PC1 Project Cars Patch 3 release notes.

Project CARS – Patch 3.0 – Release Notes
PLEASE NOTE - The patch is not yet finalized and is still in testing, meaning that some of this may still change.

One of the largest list of fixes I've seen. Well done SMS
New & Enhanced Feature Summary
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* New – Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
* Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
* Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'.
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
* Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.

Online
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
* Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Implemented support for Leaderboards reset across all platforms.
* PS4: Fixed an issue with the browser getting stuck at ‘Looking for sessions’.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* New – Xbox One – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
* Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.

Time Trial
* Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
* Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
* Ghost split and lap times are now displayed on timings/pause screen.
* Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’

Pitting, Tuning, Setups, Strategy
* Enhanced Setup and Pit Strategy system:
- - Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
- - In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
- - The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
- - Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
* Enhanced HUD and Telemetry tyre info system:
- - Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
* Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
* Fixed more cases where a vehicle’s default setup would not be correctly applied.
* Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
* Restrict pit strategy tyre compound types to only those available for the current vehicle.
* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
* Fixed an issue that at times caused a setup from one car to be applied to a different car.
* Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
* Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.

Physics & AI
* Improved AI rain speed realism when using treaded tyres in the wet.
* Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
* Increase tyre wear for AI if driving wet tyres when track is drying or dry.
* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.

Cut Track / Off Track System
Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.

Career
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Added Career Contracts for core career sport DLC cars:
- - GT3: Bentley Continental GT3
- - LMP1: Audi R18 e-tron quattro
* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
* Fixed an issue with pre-DLC save games not unlocking DLC career content.

Audio
* Fixed tyre skid sound when car is sitting against a kerb at zero speed.
* Tweaked the dirt surface sounds.
* Fixed an issue where there would sometimes be missing race audio in a subsequent race if there's an immediate quit at race start.

GUI, HUD, Telemetry

* GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
* Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
* When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
* Reworked the Replay/Spectate/Monitor interface to a more consistent design.
* Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
* Community Events – added a 'DLC required' indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
* HUD now reports correct split times to vehicles that are in the pits.
* Updated the Class logos used by Road cars to better differentiate the various road car classes.
* Fixed an issue with the Field of View slider not working.
* Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.

Replays
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
* Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
* Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.

Controls & FFB
New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid "cogging / notching" effects when stationary its best to leave the spring coefficient high and lower the saturation.
Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).

New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.

Fixed:
* Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added sequential shifter profiles for Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
* Logitech wheels – added LED support for the G29.
* Custom wheels – reduced the default menu spring strength.
* Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
* Handbrake and boost controls assignments are now no longer mandatory.
* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
* Fixed an issue where there was a sudden loss of FFB after a severe collision.
* Xbox One – fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.
* PS4 USB keyboard – corrected mapping for keypad '.' / 'Del' keys, removed Pause being incorrectly hardcoded to the 'P' key.

Vehicles
* 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
* Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).
* Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
* Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
* BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
* BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
* Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
* Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
* Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
* Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
* Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
* McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
* McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
* McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
* Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
* Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
* Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
* RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
* Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
* Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
* Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
* Various cars – updated to use the correct tread textures for various tyre compounds
* Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* 4WD/hybrid vehicles – enabled visual backfires.

Tracks
* Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
* Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
* California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
* Dubai layouts – fixed a graphical anomaly on the track surface.
* Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
* Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
* Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
* Sakitto GP – unblocked pit lane and added pit lane directional signage.
* Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
* Silverstone layouts – fixed a false cut track warning at the pit entrance.
* Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
* Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
* Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
* Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.

Oculus Rift
* Implemented support for Oculus 0.6.0.1 SDK.
* Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support – further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn't available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
* Added a command-line option "-vrnomirror" that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.

General
* Players are no longer disqualified for running out of fuel after finishing the race.
* Fixed an issue that would award players with a race win when skipping session after a false start.
* Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
* PC – added support to enable Opponent Car Reflections by using the “-insane” command-line option.
* Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
* Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
* PC – fixed an issue with Real-time weather not working.
* PS4 – fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
* PS4 – anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles.
* PS4 – fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
* Xbox One – implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.
 
Best AI I've ever raced against. You get the odd issue but they're very good with spacial awareness and more often than not, it's human cause of crashes. I did a 20 lap 80% AI race at Brands Hatch earlier and all the issues I had were caused by me. Trying to overtake when not really an opportunity, pushing too hard into corners and being on the wrong line.When I did get the line, I saw them come in but he moved back out again so stop blaming the AI for your crap driving.
 
err I'm not near the ai in that picture...

after 2hours playing pcars

-no ffb at all. its rubbish (too many settings to be bothered to sort out) I don't get paid to fix their awful ffb.

-Ai are dreadful they rear end you, they cut corners they go off the track in herds like the image shows. They race like drunk bastards!

but hey it looks nice..

jim lay off the beer cos you aint thinking straight mate!
 
err I'm not near the ai in that picture...

after 2hours playing pcars

-no ffb at all. its rubbish (too many settings to be bothered to sort out) I don't get paid to fix their awful ffb.

-Ai are dreadful they rear end you, they cut corners they go off the track in herds like the image shows. They race like drunk bastards!

but hey it looks nice..

jim lay off the beer cos you aint thinking straight mate!
I would suggest you stop playing Pcars or maybe change hobby because I've never known anyone in 37 years of gaming moan as much as you.
 
Msportdan......i just performed several aI races at Imola and observed the same location as you show in your snapshot and the Ai ran perfectly through the chicane and never got one tire in the sand. Apparently the ai fast path for that specific mod doesn't work as well.

Note: The ai creator usually chooses the most popular car make to make an ai fast path and then those tracks will have the best and most accurate ai. Some different car makes which have similar speed and braking points sometimes can perform ok at some tracks as well but no guarantees!

In rfactor1 i made track packs which contained new ai fast paths (AIW) for FIA GT3 and the Endurance mod in which those fast paths were fine-tuned for those mods and the results are fantastic. The only negative is needing alot more hard-drive space.

rFactor2 resolved the negative i mentioned above as i don't need to make track packs for specific car makes. I can make a specific ai fast path (AIW) for those car makes that don't perform as well and place the info into the car make's "Talent" directory thus enabling the ai to use that fine-tuned ai fast path.

This is why rF2 ai can potentially be the very best possible for every car make if the ai creator does the extra work as i mentioned.
 
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Looks like they've just come round the corner and ran a bit wide onto the artificial surface but you can see them all getting back on track further down. You use bumper or roof cam, how can I take you seriously, that's like riding motorbike games with a wheel or sims with a keyboard.
 
jim me moan have you seen your past posts?! You have nervous breakdowns over these things?! (didn't mean to get personaly but you've pissed me off)


But hey ive given MY opinion on pcars. I don't expect you to agree tbh. But comparing back to back with AC on the same track AC is the more authentic feeling sim..

again I'm not expecting you to agree, I'm just putting it out there.

the fact you are supporting this dude as well

Ian Bell Appreciation Society

well say no more.! He is probably the worst thing about sim racing atm.

another thing I did the roof cam for viewing purposes only geez.

@ace

looks like you have the decent copy lol?!
btw its not a mod its the SMS stock escort I don't use mods in pcars.
 
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hey Dan....i just finished my post above and added a few things so read through it all and it can help you understand better what's going on with the ai.

I have quite a bit of experience over the years with making ai fast paths for SCGT, Race07, NR2003, rF1, Rf2, etc.
 
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@Ace King

yeah I did that makes sense, the escort is very sidewasey if you know what I mean. So what you said makes perfect sense. As I added..... the escort is the stock one in the game, not a mod. But I'm sure SMS don't make a fast path for every car and if the path is based on a very stable car the lively ones will struggle on that line. Suffice to say the AI did get better as the field opened out and less contact was going on.

But its just something that leaves me sour with pcars, I'm not sure if its the ridiculous amount of ffb options that no-ones seems to get a nice feeling from, or the AI, or mr bells attitude to people who have "opinions" about his game.

In my opinion theres better sims out there to waste time on and better devs to give my money to, shame I already spent it on this title.
 
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  • Deleted member 113561

great ai?!
smemw6.jpg
@Ace King

yeah I did that makes sense, the escort is very sidewasey if you know what I mean. So what you said makes perfect sense. As I added..... the escort is the stock one in the game, not a mod. But I'm sure SMS don't make a fast path for every car and if the path is based on a very stable car the lively ones will struggle on that line. Suffice to say the AI did get better as the field opened out and less contact was going on.

But its just something that leaves me sour with pcars, I'm not sure if its the ridiculous amount of ffb options that no-ones seems to get a nice feeling from, or the AI, or mr bells attitude to people who have "opinions" about his game.

In my opinion theres better sims out there to waste time on and better devs to give my money to, shame I already spent it on this title.
Wow ... you moan about something that happens in the first lap normally ... and is only there a problem
#firstworldproblems

I have just looked for rfactor 2 and AC footage on Youtube and you find plenty of them showing such errors aswell, especially AC which you claim is the best *cough*cough* ...

Get a life plz

P.s. To add: You accuse of other people moaning, which is complete nonsense. Youre the only one doing it here - even in the complete wrong thread - this thread is about Patch 3.0 not about "i didnt get what i want, now i start flaming"

Pp.s. To add: The hard work of SMS is astonishing. This game got more fixes, has more features than any other racing sim on the market and most other games in 2015. The DLCs are extremely cheap (4 resp. 6 bucks) compared to iRacing (10 bucks for a car, 15 for a track) and Assetto Corsa (20 bucks for 1 big track and 5 cars). And all multiplattform and with direct involvment of the community.
 
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Don't let that Brailsford fella upset you Dan. He is a WMD fanboy with not much experience of the proper race sims and gets extremely upset if you diss his baby. Put him on your ignore list and you will be happy. ;)
 
yeah and that neuer bloke, but its not as if im saying anything that doesnt happen..

FACT= Ai is poor on lots of cars and circuits

FACT= FFB settings has pissed of pretty much 90% of its users

FACT= Mr bells is a bit of a ???? (fill in your own 4 letter word here)

but im outta here.
 
I love Pcars and I also love Rf2 and I also love AC and I also love GSCE and I also nearly love RRE,what a great time to be a sim racer.And at some stage I WILL get into online racing.And I would like to add that SMS know about all the issues with the SIM,and they are patching it regularly which is obvious. And Mr Bell love's his role as the pantomime Villon, so try not to take him seriously, because he doesn't.:cool:
 
No, only Dan and that other person. Check the posts and see where it started!!!

There are many threads in this PCars subforum that are full of people bickering with each other, yet so far as I know the bickering has yet to accomplish anything productive. If someone says something positive about the game there's a group of people who jump down their throats and tell them they're wrong. If someone says something negative about the game there's a group of people who jump down their throats and tell them they're wrong. Who cares what Dan thinks? Who cares what I think? Why should any of us care if some stranger on the internet has a different opinion than us? It seems like "arguing with strangers on the forums" has become a hobby to some people, and they take it very seriously. And that's fine, if that's what they enjoy, I just don't see much point in it and it makes this subforum a rather unpleasant place to visit.
 
There are many threads in this PCars subforum that are full of people bickering with each other, yet so far as I know the bickering has yet to accomplish anything productive. If someone says something positive about the game there's a group of people who jump down their throats and tell them they're wrong. If someone says something negative about the game there's a group of people who jump down their throats and tell them they're wrong. Who cares what Dan thinks? Who cares what I think? Why should any of us care if some stranger on the internet has a different opinion than us? It seems like "arguing with strangers on the forums" has become a hobby to some people, and they take it very seriously. And that's fine, if that's what they enjoy, I just don't see much point in it and it makes this subforum a rather unpleasant place to visit.
You're wrong LOLOL
 

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