PC3 Project CARS 3 | New Developer Blog: Handling

Paul Jeffrey

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Slightly Mad Studios have released their second 'developer blog' about Project CARS 3, this time giving us some more information about what to expect from the handling of the new title.
  • Q&A with key developers from the new game
  • Insight into handling model and experience
  • Launch trailer
Project CARS 3 | Developer Blog #1: Click Here

I think it would be fair to say that the apparent departure from a traditional Project CARS experience with this new game has opened up a lot of questions from the sim racing community, with many potential players eager to better understand exactly what kind of product the new game is likely to be.

Up to now the development team behind Project CARS 3 have been keen to reiterate the third instalment of the franchise will open up a much more accessible gameplay experience, whist still satisfying drivers more used to a simulation environment similar to that found in the original two Project CARS releases.


In a bid to bring more clarity to the sim racing community, Slightly Mad Studios have started a series of 'Developer Blog' postings on the Project CARS 3 website, where they aim to shed further light on various aspects of the new game. Already we have heard about how PCARS 3 will differ in terms of physics and design compared to previous iterations of the series, and now in this newly released Q&A topic we get to hear more about the handling characteristics of the new title.

PCARS 3 6.jpg

  • Improved driving assists based on experience
  • Updated AI with 'thinking intelligence'
  • Increased accessibility

Nick Pope: Principal Vehicle Handling Designer: The brief for Project CARS 3 was to go back to basics a little, remove some of the clutter, and find a way to lower the bar for newcomers whilst keeping the authenticity and realism in place for the more experienced fanbase.

Doug Arnao: Physics and AI Director: To echo what Nick said into a simple bullet-point, we’ve taken the full realism of Project CARS 2 and added accessibility for everyone. Then we added the game modes that our fans were clamouring for and—on my side—spent a lot of time updating the AI with new thinking intelligence to make them more human-like in their decisions.

Nick Pope: From a physics standpoint, we approached this merging of authenticity and accessibility in a number of ways. The highlight here is how we’ve improved the way driving assists work. ABS, Stability and Traction Control are now not only more effective, but also better aligned with how those systems work in the real world. The ability to set those assists based on the player’s experience really opens up the game and allows them to fine-tune their experience to their own personal tastes. That’s, for me, a really big leap for the franchise—combining that greater accessibility with the same authenticity that makes the franchise what it is has resulted in both wheel and gamepad users getting a tailored experience more in sync with their skills. It gives them options with how deep they want to go with it.

PCARS 3 Blog 2.jpg

  • Core physic engine remains, assists and instructions included to help newcomers
  • Increased optimisations
  • Improved realism to vehicle behaviour
Project CARS 3 | Join the discussion: PCARS 3 Sub Forum

Jussi Karjalainen: Handling QA Lead: The core physics engine is still there, streamlined in a way that maintains the situation to situation handling depth our core fans have enjoyed, but also open up what a real driving simulator should be for fans of other series and games that want to take a step up into a more ‘serious’ simulation without feeling lost or overwhelmed. Keep the assists on, and you’ll slowly be brought into the game with aids as well as instruction. Keep the assists off, and you’ll be welcomed to the kind of driving simulation fans of the franchise expect. Despite being easy to approach, there’s a lot of depth and nuance to the handling model that will keep you engaged for a long time.

Casey Ringley: Vehicle Technical Art and Handling: As Jussi says, it’s still the MADNESS Engine, and the physics engine has been improved, but what’s changed is the optimizations and experience that you’ll find in Project CARS 3. Our STM (Seta Tyre Model) in Project CARS 2 was great but it was also processor intensive, and we’ve gone through all the code to make it more robust and efficient so that the same high-resolution can be used on all platforms. Additionally, having three more years’ experience in tuning the model has helped to refine all of the dynamic behaviours such as carcass vibrations and the temperature reactions between rubber and road.

David Kirk: Principal Physics Programmer: One area where realism has improved is body movement and reaction to suspension due to improvements in our damping model.

Casey Ringley: Yes, and related to that, I think, is the way we’ve improved the driveline flex in the model. Hold on because this is going to get a little geeky! Our model connects all the various shafts of a car’s driveline— crankshaft, gearbox in/out, driveshaft, axles, etc.—with spring-like couplings which allow flex. For Project CARS 3, we were fortunate to get some really detailed reference materials which allowed us to determine typical torsional stiffness of all the various parts of the driveline for some benchmark cars. Initially, we applied this to the model mostly hoping for a nice wobble to the engine RPM during gearshifts, and while we got that exactly the way we’d anticipated, we also noticed that the cars suddenly just felt better, more planted, and generally more realistic to drive around. Allowing all that flex to take place in the drivetrain meant there were fewer micro-slip situations happening at the tyre, leading to a more stable contact patch. No longer needing to compensate for those micro-slips let us use a more complete heating model for the tyre with fewer internal safety nets, such as temperature caps, to prevent runaway slip situations. Making the model more realistic and accurate in this way has made the cars both more fun, more dynamic, and easier/more realistic to drive.

PCARS 3 Blog 3.jpg

  • Better over the limit feel in grip
  • Refined aero drafting model
  • Much improved gamepad feel
Project CARS 3 | Wish List: Click Here

Jussi Karjalainen: Improvements to the driveline—that is, everything between the engine and the tyres—was definitely one of the keys. Because it’s been so improved, there wasn’t a need to design the tyres around the issues, resulting in better feel and behaviour, particularly in the over-the-limit feel of the game. The other thing, related to that, is how the engine has gotten updates to improve the body movement dynamics over bumps and rough terrain. The responses are faster, less damped, more realistic than before.

Nick Pope: It’s probably also worth mentioning that we improved the model for aero drafting too. Now it’s more realistic, particularly with respect to the strength of push vs. pull draft effects. Racing in big packs round Daytona has been huge fun during development!

Jussi Karjalainen: Thing to keep in mind, of course, is that all of this is happening in the background, but what the player feels is, for me, the most important part of Project CARS 3. And that—the way the game feels on wheels and gamepads—is the really big takeaway for the game. In particular the gamepad controls are far beyond what was possible in the past, and for the wheel the FFB system is more informative, providing better player feedback and giving you more control over what the car is doing in a way that is more natural and intuitive.

David Kirk: That’s actually a good point. The gamepad control was one of the core design features we wanted to get spot-on this time around. Nick {Pope} and I were brought in pretty early into the game’s development to sort this out, and it didn’t take long before we realised the only way we could do that was to overhaul the entire thing. The goal was to provide the most natural, intuitive wheel-like response from the vehicles, and to achieve this meant a significant move away from traditional ‘Driving an RC car’ implementation. Improvements to the FFB for wheel users make the experience more intuitive and realistic as well, which in-turn makes the game feel more forgiving and predictable. We’ve also taken the time ensure there’s better consistency between vehicles, so you don’t have to change FFB settings when switching cars, and we’re delighted with how that has worked out.

PCARS 3 Blog 4.jpg

  • Universal gamepad experience - no more adjustment settings
  • More natural reactions to bumps and off track incidents
  • Tyre model now more consistent and stable
Project CARS 3 | More Information On Customisation: Click Here

Jussi Karjalainen: Revamping the controller handling from the ground up with new eyes looking at it worked out fantastically and it feels amazing. Project CARS 2 improved upon Project CARS, but the leap here is an order of magnitude. The gamepad handling was redone to work properly with in depth physics, without requiring any changes to the physics to accommodate gamepads. There’s no need to make any vehicle setup concessions for gamepad controllers anymore, we don’t even need settings to tune the gamepad itself, you just get in and drive and you can drive just as fast with a controller. That’s really is a massive leap for the franchise, and one that required a total redesign to get right. We’re really excited about how this turned out for sure.

Nick Pope: Driving cars with a gamepad doesn’t happen in real life, so it can sometimes be a difficult control method to use in a racing simulation. Even though we use analogue thumb-sticks for the steering input, there’s something inherently digital about steering with your thumb—you’re either asking for full-lock or none (especially so for ‘flickers’). For Project CARS 3, we completely overhauled the pad controls to be more intuitive, to give you the right amount of lock when you need it and the feedback you need on the limit of adhesion. We’ve worked hard to make the experience feel as real as driving on a steering wheel, whilst also removing some of the frustration that came with trying to find settings that worked for you. There are no settings for the gamepad anymore, it just works. This results in an unrivalled gamepad experience.

David Kirk: I’ve been working on gamepad implementations for many years now—since 2001 actually—and I used the knowledge I’ve gained to best utilise peak slip angles of both the front and rear axles along with yaw rate and drift angle etc., to improve the feel of gamepad handling. During re-writing the gamepad handling for Project Cars 3, I was impressed with how well it handled the initial implementation thanks to the natural compliance in the physics model. Add to that a few months of iteration and refinement, and that’s where we are with Project Cars 3.

Nick Pope: A huge boost to allow us to achieve all this was the progress we made to the wider simulation: Vehicles react more naturally to bumps in the road due to improvements in damping, refinements in the way our driveline works has offered greater stability and our underlying tyre model is more consistent and stable. Adding to that the advancements to our optional driving assists, gamepad controls and FFB for wheel users means we’re also communicating more to players, allowing them to react quicker and giving them more information and more time when pushing a car to the limit. For Project CARS 3 we’ve created something that removes some of the frustration, has options to cater to a wider spread of abilities and allows players to focus on the on-track battles and the racing itself.



Original Source: Slightly Mad Studios

Project CARS 3 is set to release on Xbox One, PS4 and PC August 28th 2020.

Want to discuss this new game with fellow sim racing fans? No worries, head over to the Project CARS 3 sub forum here at RaceDepartment and start up a new thread!

PCARS 3 Blog 5.jpg
 
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Drive Club is an arcade game, a few years old already, but has very good gaphics, doesn't it?
Similar to AMS 2 or even ACC. Will there be a new version soon? I wonder what visuals
improvements this could bring...
 
  • Deleted member 963434

handling doesnt matter when you got no pit, no fuel, no pressure and temps. <- thats confirmed, what im afraid is not confirmed there will be no damage, no virtual mirror and codemasters-like fov setting (i mean -30 to +30 setting, not in degrees)
with no pits qualy will look weird (cars will spawn at start line so to prevent carshes all will be ghosted or they removed qualy too)
handling doesnt important, if i was all for handling ill go for forza horizon, handling there is good but its not racing just violating traffic regulations xD
i saw someone mention that weird track at trailer, tunnel with closed some lines xD they trying to make flatout remake? maybe add mines on roads xD
 
  • Deleted member 963434

or shortcuts like in nfs you go left make big 50 meter jump and gain 10 seconds xD like i said codemaster bought them, ruined them game, its sms last game and they pack business
or make big patch that will bring back all sim features, cause realistic physics and handling not enough for game to become sim
 
Fair play rain effects in Driveclub are top drawer even today. But arcade physics. PC3s will be based on PC2 so despite dropping things will still be infintely more sim than Driveclub and I believe Driveclub was only 30 fps?
 
If you play with a pad it feels arcade if you play with a wheel Drive Club is not far from Gt Sport. For a 2014 game it's quite impressiv.

And by the way many "sim racing games" do not deserv the "sim" in my opinion.

I hope that the spirit of DC and the sun light, which was amazing, will be in PC3. If so Pcars has already a great futur as a frontier between arcade and sim.
 
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Just a few comments after reading the posts in that thread, that is exactly like the other threads about PCars3. A sshit load of postings for a game everyone is claiming not to be interested in.
pCars3 might be a nice alternative to what we already have, or not, reading the confusing statement from all the director and head of department makes it impossible for me to understand what the f**** PCars3 is going to be like. Sure feels like they have a big team, but at the same time I cannot say that I have ever drove a SIM car from any of those team manager that ever felt like a great SIM car, Have you?
So what do I know so far about PCars3. It will be great VR, there is cars and my wheel is supported, it is made to have fun. That is enough for me, I spend this week alone more money than the price of that game on DLC from Studio 397 and their is still ample space on my hard drive.
Let’s stop blabbering hocus pocus about it, bring it on, let’s see what you got you crazy people from the mad studio.
 
Nick Pope: Principal Vehicle Handling Designer: The brief for Project CARS 3 was to go back to basics a little, remove some of the clutter, and find a way to lower the bar for newcomers whilst keeping the authenticity and realism in place for the more experienced fanbase.
Yeah, Michael Bay's Pearl Harbor is a documentary too - if you are a 14 year old with ADHD

Since PC1, I knew it, they are after the kids with attention span of a gnat, who are not old enough to hold a driving license, who watches these shitty YT channels such as Donut Media, Car Throttle - this is the goings on I can figure out at a group focus session
 
at the Core you‘re right, but think twice not everybody has that „Vitamin B“ to work for or by Porsche in Zuffenhausens and earn al lot of bucks to buy a expensive rig like u have.
ACC is great also u can mess up with other guys, as long you sit in a expensive rig. Ostfildern greatings
My rig is a table with some office chair I brought off a charity shop for £5 BTW with some old Clubsports, don't have plans to own anything fancy, I don't work at Porsche too
 
Going 100% simple arcade is now called "going back to basics". I like how creatively they try to sell their new approach. Just some days ago another guy tried to sell the missing tire changes and pitstops as a change for the better because change is always good.

:D

It really is funny to read how this marketing blabla works.

Guys. Listen.
You're doing just another arcade racer. Be honest and call it a day.
 
If PCars games were NEVER simulators, then why would PC3 be any different and why do you feel that you have to rage and moan about it all the time? I don't see anything being dumbed down if, according to what you've always said, never was any better.

What is the big issue here? You're complaining about losing something that never existed in the first place. I don't see the point. I don't see the logic. Stay true to your opinion that PCars games were just...games. Simcades at best, and stop complaining about another PCars game being....the same!

One more thing. Forza games have tire wear. Does it make them simulators? Absolutely not. I'm pretty sure we can all agree to that. So stop pretending that PC3 just became an arcade simply because it lost tire wear and fuel consumption. I didn't see anybody calling PC2 a SIMULATOR because it has those features anyway...ever.
Because SMS has a habit of promoting their games as 'simulators' since NFS: Shift - I never played NFS but have played PC1 and when you spent, you know how angry do you have to feel at being lied to.

SMS and their staffs deserve any attacks they receiving for their work and the way they mislead people as much as Huntington Life Sciences do by animal right activists.
 
I expect a lot from this simulator

About handling, Simbin's GTR2 is the best race car "simulation" ever what comes to realistic grip and handling, with GTR2 you can drive like a real car!!!! Grip is perfect!!! Hopelly PC3 could do the same, fingers crossed!

See these videos, this car and all those tracks made/modified by me, yes GTR2 allowed to make the car and track just you like it and it was so easy to do, this car is what I like the most, small car and 1000 hp engine, super fast and much more fun than F1 which is the second best. No other sim offers this much fun as GTR2 and this BMW 2002 Turbo, nothing. AC which is 1 of my current sims I drive is far away from this what comes to handling, eye candy is the thing with AC...




Oh, and here comes my first race car "simulator", this car made and driven by me, BMW 2002 Turbo...found this video about one year ago, it is taken by an individual who was watching street racing in Hanko, Finland, year was 1989, good old times :)


Can't wait PC3!!!!! Please do not hesitate to disagree.
 
Again, I don't have problems with arcade or simcad... I have problem with the Pcars claim (wich is, being a sim) and what it really is... (Simcad, more cad than sim).
I'm a big fan of GT or wreckfest, but you know exactly what to expect of these titles, and you are not disappointed !

That's all ✌️

What to expect of those titles?! GT Sport is labeling the game as “The driving simulator”. Is it a driving simulator??
 

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