

but it looks very good!

Bold won't help you
Probably you are driving on keyboard!

Adding to that: I saw AI getting affected by puddles, at release I did some races in Thunderstorm on COTA and saw AI getting caught out by puddles a lot ... so stop spreading lies
 
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Point? What Point? That the "weather doesn't feel convincing especially with ai"? Most other modern sims don't even have weather. That "basic functionality is missing in the game that is just standard & for a reason in every other sim"? Care to elaborate? what basic functionality is missing? Maybe you don't like the way it is implemented, but to say its missing compared to other sims is just a load of bovine scatology. You also say "By far the worse FFB if you take into account all the cars." As any reasonable person knows ffb is hugely subjective. What one person loves another hates. In fact you don't have to look too hard on sim racing forums to find someone complaining about the ffb in every single sim out there.

I own almost every racing sim ever made for pc. They all have strengths, and weakness. If you feel, as you say, "I just don't think the game will meet my own expectations the quality just isn't there for me." Why come into a thread about a large patch for PC2 just to bag on the sim, and its creators? If its not for you, move along, and play what you like. Seems to me the only point you had was to take a shot at SMS.
The point being SMS are not going to stick around, you are just creating straw men by pointing at other sims weakness & lack of features. I support those sims because they always develop them & try & improve them.
If you can't figure out that many of the cars ffb in Pcars 2 are plain broken then i think you must drive some odd cars irl. looks like JS has attempted to fix them with a new version of his custom file, note the ones that say odd next to them. That is not subjective & SMS should be addressing that as a priority not leaving it to the community. Even if JS does fix it with that custom file you have to use the text file as you cant save the ffb per car still or in fact ever will be able to by the looks of things.

I bought the game. now i can't have an opinion on the internet about the latest patch. I've put a ton of time into the game trying to get it to work, I've waited excitedly for months on end for this game, I've defended SMS & insisted people give them a chance in the run up. Waited & waited for patches to deliver but alas disappointment. If i want to post about that here i will.
 
The point being SMS are not going to stick around, you are just creating straw men by pointing at other sims weakness & lack of features. I support those sims because they always develop them & try & improve them.
If you can't figure out that many of the cars ffb in Pcars 2 are plain broken then i think you must drive some odd cars irl. looks like JS has attempted to fix them with a new version of his custom file, note the ones that say odd next to them. That is not subjective & SMS should be addressing that as a priority not leaving it to the community. Even if JS does fix it with that custom file you have to use the text file as you cant save the ffb per car still or in fact ever will be able to by the looks of things.

I bought the game. now i can't have an opinion on the internet about the latest patch. I've put a ton of time into the game trying to get it to work, I've waited excitedly for months on end for this game, I've defended SMS & insisted people give them a chance in the run up. Waited & waited for patches to deliver but alas disappointment. If i want to post about that here i will.

We understand, you don't like the ffb. You have said it before, we got it. Maybe some day you will mature enough to understand that not everyone shares your opinion.

Also, if SMS isn't going to "stick around", why are they patching it, and adding content? Its not like this is the first patch, and it probably won't be the last. The game hasn't even been out six months, and has already seen several patches. That's as good if not better than ISI did with rFactor2, or Sector 3 did with Raceroom. Pcars2 is in a lot better shape than either of them were six months in.
 
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Seems to me the only point you had was to take a shot at SMS.
Isnt that his right as a customer to give his opinion? If he was expecting good FFB and think its crap then he has all the right to say so. Just as you have the right to love it and say so.

The worst thing is when you hope something will be the way you think and then you are let down. Especially in the sim racing world we always hope the things we really care about in the sims will be up to our expectations, and when they arent, well, we tend to get cranky and want to give our opinion on it.
 
no feel under braking or locking up.
AI still not affected by puddles

The FFB subsystem is quite powerful, so IF you could try to explain what you are after, THEN it is possible that a solution can be found for your "no feel under braking or locking up" issue/experience.

Do you want your wheel to become heavier when you brake and accentuate any discrepancy in grip between the FL and FR tyres? Or what is it that you're after? Feel free to specify your wheel and your current preset (the 'vague' FFB comment makes me wonder if perhaps you are running juuust outside of the optimal FFB configuration window for your wheel).

The "AI still not affected by puddles" issue is likely an artifact of the AI not running the Seta Tyre Model. I don't think the AI Brush Tyre Model is currently hooked into the Livetrack 3.0 code in the same way that the STM code is. As I understand it, there's no CPU resource left for SMS to do this...

EDIT: Just found this quote -- SMS are making the AI lift. It's a workaround and it's not 100% accurate, but it's the best compromise given the CPU constraints that prevents the AI from using full STM physics:

The AI does lift over large enough puddles (about a 60% lift if i recall). We had them set earlier in dev (on release i believe) to lift over smaller puddles, but then their straights speeds suffered too much. The current compromise is probably the best overall one for their simpler physics. Leaves them a bit too capable in really big puddles, but keeps their straight speed up to match the player.

(source)
 
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We understand, you don't like the ffb. You have said it before, we got it. Maybe some day you will mature enough to understand that not everyone shares your opinion.

Also, if SMS isn't going to "stick around", why are they patching it, and adding content? Its not like this is the first patch, and it probably won't be the last. The game hasn't even been out six months, and has already seen several patches. That's as good if not better than ISI did with rFactor2, or Sector 3 did with Raceroom. Pcars2 is in a lot better shape than either of them were six months in.
HaHa oh come on where have i ever said this is any other opinion other than my own? Another great straw man there. You say 'you got it' but i never said that i disliked the FFB i said it's broken in many cars.
Regarding SMS i really have no idea, maybe they will stick around for years but as i've said before ITT the lack of communication & fact that patches are taking many months & IMO they are not resolving major issues means i will not wait around.
You are the one suggesting im being negatively biased towards them in comparison to other sims & every post i have made in reply to you is explaining why that isn't the case. So i am not forcing my opinion on others i am clarifying my opinion as you have questioned it.
 
Theres a few dillusionals on here i see.

Anyway i aint spending too much time on here, this isn't my fav sim. Ive put my concerns over at the official forum anyhow.

Not sure I see how my post is delusional, but there you go.

I was merely trying to see if there was a way to help you get more "smiles per mile" out of PC2. If that's not what you're after, suit yourself. It's a free world after all. :)
 

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