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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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.
Update on the physics issue. After reading posts on Project Cars Forums by the Lead Vehicle designer suggesting to either pit or lightly scrape the car against a barrier to correct the issue the scraping worked for myself. We had multiple people experience this bug last night, and the ones that scraped the wall did not experience. It even struck Railer, doing the same thing that happened to Toast in his video. Damage settings don't seem to matter. Until the next update only scraping and pitting reset this. :mad: On a good note we have reports of up to 12 being allowed into Party Chat. I know we had at least 10 in our Chat last night, so that has been updated secretly by Xbox.
 
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.

Don't feel bad, Peter. You found out the same way I did. When I was testing at Spa I too could not figure out why I was all over the place. I can usually beat the A.I. with any car wit enough practice, but not this one. lol. So, I changed tires when I noticed all the A.I. were on grooved tires. I though I had mentioned this a couple times before, but these tires are pretty confusing with this car. Some are grooved, some are not, some are 68, some ate 70. So, you basically have to go with the latest year they give as a selection. I think the tire technology changed or something, but I can't imagine why there would be such a huge difference between year, other than maybe the were running bias ply and then changed over to modern construction.

I found this: https://www.gtplanet.net/forum/threads/why-didnt-f1-cars-use-slicks-untill-1970.64072/

But the history of tires and F1 is not only very detailed, but apparently slicks were sort of phased in, as they were actually mandated I think, later in the 70s. So, my guess is the "flex" you need in the compound was slowly developed and got better and better until the F1 could mandate it, but some teams experimented with them before that. But if they truly were that bad, I'm not sure why.
 
Don't feel bad, Peter. You found out the same way I did. When I was testing at Spa I too could not figure out why I was all over the place. I can usually beat the A.I. with any car wit enough practice, but not this one. lol. So, I changed tires when I noticed all the A.I. were on grooved tires. I though I had mentioned this a couple times before, but these tires are pretty confusing with this car. Some are grooved, some are not, some are 68, some ate 70. So, you basically have to go with the latest year they give as a selection. I think the tire technology changed or something, but I can't imagine why there would be such a huge difference between year, other than maybe the were running bias ply and then changed over to modern construction.

I found this: https://www.gtplanet.net/forum/threads/why-didnt-f1-cars-use-slicks-untill-1970.64072/

But the history of tires and F1 is not only very detailed, but apparently slicks were sort of phased in, as they were actually mandated I think, later in the 70s. So, my guess is the "flex" you need in the compound was slowly developed and got better and better until the F1 could mandate it, but some teams experimented with them before that. But if they truly were that bad, I'm not sure why.
Yeah I knew we would be using grooved tyres from my GPL days but I selected the 68 variety assuming we would be sticking with what the 49 used, it was only when checking out your video that I realised that wasn't the case.
 
Yeah I knew we would be using grooved tyres from my GPL days but I selected the 68 variety assuming we would be sticking with what the 49 used, it was only when checking out your video that I realised that wasn't the case.

I had the opposite problem. I could not figure out why slicks (even two year old ones) would ever be worse than treaded. And I'm still kind of at a loss, but the rigidity of the sidewall nor being able to catch up to the compound makes sense to me.
 
Okay. About to get on now. I'm going to get a 09 if it kills me. lol. Oh, and just to avoid any confusion, this series does not run with A.I. under any circumstances except one -- drivers counrt is low and everyone wants to A.I. Otherwise, no A.I. This is not a support series or a tin top series.
 
Went out for some long practice last night and managed a 1:09.5, so that's the good news. lol. I'd say those kind of laps are possible (got me atop the 93% A.I. qualifying board) but very rare in race conditions. Although I think pace will be important, there are some other factors that may make for some very interesting strategy. My fast lap is around 5:00m, and at the end of the video it was around L12 that I was keeping pretty good pace, just passed two for sixth, but the last guy didn't take it so well (I do admit I pushed him wide) and, right on queue the A.I. held a grudge (I know they do) and came back to bite me. It's hilarious. But I feel much better in these cars now. Not safe, just better. :unsure:
 
I tested your setup from the video Robert, just practicing in case I can make it Saturday! changed a few things around to suit my driving style and went for it. I'm currently managing to get consistent 1:09's after 30 laps and nailed in one 1:08.8! Really losing the back end too easily around the last two bends but other then that its great!
 
I tested your setup from the video Robert, just practicing in case I can make it Saturday! changed a few things around to suit my driving style and went for it. I'm currently managing to get consistent 1:09's after 30 laps and nailed in one 1:08.8! Really losing the back end too easily around the last two bends but other then that its great!

Dayam! That's quite a lap. But more impressively the consistent 1:09s. That would be tough to beat. I tweaked the setup from what I posted too. I've got the car pretty neutral, but yea, that back end will bite ya. lol.

This is gong to be a tough call on the pit stop. I think the tires could make it, but at what cost. How much would you lose over 30 laps, but more importantly, would you be prone to offs at the end?
 
News on patch 5.0 :thumbsup:

Hi guys,

We plan to roll out the PC version of patch 5 over the course of today. In the meantime, here are the release notes.
Project CARS – PC Patch 5.0 – Release notes Online
* Enforce fixed (default) setups – fixed cases where enabling this would still allow players to use custom setups. Enabled the player's custom controller settings to still be used when using fixed setups.
* Mojave layouts – fixed an issue where, if the host were disqualified, it would force end-of-race for everyone.
* Fixed an issue with tyre choices being ignored during pit stops.

Physics & AI
* Improved AI behaviour in pit lanes to further reduce cars hitting the pit walls when driving out of the garages.
* Fixed an issue where cars under AI control would struggle to drive correctly on tracks with high banking.
* Fixed an issue where some car parts that were dislodged during a collision would not be removed when the track is cleared.

Career
* Fixed an issue where the maximum amount of contract and invitation emails could be exceeded with DLC installed, resulting in the player not being notified of newly unlocked contract offers and invitational events.

Controls
* Fixed a bug on the splash screen where the controller used to press the A Button to start was not selected as the current controller.
* Logitech G29/G920 – updated default controller map sets for the layouts to be consistent between wheels and across platforms.
* Logitech G920 – fixed an issue with the gearshift mapping.
* Removed default assignments for wipers and lights, as this was disabling the wipers/lights turning on automatically when it started raining or got dark.

Tracks
* Nürburgring GP, Sprint, Sprint Short – fixed an issue that caused issues for cars pitting in the first pit spot.
* Nordschleife – fixed an issue that caused cars to get stuck against the pit wall when driving in the pit lane.
* Nürburgring Sprint Short – fixed a cut track issue at the NGK Chicane.
* Barcelona GP – fixed cut track issue when entering the pit lane.
* Watkins Glen – improved overall track performance to address frame rate drops in certain areas.

Vehicles
* Aston Martin Vantage GTE – tweaked cockpit exposure to work better with rainy conditions.
* Aston Martin DBR 1-2 – set the car up so that the steering wheel remains in a static state when the user chooses the ‘hide wheel’ option, so that the user can still read the vital info displayed on the wheel.
* Aston Martin DBR1 1959 – fixed an issue where the wrong helmet was displayed when using Helmet View, tweaked inertia and roll stiffness to improve collision behaviour.
* Audi 90 IMSA GTO, Audi R8 V10 plus, Ruf Rt 12R – fixed an issue where the KERS bar would appear on the HUD of these cars, even though they don’t have KERS.
* BMW 320 Turbo – fixed an issue where the car would start 'wandering' in straight lines after a few laps.
* Bentley Continental GT3 – updated engine and minimum ride height to match latest; mapped real world balance of performance; updated gearbox ratios to current FIA specifications, putting it more in line with the other GT3 cars.
* Ford Mustang GT – improve braking power to better match the car's weight.
* Ginetta G40 – partial fix for front tires overheating if pressure goes over 1.8bar.
* Historic Lotus Formula cars – improved the Helmet View exposure settings
* Lotus 98T – fixed an issue with missing bodywork in the cockpit
* Mercedes C Class DTM – adjusted steering wheel shift lights to better match the engine's power band.
* Ruf CTR – changed to a more durable brake pad for track use and added an optional brake duct to help control temperatures at slow tracks.

GUI & HUD
* Display correct message when trying to toggle assists when assists are disabled.
* Fixed an issue with the Leaderboards navigation that prevented the user from changing the vehicle or location.
* Changed the displayed values for Lateral and Longitudinal weight bias, to make it more intuitive.
* Fixed an issue with bad Text spacing on the Telemetry screen.
* Fixed various issues with the HUD gearshift indicator during replays.
* Fixed an issue where making real time changes to the stability control would display incorrect information.
* Fixed an issue where the in-game Standings screen ‘Lap time’ was cleared too soon.

General
* Fixed an issue where the ‘Sync to Race’ option was unavailable when configuring Weather Progression.
* Fixed an issue where the Best Driving Line assist appeared in the rear view mirrors.
* Localisation – added ‘United Arab Emirates’ used by Lykan to non-English language sets.
* Fixed an issue with Quick Race Weekend, where running Qualifying and Race without a Practice session would cause the Qualifying session rules to not work correctly.
* Fixed a case where the ‘One more for the road’ achievement would not unlock correctly.
* Fixed an issue where the player could still toggle driving assists on via buttons, even when driving assists was disabled.
* Fixed an issue where the external driving camera would clip through the track on steep banking.
* Fixed an issue with random cloud ‘popping’ in and out of view.
* Fixed an issue with clouds disappearing when using time acceleration.
* Fixed a render timing issue that would at times cause a black screen when the processor is under heavy load.
* Fixed an issue that caused the player’s view to switch from helmet camera to cockpit camera during pit stops.
* Fixed an issue with Enhanced Mirror, where enabling it could at times cause occasional drop-outs of mirror content

Oculus Rift
* Improved support for Oculus Rift rendering to desktop and headset simultaneously.
* Added command line option -vrfullscreen for use when using second screen, to use whole screen instead of windowed mode.
* Amended driver head offset when in Oculus Rift mode – defaults to 0.0 but can be set using command line -vreyeoffset amount.
* Added HUD position editing control keys to the existing HUD editing setup: AD – left/right, WS – up/down, ZE – in/out. (Note that this doesn't save yet between game restarts. We have this working internally now but it missed this patch, so will be coming your way very soon)
* HUD and Menu system is now located in world and car space instead of attached to the player’s head.
* Updated to Oculus SDK 0.7.0.0.
- NOTE - If you experience a black flicker/flash in the right eye view when playing in VR, please ensure that you have VSync enabled.
Last edited by Bealdor; Today at 09:17.
 
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