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Project Cars Racing Liga ?

Forum dedikeret til al snak vedr. pCARS, herunder bla. planlægning af løb osv.

Ville du deltage i en pCARS liga (Xbox one)

Ja meget gerne
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Ahh, det har ingen interesse
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Re: Project Cars Racing Liga ?

Indlægaf Fischermand » 28. aug 2015 08:00

Har overvejet at deltage i ligaen,
Men hvor stor forskel er der på at kører med rat ogc Controller?
Fischermand
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Re: Project Cars Racing Liga ?

Indlægaf BulletEyeDk » 28. aug 2015 08:11

Du skal være velkommen helt sikkert...

Du har meget mere føling med bilen med et rat vs. controller - hvor godt/skidt det er med controller kan jeg ikke udtale mig om.
Jeg har til at starte med kørt med controller, det kunne gå, men var svært... har de sidste 2 måneder kørt med rat og det fortryder jeg virkelig ikke.

Oplevelsen med et rat er noget helt andet end controller.

Vi har pt. 2 der kører med controller, så det er ingen hindring for at være med 8)

Lad mig vide, om jeg skal oprette dig på vores pCARS side
BulletEyeDk
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Re: Project Cars Racing Liga ?

Indlægaf ShumwayDK » 28. aug 2015 10:39

Så kom der release notes. :D Igen ganske omfattende:

Project CARS – Xbox One Patch 3.0 – Release Notes

LEADERBOARDS RESET
Please be aware that, as a result of the enhanced cut-track detection system included in Patch 3.0, all Time Trial leaderboards will be reset over the course of the next 12 hours. This is to clear out leaderboard times that were set under the old cut-track detection system where players could get away with driving off-track and gain time by doing so. The new system is far fairer and much more accurate. By resetting the leaderboards we remove all these 'contaminated' records and ensure that everyone has a fair shot at setting true and accurate Time Trial leaderboard entries.


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 – 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.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* New – 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 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 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.


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:
* 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.
* Fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.


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.


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.
* 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.
* Implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu


Desværre så er der ikke nævnt noget om ingame chat, men jvf udtalelse fra deres "Senior Multiplayer Coder" 17.august, så er der håb for at det er fikset også:

Hi guys, nobody is ignoring you. There are quite a few threads where we've repeatedly stated our commitment to improving the quality of the game across many areas which I feel we've done and continue to do so (such as the much needed lobby experience in XB1 patch 3.0 which was definitely not a straight-forward task). We certainly make every attempt to engage openly where our resources allow. Anyway, that aside please do know that as a team we read everything and have bugs logged in our database, one of which is specifically the XB1 in-gamechat. A huge amount of XB1 MP-layer code has changed with patch 3.0 both from our side and using new and improved XDK from Microsoft, and we need this one out in the wild to accurately assess the new state of the in-game chat. The QA company specifically tested the XB1 chat in the patch 3.0 code and reported that they were unable to repro the symptoms, so once the patch is with you all please feed back here on the forum. If the problem is still there it will be next up the list to be looked at.
ShumwayDK
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Re: Project Cars Racing Liga ?

Indlægaf mrnybroe » 28. aug 2015 10:54

Lææækert med den patch 3.0
Men synes ikke der står noget omkring issue med nogle tracks, kan crashe i online spil ! :(

Det var sgu synd vi havde det problem med Spa. Men hvis der er behov for at teste evt. baner inden vi køre, så er jeg klar til lidt race.
Skal have en masse træning - det er noget anderledes at køre med Jer end med AI'en.
mrnybroe
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By: vejle


Re: Project Cars Racing Liga ?

Indlægaf BulletEyeDk » 28. aug 2015 11:22

Det ser eddermagme godt ud...

specifikt vedr. online delen, så kan jeg huske at jeg også har læst et svar fra en SMS ansat, der beskrev at der var en del forbedringer MP mæssigt i selve koden i patch 3, det undrer mig lidt det slet ikke er nævnt...

Men lad os se... det er trods alt på banen vi finder ud af om det bare virker :)
BulletEyeDk
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By: Uldum


Re: Project Cars Racing Liga ?

Indlægaf mrnybroe » 28. aug 2015 11:26

Yeps - jeg har lige en familie fødselsdag der bare skal overstås idag, så jeg kan komme hjem og køre.
Ligeså godt træne onsdagens bane - så man får den "ind under huden".

Tager nok også lige et par træningsrunder på andre baner. Hvis nu denen Brno skulle få samme fejl som Spa.
Havde slet ikke kørt Silverstone inden i onsdags. Så den 4.plads der kom ud af det, var overraskende! Men mon ikke det var blevet en anden placering, hvis ATO og Tiger også var med :) :)
mrnybroe
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By: vejle


Re: Project Cars Racing Liga ?

Indlægaf ShumwayDK » 28. aug 2015 12:13

BulletEyeDk skrev:specifikt vedr. online delen, så kan jeg huske at jeg også har læst et svar fra en SMS ansat, der beskrev at der var en del forbedringer MP mæssigt i selve koden i patch 3, det undrer mig lidt det slet ikke er nævnt...


Det er nok den, jeg har quotet lidt over dit indlæg, du tænker på.

Da omskrivningen af MP koden er blevet gjort for at forbedre lobby'en bla. med henblik på lobbybrowsing, men ikke for at rette specifikke fejl, så kan jeg godt forstå, at de ikke melder noget ud med fanfarer før de ved om fejlene er væk.
Som f.eks ingame chatten. De kan rigtigt nok ikke genskabe problemet med 3.0, men hvis nu problemet skyldes brugernes infrastruktur (tror jeg ikke på), så ville de se skidt ud, hvis de meldte ud ,at det var fikset baseret på deres QA test resultater.

Glæder mig til at vi kan få det afprøvet. :D
ShumwayDK
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+1

Re: Project Cars Racing Liga ?

Indlægaf Benja190782 » 30. aug 2015 13:08

Har lige sat en tid på Brno med hele 58 liter i tanken, men alligevel fik jeg den ned på 02:00:792

Hvorfor vil den ikke gemme setups overhovedet efter patch 3.0?
Tænk hvilken tid jeg kunne sætte med 6 liter i tanken.. :D
Spiller lige nu: Project CARS 2, DiRT 4, Need for Speed 2015, GTA V, Assetto Corsa og FIFA 18
Benja190782
Niveau 7
 
Indlæg: 2020
By: Frederikshavn


Re: Project Cars Racing Liga ?

Indlægaf BulletEyeDk » 30. aug 2015 14:03

Benja190782 skrev:Har lige sat en tid på Brno med hele 58 liter i tanken, men alligevel fik jeg den ned på 02:00:792

Hvorfor vil den ikke gemme setups overhovedet efter patch 3.0?
Tænk hvilken tid jeg kunne sætte med 6 liter i tanken.. :D


Du kører voldsom stærkt !!... har læst på det officielle forum vedr. setups, det er vidst en ny lille feature efter patch3, sgu lidt irriterende, at de retter nogle ting, mens der så kommer nye fejl til.

Lad os håbe det bare bliver rettet hurtigst muligt, kan se der er en del som fremhæver det, så det må forbåbentlig have en vis form for prioritet for SMS
BulletEyeDk
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By: Uldum


Re: Project Cars Racing Liga ?

Indlægaf Benja190782 » 30. aug 2015 15:47

BulletEyeDk skrev:
Benja190782 skrev:Har lige sat en tid på Brno med hele 58 liter i tanken, men alligevel fik jeg den ned på 02:00:792

Hvorfor vil den ikke gemme setups overhovedet efter patch 3.0?
Tænk hvilken tid jeg kunne sætte med 6 liter i tanken.. :D


Du kører voldsom stærkt !!... har læst på det officielle forum vedr. setups, det er vidst en ny lille feature efter patch3, sgu lidt irriterende, at de retter nogle ting, mens der så kommer nye fejl til.

Lad os håbe det bare bliver rettet hurtigst muligt, kan se der er en del som fremhæver det, så det må forbåbentlig have en vis form for prioritet for SMS


Ja og nu endnu hurtigere - har lige kørt et online løb hvor jeg satte 02:00:448 på Brno i kvalifikation.
Men utroligt nok var det stadig ikke nok til pole, som var 02:00:072

Det var et MEGA fedt løb og jeg vandt selvom vi lå meget tæt. :mrgreen:

Det er 100 gange federe at kører online nu! =D>
Spiller lige nu: Project CARS 2, DiRT 4, Need for Speed 2015, GTA V, Assetto Corsa og FIFA 18
Benja190782
Niveau 7
 
Indlæg: 2020
By: Frederikshavn

+1

Re: Project Cars Racing Liga ?

Indlægaf ShumwayDK » 30. aug 2015 15:52

Fedt at høre. Hvordan virker ingame chatten?

Mht problemerne med at gemme setups, så har drt også været et problem i 2.0 i visse situationer.
ShumwayDK
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By: København


Re: Project Cars Racing Liga ?

Indlægaf Benja190782 » 30. aug 2015 16:50

ShumwayDK skrev:Fedt at høre. Hvordan virker ingame chatten?

Mht problemerne med at gemme setups, så har drt også været et problem i 2.0 i visse situationer.


Jeg må indrømme at jeg ikke rigtig lagde mærke til nogen forandring i ingame chatten, da jeg havde alt for travlt med bilen. Den gemmer godt nok et setup til bilen, indtil næste gang du går ind i setups. Så la' vær' med det. :lol:

Jeg syntes at en af de ting, som er væsentlig forandret på banen, er dækslitage, som nu rent faktisk spiller en rolle, hvis man kører for hård over kerbs og generelt understyrer bilen osv. Altså det kan nu betale sig at passe på sine dæk - hvilket er MEGA fedt og skaber endnu en faktor om at være den hurtigste i et løb. =D>

Jeg havde to rigtig gode gutter lige i røven hele tiden - vi lå 3 mand og skiftes til at fører, men den ene kørte galt efter 6 omgange og den anden fik tydeligvis alt for slidte dæk de sidste 3 omgange. Jeg vandt dog kun med 0,987 sek. så det var virkelig tæt, da presset også gik ud over mine egne dæk.

Det var fedt at mærke og helt klart en ting vi skal gøre mere brug af mener jeg.
Spiller lige nu: Project CARS 2, DiRT 4, Need for Speed 2015, GTA V, Assetto Corsa og FIFA 18
Benja190782
Niveau 7
 
Indlæg: 2020
By: Frederikshavn

+1

Re: Project Cars Racing Liga ?

Indlægaf BulletEyeDk » 30. aug 2015 17:26

I og med patch 3.0 er landet, syntes jeg det er på tide, vi får testet om pitstops fungerer. Af hvad jeg har læst mig til på pCARS offielle forum, set det ud til at være tilfældet, dog er der en lille detalje vedr. dækvalget, det har jeg linket til i patch tråden.

Men hvor om alt er, så har jeg tilladt mig at justere konditionerne for løbet på onsdag - og lagt dette punkt på fast til oprettelse af nye løb, hvor man således skal tage stilling til hvilken opsætning der skal være pitmæssigt.

EDIT: Endvidere ændret til 2x tire wear

Håber det falder i god jord ;)

Billede
BulletEyeDk
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+2

Re: Project Cars Racing Liga ?

Indlægaf Benja190782 » 30. aug 2015 17:44

^^
Pisse fedt, Bullet! Så synes jeg vi skal tilpasse dækslitage, så det passer med at de skal skiftes ved pitstoppet.

Soft tyres holder cirka 10-12 omgange på en GT3 bil, når "tyre wear" er sat til X2, så vidt jeg husker. Så det passer med vi skal i pit halvvejs i et løb på 23 omgange.

Er det noget vi kan indføre, om ikke andet så prøve det?
Spiller lige nu: Project CARS 2, DiRT 4, Need for Speed 2015, GTA V, Assetto Corsa og FIFA 18
Benja190782
Niveau 7
 
Indlæg: 2020
By: Frederikshavn


Re: Project Cars Racing Liga ?

Indlægaf BulletEyeDk » 30. aug 2015 17:58

Benja190782 skrev:^^
Pisse fedt, Bullet! Så synes jeg vi skal tilpasse dækslitage, så det passer med at de skal skiftes ved pitstoppet.

Soft tyres holder cirka 10-12 omgange på en GT3 bil, når "tyre wear" er sat til X2, så vidt jeg husker. Så det passer med vi skal i pit halvvejs i et løb på 23 omgange.

Er det noget vi kan indføre, om ikke andet så prøve det?


Klart... 8)
BulletEyeDk
Moderator
 
Indlæg: 6069
By: Uldum

+1

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