PC2 Xbox One | RaceDepartment INDYCAR Series

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Lotus Classic F1 World Championship
Schedule of Events

1. British Grand Prix - (26 Sept. 2015) - Brands Hatch; Car: Lotus 72D (50 Laps)
2. English Grand Prix - (24 Oct. 2015) - Silverstone International; Car: Lotus 49 (40 Laps)
3. Belgian Grand Prix - (31 Oct. 2015) - Zolder; Car: Lotus 78 (50 Laps)
4. Original Seven GP #2 - (14 Nov. 2015) - Spa; Car: Lotus 98T (43 Laps)
5. Original Seven GP #3 - (28 Nov. 2015) - Monaco; Car: Lotus 78 (40 Laps)
6. Italian Grand Prix - (12 Dec. 2015) - Imola; Car: Lotus 98T (50 Laps)
7. German Grand Prix - (2 Jan. 2016) - Nurburg Nordschleife; Car: Lotus 49c(dlc) (10 Laps)
8. European GP - (16 Jan. 2016) - Hockenheim Hist.(dlc); Car: Lotus 25(dlc) (35 Laps)

9. Original Seven GP #4 - (30 Jan. 2016) - Monza; Car: Lotus 49c(dlc) (45 Laps)
10. The Original GP - (13 Feb. 2016) - Rouen-Les-Essarts(dlc); Car: Lotus 25(dlc) (35 Laps)
11. United States Grand Prix - (27 Feb. 2016) - Watkins Glen; Car: Lotus 72D (45 Laps)
12. Scottish GP - (19 Mar 2016) - Bannochbrae Rd. Cir.; Car: Lotus/Ford 40, GT1 (30 laps)
13. Original Seven GP #1 - (26 Mar. 2016) - Silverstone Hist.(dlc); Car: Lotus 49 (50 Laps)


_____________________________________________________

Lotus F1 Support Series'

Worldwide LeMans Series (LMP2)

1. Zhuhai International Circuit - (10 Oct. 2015) (60 Laps)**
2. Oschersleben GP - (21 Nov. 2015) (60 laps)
3. Rapuna Park GP - (5 Dec. 2015) (70 laps)
4. Willow Springs International - (19 Dec. 2015) (70 Laps)**
5 Road America GP - (9 Jan. 2016) (40 laps)
6. Sakitto GP - (23 Jan. 2016) (50 laps)**
7. Watkins Glen GP - (5 Feb. 2016) (50 laps)
8. Dubai Autodrome GP - (20 Feb. 2016) (50 laps)**
9. LeMans Circuit de la Sarthe - (5 Mar. 2016) (XX Laps)***
** Night Race (or partial)
*** Simulated 24 Hour Race


_____________________
Club Races
Pirelli World Challenge GT4 Series
1. Oulton Park Fosters - (7 Oct. 2015) - (30 Laps)
2. Willow Springs GP - (7 Nov. 2015) (25 laps)
 
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Ok, so This is the Lag Spike that Me, Eric, and Nic all imagined when Robert pitted. Watch AI at around the 2:30 mark. Watch his car and the smoke from the tires. If you didn't have any cars around you, you would have not noticed it other than a small frame rate drop.
Me and Eric have experienced this before several times while practicing with AI. Everytime the Host pits, it lags the AI. Host is none the the wiser, and not really anyone's fault, its just a Game Bug! Also notice how this AI blocked me from passing.
[edit: be nice]

You will notice in Mr. Watt's video that 15 seconds before the lag he sees (about 2:15 in his shortened video above) you can see a car in the pits. That's me. I've confirmed this by re-examining my video for the sequence of sounds that pass by and who's car is passing. Peter, you passed me with a gaggle of cars behind you (which I see on exit) and this can even be seen in Mr. Watt's video, as he rounds turn three after the his lag that he attempts to explain away. Therefore, it is impossible to correlate anything I did in the pits with the lag that Mr. Watts tried to explain away after assuming (asserting rather) that two other people experienced it at the exact same time he did.

{edit: be nice}
 
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The way pCARS is set up, the host does not solely determine how other get information or how much latency (mostly known as "lag") any given player will see. Networking games is very complex, and speculation that "A" causes "B" or that "A" plus "B" equals "C" is not wise unless you really know what you are talking about. For more background on gaming in multiplayer connections, read this. Since the host has no advantage and the game continues even if the host quits, pCARS running on a "listen server" can be ruled out. We then default to peer-to-peer, which is not just one model. This article is very tech oriented, but helpful. I suggest you read it if you really want to go in depth regarding how multi-player works. I don't profess to know all the ins and outs but a few things seem clear:

Both the listen server and true peer-to-peer have become somewhat obsolete for action games like racing simulators. And after you read the Gaffer article, it's clear that (in the comments) modern action games work best on dedicated servers if we are talking console gaming. This is akin to what the PC guys can do, which is essentially "rent" a server or "dedicate" a server of their own so that friends are allowed in with a password. This article explains how they go about doing this, but is also helpful (to a point) when talking about peer-to-peer. What it really means is "host -as-server peer-to-peer" which is a somewhat cannibalized combination of dedicated and peer-to-peer, with some of its own unique drawbacks. As the author describes: player hosted games aren’t really peer-to-peer. Peer-to-peer means that each console is talking directly to each other console in the game. In a client/server game, even a player hosted client/server game, clients are only talking to the one console that is the server, not directly to each other, so a player hosted client/server game is *not* peer-to-peer. More on this later.

Dedicated servers are the best way to go, of course, but that's expensive. Forza and high end FPS games have this. pCARS and F1 do not.

So, as for lag in general, there are only two reasons we see it: 1. insufficient hardware in either the client or the server, or; 2. a poor connection between the client and server. The first can be ruled out because we cannot change it. We all have the same xbox and have to deal with the same server at SMS. The second is important. The lag article summarizes it this way:

Perhaps the most common type of lag is caused by network performance problems. Losses, corruption or jitter (an outdated packet is in effect a loss) may all cause problems, but these problems are relatively rare in network with sufficient bandwidth and no or little congestion. Instead, the latency involved in transmitting data between clients and server play a significant role. Latency varies depending on a number of factors, such as the physical distance between the end-systems, as a longer distance means additional transmission length and routing required and therefore higher latency. Routing over the Internet may be extremely indirect, resulting in far more transmission length (and consequential latency) than a direct route. In addition, insufficient bandwidth and congestion, even if not severe enough to cause losses, may cause additional delays regardless of distance. As with the hardware issues, packets that arrive slowly or not at all will make both the client and server unable to update the game state in a timely manner. Online game systems utilizing a wireless network may be subject to significant lag.


Even that is a simplification, as this post describes pretty well. So, for instance, Peter is not seeing lag but Michael does. Usually, if everyone is lagging, then it you who is the problem, but if one car or even a few cars are/is lagging or you think you see everyone lag at one time when "X" happens, it's your connection that is the problem. That's a generalization of course, but a good starting point.

Also, consider these three variables:

1. You need to be wireless. If you are not, and you do not have at least a 4G connection, or you use other devices to connect to the same network (no matter what they are...or if the network is not secure) then you can pretty much point the finger at yourself if you experience lag. There is much agreement on that.

2. You need to do a connection test because even if you are hardwired, ping matters. I have suggested this before, but nobody seems to want to post it. I'll post mine below. Ping is important because that's how we all connect to one another, and it's not just the host that needs a good ping rate for a gamer, but everyone who is playing also needs to have a decent rate. In other words, the game is only as good as the weakest link. That's why if everyone posts their stats, it will help determine what or who is the problem. There may be an easy solution, like simply running a wire or changing a configuration. (e.g. in Peter's video, his ping to me I see at 164, which is good but not great, but he is across the ocean after all. His ping to Michael is 154, which is virtually the same as me...good but not great, probably due to his having a good connection but compromised by distance.) If you want to check this real time, get on line and keep an eye on the number below the gamertag.

3. Jitter and packet loss matter also, but jitter is more important. This can cause the connection to wobble or spike, as they say. To make matters worse, a player with a weak connection or packet loss can cause the host to have problems, thus affecting the whole experience for all. The summary states: "As with the hardware issues, packets that arrive slowly or not at all will make both the client and server unable to update the game state in a timely manner." Upload speed is what to look at, not so much download speed.

It's clear that we all will experience lag when players join or leave...that's not unique to pCARS. In fact, one article says this about pCARS specifically: In P2P, if there are many drivers in the session over long distances there might be some lag when people join or leave. It depends on their ping times as well as the hosts connection. But the severity of that depends on your connection as well as mine. The notion that everything revolves around the host and his ping rate is false. It's *your* ping rate that matters in this hybrid environment. That's why, in most leagues, you have to do a speed test (sure this can be faked) to enter. "Speed" is usually not what most people think it is when referring to games. The two Ps are important -- Packet loss and ping rate, not download or upload speed, as advertized by the cable companies etc. and seen by the end user in performance. From what I recall, it was mostly my connection (wi-fi, NAT not open, lines checked by the cable guy to ensure there are no 'spikes' in the signal historically or often) that was the issue when it came to the 360.

Bear in mind that you should test not only the connection to a local server but the connection to the largest city in your state and your country, just to get some perspective. This is because the internet routes connections to God knows where, and sometimes you don't go the direct route. Then test the connection to the host's city. Under 20 is great for local. Under 50 for country, and under 100 for international (which is very hard to achieve since routing becomes a big issue...for instance, sometimes jitter and packet loss will actually go down because your local wires are not as fast as other countries). That's ping. But jitter and packet loss are important too and you can also test them. Jitter should be in single digits. Sometimes packet loss cannot be tested due to other non-gaming related issues, but if you can, it's more you know. (Bear in mind how ping and jitter act interchangeably. If you have a great ping, then jitter becomes less important as long as it's fairly low, say around 0-4, but if you have low jitter internationally, but high ping due to distance, you will likely see others lag but you will not...and conversely, if your ping is high and your jitter is too, you will get lag and cause the lobby trouble.) Here are my numbers to local, Charlotte, and then to London.

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4723332759.png

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And the jitter test:
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And from what I understand, any given driver will not have issues because of the host, as long as there is a decent connection from that player to the network. Remember, it's not true peer to peer, but server based, with the host acting as the server for a peer to peer network. The nuances are important but complicated.
 
@Robert Waddell A while ago I seem to remember you posting a link to a really useful setup \ tuning site. Can you remembver where it was? So much gets posted in variuos threads it would probably take me all day trying to find it lol

Gosh, now you have me confused with all the setup info that has been posted, but I think I know what you mean. I actually worked with real crew chiefs at Road Atlanta, but I never has one for my car since it was Am racing. Never went pro, but those guys did both ovals ad road courses and they said road courses were far harder because of the variance in tracks (real setups are extremely complicated when you have 5-20 turns all with 10 different variables, as opposed to just banking and radius), but with games it's even harder, as you have to get into not only the programmers head, but what each function in the game actually does. Many times, computer guys really have little clue about how "X" will affect "Y" much less how one variable will interact and change 20 other variables, and, in turn, how they will change each other. Then you have the "is it working" problem to deal with. Aside from whatever the programer's brain has made, for instance, a spring do, you have to predict the force of that effect in general, or is it dead? Therefore, game tuning is a risky proposition if you are used to doing it in real life or if you go by real life principals. I have learned this the hard way. But I'll try to find that article just in case.
 
This "theory" or whatever you call it, that the A.I. always lags when the host pits is complete garbage. Nobody imagined anything and lag is certainly a problem, but to assign a cause to something about which you know nothing about simply is irresponsible. We should not muddy the waters based on conjecture.

You will notice in Mr. Watt's video that 15 seconds before the lag he sees (about 2:15 in his shortened video above) you can see a car in the pits. That's me. I've confirmed this by re-examining my video for the sequence of sounds that pass by and who's car is passing. Peter, you passed me with a gaggle of cars behind you (which I see on exit) and this can even be seen in Mr. Watt's video, as he rounds turn three after the his lag that he attempts to explain away. Therefore, it is impossible to correlate anything I did in the pits with the lag that Mr. Watts tried to explain away after assuming (asserting rather) that two other people experienced it at the exact same time he did.

Lag is mostly a product of your own crappy connection (see below), and happens to the same people over and over again. I'll leave you to guess who that might be. It's hard to assume responsibility for something you yourself cause when you purport to "prove" your theory ("Don't blame me...blame the game, the host, or the stars") by finding support instead of offering a theory and trying to disprove it, like real scientists do.

I thought we were aiming to keep this mature and civilized, this is only headed into an unnecessary argument once again.:rolleyes:
As for the lag, I know I have a perfectly stable connection with ping always below 50 ms for NA (14ms right now local), and I most definitely got crazy jumps from the AI around me for no reason at the time you were in the pits Robert ( just a coincidence from my perspective). I hadn't experienced this exact scenario before and as Michael stated in an earlier post, it's not your fault or anybody's fault except the game lagging while updating us with AI information (this has been happening a lot since patch 4, yet another reason to not include sporadic AI in league races!) I put this incident solely down to AI because I don't believe any of us have bad connections from my experiences racing with you guys (without AI). If you go to my recent clips on xbox, you will see one of a lobby I was in with 8 humans and a few AI. The clip shows the end of that race as the leader and I approach a lapped AI car. He is absolutely all over the place (all of them were in fact) lagging worse than I have ever seen any human opponent do. This has nothing to do with the connection to the host either, as I race almost every night with these guys, same host (who pays $200 per month for the absolute best connection) with no trouble between us usually.

Anyway, get rid of the AI online and you won't see this weird stuff happen, I bet on it!
We should really just put this **** to bed and move on to the next race. I don't know what happened over the mic between you guys the other night after I was gone, but it seems like you have some serious beef to sort out. So lets be mature about this from now on and cut back on the harshly toned passive aggressive posts :thumbsup:
 
Michael and I go back a long way, Nic. We can handle things between us. Even though your on and off with us, it's always great to have you. However, please keep the psychoanalysis to yourself and run your own league if you want to police the forums. My last post was simply trying to point out that, instead of personal experiences (which we all have and believe are "the" reality), maybe we should dig a little deeper into what we can do about any lag issue. My experience is different than yours. I find the A.I. to be 100 times more stable than any human...or most humans. Some, like Peter, seem to always have a stable connection. But I've even seen him lag. Rarely, if ever, do I see the A.I. lag. And I should know...that's the only way I play the game (like me, Michael and Peter have done since GRID: Autosport came out) now. You can even make a lobby with just yourself in pCARS. Maybe it would be some benefit for you to read the last post from me and see if you can make your gaming experience better for you and for us all.
 
Just had my second attempt in these cars and am really not getting anywhere with them... don't think I've ever been so far off the pace.. even with AI set at 85% I'm a good 6 seconds away from the fastest and over 3 seconds from the slowest with a best lap of 1:14.2 :redface:.

Problem being an almost complete lack of any audio cues as to the grip of the tyres which is a vital component when driving with a non FFB wheel. I've got no real feel for what the car is doing making it very tough to push the car in any way. Its the first time I've come across this in the game so can only assume it's the lack of down force that is the cause as these are the first cars I've driven in it that have none.

Not sure if there's an answer to this but looks like a very difficult race on the cards on Saturday.
 
Just had my second attempt in these cars and am really not getting anywhere with them... don't think I've ever been so far off the pace.. even with AI set at 85% I'm a good 6 seconds away from the fastest and over 3 seconds from the slowest with a best lap of 1:14.2 :redface:.

Problem being an almost complete lack of any audio cues as to the grip of the tyres which is a vital component when driving with a non FFB wheel. I've got no real feel for what the car is doing making it very tough to push the car in any way. Its the first time I've come across this in the game so can only assume it's the lack of down force that is the cause as these are the first cars I've driven in it that have none.

Not sure if there's an answer to this but looks like a very difficult race on the cards on Saturday.

Peter, it's going to be difficult for everyone. Hang in there buddy. No telling what boneheaded off will have you well past me. Also, I promised a setup and whatnot, so I'm going to get on now and hammer that out.

You definitely make some good points, as my experience with a non ffb wheel matches your problem description to a tee. Ironically, Forza is real good at giving you those clues. :O_o:
 
Peter, it's going to be difficult for everyone. Hang in there buddy. No telling what boneheaded off will have you well past me. Also, I promised a setup and whatnot, so I'm going to get on now and hammer that out.

You definitely make some good points, as my experience with a non ffb wheel matches your problem description to a tee. Ironically, Forza is real good at giving you those clues. :O_o:
I'll look forward to the setup but in all honesty it's not going to make much difference in this car. I did 30 laps tonight and tried various setups but could not tell the difference in any of them due to the lack of feedback. No tyre noise to indicate grip loss at all is the biggest loss. I have developed a pretty good pseudo feel for other cars using the visual and audio cues but its just not there in these ones at all.

I would usually see a 3 or 4 second improvement from session 1 to the end of session 2 at a new track in a different car but virtually nothing tonight.

I would play about with the audio settings to see if there's anything there to help but the game has them so badly placed that it makes doing anything like that so time consuming. Especially in these cars where it takes several laps to get the tyres up to speed before you can really notice anything.

I'll keep trying of course.
 
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thank you, the second post you made explaining the network is great help and very constructive, I was only responding to the first, which seemed to have an unnecessarily angry tone after things appeared to have calmed down for a bit. I just want this silly back and forth blame game to stop, even though I realize I am in no position of authority here. Anyway, lets leave it at that and focus on one thing without more arguments,
fun sim racing!
 
Well, FWIW, here it is:
I'll watch that during a work break this morning Robert and am planning on nipping home at lunchtime (weather permitting) for another 30 minutes session so I can try it out then hopefully.

I am determined to get as much seat time here as possible as I don't want lack of it to be the reason for my struggles. I have already done about 45 laps in total so that should be up to around 60 by the end of lunch. Another session tonight should see that total up to close to 100 so if I still have no improvement by then I think I'll just have to accept that these cars are not ones I can be competitve in with my current wheel. They are fairly unique so hopefully they'll be the only ones that I see this problem with.
 
Well, FWIW, here it is:
Had a little look at this and the one thing that leapt out at me was that you are using the 70's tyres while I have been using the 68 tyres. I went with them as I thought we would be sticking true to what the cars would have been running back then. However, I have no trouble running the alternate rubber and will give them a try at luchtime. I doubt it will make any difference to my particular problem but intersting if it does.. wish me luck lol.
 
Had a little look at this and the one thing that leapt out at me was that you are using the 70's tyres while I have been using the 68 tyres. I went with them as I thought we would be sticking true to what the cars would have been running back then. However, I have no trouble running the alternate rubber and will give them a try at luchtime. I doubt it will make any difference to my particular problem but intersting if it does.. wish me luck lol.
Good luck. In my testing at spa, the grooved were fastest, but now you have me wondering, lol. I'm getting on for some F1 in a sec. Also will try the lotus again.
 
Well, I had my short session at lunchtime and tried Roberts setup and also one Michael suggested, both using the 1970 treaded tyre. Could barely keep the car on the track.. sliding around all over the place and pretty much every lap had me facing the wrong way at some point!! Went back to the pits and reverted to the default with reduced tyre pressures then out on track again and it felt slightly better but still found myself skating around like a duck on ice.. brought up the telemetry screen to see if I could spot anything untoward and there it was.. it hit me smack in the middle of the eyes.. Front tyres 1970 vintage, Rear tyres 1968 vintage.. DOH!! What a doughnut… very apt term considering I had spent most of my lunch trying to keep the car in a straight line lol

Back to the garage and quickly gave the crew some verbal before having the 70’s tyres put on both the front and back wheels…. I had to get back to work so got out on track for a quick test and immediately I could feel the difference. One lap to warm up the tyres a bit and then the first timed lap was a 1:12.1 and lap 2 was a 1:11.1 :thumbsup: The 70’s tyres are a very different proposition to the 68’s so I’ll be sticking with them. Not sure whether that is just for me and my non FFB wheel or whether others will also find the same struggles with the older rubber. It would be interesting to see if somebody wants to give them a spin.

Glad I spotted that on your video Robert as I can now get down to some serious work and get that time down to somewhere close to the AI next time I’m on.
 
I think you are 100% correct Robert.. I don't think it has anything to do with toe or camber. The original thought was it is some kind of suspension malfunction due to damage over time and if you lightly scrape a wall it resets it. But toggling damage on and off would exculde such a theory.
I recorded another incident at silverstone, with visual damage on so, that throws out that theory...and it was on lap 18 and again on lap 39. McNasty suffered the same fate on lap 20 though. I was only able to twitch the one incident as the game crashed. When I get some more time I hope to capture Eric's and my 2nd Dip N Flip.
Does turning damage off actually mean you can't get any mechanical failures, etc. as well or just no contact damage? If the latter then maybe the suspension issues they identified as the cause of the problem is still apparent?
 
Managed to fit in another session last night and those 70's tyres clearly have so much more grip. Quickly down into the 1:10's and finished by getting into the 1:09's with a best around 1:09.4. Still plenty to do to get up with the AI as the top guys were running 1:07's and thats at the 85% level so we'll have to be careful about how we set them for this race seeing as we are unlikely to get the required numbers to run without them.
 
Does anybody else still find the structure of Project Cars really frustrating?

The options only being available outside of the race or practice sessions has always been a real annoyance for me. I can in some ways understand why actual game settings such as assists have to have us exit out of the session (although other games seem to manage it just fine) but wasting so much time just to change simple little options like controller, graphical or audio settings, etc. is a major pain in the a$$. I invariably don't bother and just put up with less than ideal settings rather than keep going backwards and forwards trying to get it just how I really want it.

What I find even more infuriating though is the setup management. Why the hell can't we load a setup from within the practice or race sessions rather than just the garage! And what is the deal with only having one setup save per track? Having to trawl through the setup screens changing things every time rather than having the ability to save different evolutions of a setup so you can quickly move between them and compare differences out on track is such an obvious thing to have and is available in so many other sims.

Some of the design decisons that SMS made leave me scratching my head.. i'm sure somebody must have been on the sauce to come up with them :O_o:

Rant over lol.. drives me mad almost as much as it gives me goosebumps of joy!!
 
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