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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damn! really wanted to truly test the speed on that banking :(
the tune save bug only seems to happen to a small percentage of people, I've had it before. the game doesn't register any tracks past the letter N for saving tunes in all aspects of the game. after you save a setup, it will just default to the original every time. Very frustrating. There's still debate as to what causes it but it seems to be that it happens when you save too many blanket tunes to all tracks for a lot of cars.
 
I'll be on tonight. This will be a tough one to call from practice alone because the race will undoubtedly fold out in ways we cannot predict since these cars are tougher than you average open wheeler. In this game, that's tough. Getting consistent laps down with muscle memory is key, but we shall see who can keep it on track for 60 laps.
 
Yes, they tend to respond very well to lots of hard evidence if given fairly early. Now is a good time for the next patch.

I didn't exactly read the notes that they fixed the invisible wall bug either, but apparently they are telling people they did in the forums. Note of caution:
- What they say is "fixed" (especially this early and on PC) does not necessarily match what we will see on the xbox patch notes. Hopefully the crucial ones will remain.
- Sometimes their fixes do not work, which is why M/S catches so much crap submitted by them and we see it last. That's a good thing IMO.
- Patch notes are cryptic. Geeks love to act like, well, geeks. Almost talk in code sometimes. For instance, fixes to this or that system are rarely explained, so it makes it tough to decipher what is fixed in practicality vs. what is fixed in the code that we will hardly notice.

Regarding certain cars being faster than others, it's the new Audi people are saying is faster than the Bently, the Bently is faster than all other, the others are faster than the Audi or Merc, and on , and on, and on, and on. This crap never stops. I have said before that one man's rocket is another's donkey, but this guy puts it better:

The balance is by no means vastly out of shape, looking at the WRs the average differences really aren't bad at all, better than real GT3 seems to manage in many cases, and there are some cars that people give up on too quickly (for example the Ginetta record on many tracks is easily two seconds slower than what I can pull off in about 5-6 laps), which definitely have the potential to be a lot quicker than people believe.
There is one problem though: If a car is
capable of quick times, but it's comparatively more difficult to do them (like the M3 and G55 which are both quick cars but they're a lot more corner oriented than the majority of cars, and corners are more difficult than straights), if all cars are balanced so that most people drive around the same times with the cars then it can mean that the "difficult" cars will be overpowered when in the hands of drivers capable of pushing them to the limit.
Jussi Karjalainen

This guy has been there since 2011 and has helped them with car design and wheel physics. Smart guy.

It's always better to simply allow people a choice (some League "testers" really have no isea what they are doing...best thing we can all do is just submit the evidence, and with "X" being faster than "Y" it raises immediate suspicion, and it should) instead of labeling them as a witch and burning them.

This post by Jussi is particularly interesting, and the best news is that all of his suspension and tuning work will be incorporated into a calculator which will allow you to better compare adjustments with real time physics variances, in order to understand better how one adjustment on one car may be entirely wrong (even for the same effect) on another car.
 
To follow up, here is the intro, YouTube instructional videos, and finally the calculator itself (suspension only on OpenOffice) from Jussi. I'm going to attempt to understand it now and see if I can get this hunk of metal faster....
__________________________________________

I started Project CARS with the attitude I had used before in all racing sims: I will not change setups to suit my driving, I will change my driving to suit the setups. This has been something I've enjoyed doing for nearly two decades already, and has led to me improving my driving skills and adaptability by forcing me to learn how to manipulate the controls to bend wayward cars to my will. I did know what most of the settings did quite well, on a general level, but I wasn't really interested in manipulating the setups or knowing how the car is set up (that is, "whether or not there was any natural bias to the setup").
However at some point during development I got to thinking "Maybe I should actually try to figure out what the setup
should be like, mathematically, and if it's actually behaving like that if I want to really test things out". This led me on a path of discovery that started from simple mathematical spring comparisons, moving through suspension frequency analysis, taking suspension oddities better into account (like differing motion ratios for roll and heave in solid rear axle cars, the massive effect of motion ratios and damper digression knee speeds), and upwards and onwards to damper calculations of various degrees. I learned a lot from talking things out with the devs, as well as reading up on various online sources. I started noticing some oddities in the default setups of some cars (many of which turned out to be bugs or typos), and almost always if I felt the car had a behavioral quirk I could easily find the cause via a quick suspension analysis. I started trying to find the OEM specs for as many real road cars (and racing cars, for example the the Radicals and the 12C GT3 have great manuals online with detailed info about springs, dampers, diff settings and whatnot that you can find with some Google-Fu) and seeing how they worked in-game. Almost always they worked fantastically, and I particularly liked trying to make OEM setups for the road cars (the default pCARS road car setups tend to be slightly track tuned, something a track day enthusiast might do to their car), and many people told me that the setups I came up with via OEM data and calculating various things made the cars handle more believably for a stock condition road car.
As I learned more about this stuff I started building up my pCARS Setup Calculator spreadsheet, bit by bit, increasing in complexity and usability as time went on. Here are some videos I recorded with me explaining things about the calculator, in various stages of development (none are up to my current internal version). Long, meandering and decidedly non-scripted, with lots of umming and aahing (
EDIT: also worth a mention is that these are from back when the game was still in active development, so the settings shown might behave differently in-game now, due to changes in various attributes for the cars):

YouTube:

The calculator:
Go here.
This calculator functionality will be available to you via the Unofficial P.CARS Setups website once implemented.
 
P.S. - Peter, I think your A.I. might have been off. No way were they running 1:07 at 85%. I think maybe if you don't limit the cars to "all identical" it throws in the other loti.
I was going to ask you about what you had your AI set to as your pole lap was similar to my fastest in practice which was 1:09.4 but I got no higher than 12th while you got pole in your quali. I'll check whether I had it at identical cars but they were definitely all 49's on track and 1:07's were posted by many of them with them set at 85%. What we're yours set to... I assumed abt 75% based on the difference in times being set.
 
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!
Have you still not got your Twitch set up Nic? Would love to see some of your races as you get involved in some good ones. Its really simple to do so hope you get it sorted soon :thumbsup:
 
Wow my game must be broken..I had a.I. set to 93 last nite best time a.I. had was 112. Then in race they disappeared for three laps.lol when they reappeared they were 12min behind.lol think I ran a 109 in race but I can see a 107 being possible as I cant get the last couple of turns without the back wanting to go sideways
 
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?
I think there's going to be offs at the start, the end and everywhere in between lol

Wasn't planning on stopping myself but haven't had a race yet so may just do a quick pit stop test later to see how long it takes.
 
Just checked and AI set to identical and 85%.....
Top 6 all ran 1:07's, few in the 1:08's and rest 1:10's

Peter, you know I was thinking the exact same thing as I watched my A.I. go 1:07s in practice and then no better than 1:10 in qualifying. I think they mis-programmed this somehow or my game is bugged. I have never seen this on any other car or track combination. I always have all my A.I. set on the same thing, and that's now 93%, because I don't like to beat them all the time. This was checked and re-checked and checked again by my and run in different areas (e.g. online solo, and solo solo). I have no explanation, but nice pickup on your part. I just assumed the 1:07's were accurate and the two sessions were switched. Last night I ran a 1:09.5 in qualy and beat them all by a good second!

From what I can tell, no doubt you *can* go all the way on tires, but the real question is "do you feel lucky, punk?"

Eric - if Assetto can somehow solve the "everyone but Turn 10 shall not multi play" problem (maybe they are rich enough to buy dedicated servers, because that's going to be critical in order to top others, especially pCARS, then I'm with you...can't wait for it.
 
Peter, you know I was thinking the exact same thing as I watched my A.I. go 1:07s in practice and then no better than 1:10 in qualifying. I think they mis-programmed this somehow or my game is bugged. I have never seen this on any other car or track combination. I always have all my A.I. set on the same thing, and that's now 93%, because I don't like to beat them all the time. This was checked and re-checked and checked again by my and run in different areas (e.g. online solo, and solo solo). I have no explanation, but nice pickup on your part. I just assumed the 1:07's were accurate and the two sessions were switched. Last night I ran a 1:09.5 in qualy and beat them all by a good second!

From what I can tell, no doubt you *can* go all the way on tires, but the real question is "do you feel lucky, punk?"

Eric - if Assetto can somehow solve the "everyone but Turn 10 shall not multi play" problem (maybe they are rich enough to buy dedicated servers, because that's going to be critical in order to top others, especially pCARS, then I'm with you...can't wait for it.
More importantly what times do they run in a race? If it's 1:07's then that will be too fast as none of us have got down to that pace. If it's more akin to our pace then that's fine.
 
Just so you guys know XBL seems to have some issues today. I was on earlier this morning and after going back to it earlier this afternoon the sign into XBL screen was showing. Everything seems OK, the XBO reports Internet and Live to be fine but I still get the front screen indicating I'm not signed in.... no friends list,etc.
 
Just so you guys know XBL seems to have some issues today. I was on earlier this morning and after going back to it earlier this afternoon the sign into XBL screen was showing. Everything seems OK, the XBO reports Internet and Live to be fine but I still get the front screen indicating I'm not signed in.... no friends list,etc.

I had that issue the other day, go to your name and sign out and sign back in seems to solve it, Seems to be an auto-sign in thing.
 
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