another bunch of cars that doesn't fit in with the others and seems pretty much useless at the moment.
their car selection seems completely random and focused on single-make-series, which is boring as hell.
Sorry but,
Try to learn what the project is all about, before posting bullshit.
Id have to agree with OMP to a degree (looking from the outside), so far it doesn't look like there is going to be a representation of any real word racing series.
If it ends up that way and they make up their own how will they put different cars in the same race without either enhancing some or an dehanching (?) others so their will be fairly equal racing.
If they do that they wont be representing the individual car as they are in rl.?
Is this going to be another Shift upgrade game ?
You might say that this happens in rl but in that case you are representing the cars as they exist in that racing series rather than them in their stock form.
Of course as their investors ( beta testers) have a say maybe its they that want random cars in the game.
So far it looks like a Forza type gameplay rather than a GTR2, RACE 07 etc representation of motorsports.
@Silent_Lurker maybe you could post as to how you see all these different cars coming together in a cohesive structure that doesn't just allow for single type racing
Yep I just reproduced it, seem's like with filtering off the wheel movement are too fast (actually unreal) and game physics think you hit the ground hard.
@ OMP & Dog-god
Sometimes one picture is better than thousand of words :
- clic for Hires version, keep in mind this list isn't final, things will get in/out -
EDIT : I just found out this image might be confidential for now : deleted sorry
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Last edited by Silent_Lurker on Sun, 6th May 2012 11:21; edited 1 time in total
@ Silent_Lurker Thanks for the pic
So they are just creating their own motorsport racing series - makes sense of the way they are picking their cars.
Performance balancing with tires - ???, this seems strange. Tires are the one thing that remain constant in a rl race - be they soft - hard - wet but if all cars are on soft the softs are all the same for each car.
The other thing that leaves me disappointed is there doesn't seem to be a full Le Mans grid unless they are going to make up a fictional one from the cars they are using.
Is this a definite list
You would have to agree that this is more towards Shift type of gameplay than GTR2 Race series etc
2 Other Question
Is their going to be an upgrade system like Shift bringing cars to a higher tier
Multiplayer - Is it getting dedicated servers or is it going p2p - p2p will never support a representation of a Le Mans race
Last edited by dog-god on Sat, 5th May 2012 20:23; edited 2 times in total
This new build has messed out controls. Like i bind button 1 on wheel for handbrake and then when driving i get clutch on button 1. Kinda 50% of keybinds is messed up. WTF? Patch incomming?
that plan looks good, yeah. but are those really confirmed licenses / licenses being worked on or are they just possibilities out of the head of somebody? (be it sms or a user)
This new build has messed out controls. Like i bind button 1 on wheel for handbrake and then when driving i get clutch on button 1. Kinda 50% of keybinds is messed up. WTF? Patch incomming?
The pCARS career will be the one I always dreamed, beeing a car simulation fan.
I liked Shift2 somehow but hated it's career system (no option for full race/training/qualification and the worst NO SETUP!).
In Simbin GTR series it was nice to have the full grid of each category, but there wasn't any career progression feeling, you choose your categorie/car and did the corresponding championship.
I won't talk about Codemaster DIRT3 career because it doesn't even worth it ^^
pCars career will be closer than we have in the Codemaster F1 20xx/Race driver games.
There will be no "magic points" to unlock tracks/cars.
You will start at the bottom of the ladder (rookie series/Karting/...) and will have to make your way through the different series. Your progression will be based on how you succeed, doing well and you'll get scouted to join a team in the next tier.
Here is a quote from the creative director about this :
Quote:
Basically, you'll choose a starting point from the lowest Tier. These are disciplines that are common starting points for real drivers. This is where you cut your teeth basically, get used to the game/handling/racing rules etc.. Succeed here and you'll get scouted to join a team in the next tier.
In this next tier, you'll have a car - ie.. something you can take on a track in some sort of low-end competition where you can experience pack racing, pit stops, fuel etc.. but in a lower-speed vehicle than the 'professional' classes. Again, succeed here and you'll get offers to join teams either in more advanced tiers, or in disciplines alongside your current one.
Tier 3 is where you're treated as a professional driver, taking part in events, competitions, championships etc.. that have popular appeal. As with all other disciplines and tiers, you can either stick where you are and continually strive to win the GT3 (or whatever) year after year, or you can take an offer to sidestep to another discipline, or get spotted by a team in Tier 4 and continue climbing.
Tier 4 has higher-visibility versions of each motorsports discipline and for some players may be their ultimate goal (ie.. becoming GT1 or NASCAR champion).
Finally, Tier 5 contains the elite disciplines of F1 and LMPT1.
Player progression can therefore be done in the following ways:
"Zero To Hero". Ie.. start in Tier 1 and work your way up to become a champion in Tier 5
"Triple Crown". Pick and choose particular disciplines you like and strive to win three championships to become a Triple Crown winner
"Defending Champ". Concentrate on a particular discipline and keep playing that championship continually either trying to win or defend it year after year
"Race Butterfly". Skip between disciplines simply to get variety in your gameplay but never really concentrating on one in particular.
All events are presented in calendar format similar to a sports title (eg.. FIFA, Tiger Woods) with the player able to attend events outside of their particular discipline such as exhibition events, invitations, test drive scenarios, track days etc.. as long as it doesn't conflict with an upcoming race.
Hope this will show you a different approach of the game, it's all about living a driver career, you will still be able to pick a car, a track, and start in single race mode or going multiplayer (dedicated servers btw).
For the license thing, if all will not be present community and mods will fix this
DLC (at reasonable price for once) might be available after game launch to complete or add different disciplines.
Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
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Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
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another bunch of cars that doesn't fit in with the others and seems pretty much useless at the moment.
their car selection seems completely random and focused on single-make-series, which is boring as hell.
Sorry but,
Try to learn what the project is all about, before posting bullshit.
i'm a simbin / sms -follower since 2002 and day-one member of wmdportal, i think i pretty much know what's up with this. and it doesn't convince me so far, content-wise.
The pCARS career will be the one I always dreamed, beeing a car simulation fan.
I liked Shift2 somehow but hated it's career system (no option for full race/training/qualification and the worst NO SETUP!).
In Simbin GTR series it was nice to have the full grid of each category, but there wasn't any career progression feeling, you choose your categorie/car and did the corresponding championship.
I won't talk about Codemaster DIRT3 career because it doesn't even worth it ^^
pCars career will be closer than we have in the Codemaster F1 20xx/Race driver games.
There will be no "magic points" to unlock tracks/cars.
You will start at the bottom of the ladder (rookie series/Karting/...) and will have to make your way through the different series. Your progression will be based on how you succeed, doing well and you'll get scouted to join a team in the next tier.
Here is a quote from the creative director about this :
Quote:
Basically, you'll choose a starting point from the lowest Tier. These are disciplines that are common starting points for real drivers. This is where you cut your teeth basically, get used to the game/handling/racing rules etc.. Succeed here and you'll get scouted to join a team in the next tier.
In this next tier, you'll have a car - ie.. something you can take on a track in some sort of low-end competition where you can experience pack racing, pit stops, fuel etc.. but in a lower-speed vehicle than the 'professional' classes. Again, succeed here and you'll get offers to join teams either in more advanced tiers, or in disciplines alongside your current one.
Tier 3 is where you're treated as a professional driver, taking part in events, competitions, championships etc.. that have popular appeal. As with all other disciplines and tiers, you can either stick where you are and continually strive to win the GT3 (or whatever) year after year, or you can take an offer to sidestep to another discipline, or get spotted by a team in Tier 4 and continue climbing.
Tier 4 has higher-visibility versions of each motorsports discipline and for some players may be their ultimate goal (ie.. becoming GT1 or NASCAR champion).
Finally, Tier 5 contains the elite disciplines of F1 and LMPT1.
Player progression can therefore be done in the following ways:
"Zero To Hero". Ie.. start in Tier 1 and work your way up to become a champion in Tier 5
"Triple Crown". Pick and choose particular disciplines you like and strive to win three championships to become a Triple Crown winner
"Defending Champ". Concentrate on a particular discipline and keep playing that championship continually either trying to win or defend it year after year
"Race Butterfly". Skip between disciplines simply to get variety in your gameplay but never really concentrating on one in particular.
All events are presented in calendar format similar to a sports title (eg.. FIFA, Tiger Woods) with the player able to attend events outside of their particular discipline such as exhibition events, invitations, test drive scenarios, track days etc.. as long as it doesn't conflict with an upcoming race.
Hope this will show you a different approach of the game, it's all about living a driver career, you will still be able to pick a car, a track, and start in single race mode or going multiplayer (dedicated servers btw).
For the license thing, if all will not be present community and mods will fix this
DLC (at reasonable price for once) might be available after game launch to complete or add different disciplines.
I appreciate that this is what you are after - my point would be that everything apart from the racing (physics, practice, quali race etc ) is fluff.
The first thing that came to mind when reading the summary was, "This is Forza, GT5 with F1 "Live the life" tacked on".
Im not against it as long as the world, car physics is correct.
Where exactly do road cars and public roads come in in terms of your summary of a career in motorsports as no racing driver(organization) would ever condone racing outside the motorsport arena.
Ive never heard of a driver being scouted from police heli cam footage of them racing on public roads .
Finally on single player they do mention specifically the Le Mans series on their front page.
The dedicated server is nice to hear - did they mention if they will be available to their biggest market on console.
Modding - I hope it is in because I doubt that SMS have the financial clout to license full grids but reading certain big investors views seem to suggest that it wont if they have their way.
DLC - sorry I cant see that going any other way than the way of Forza where you have to buy the pack just to get the one car you want rather than a set of specific ones for a new racing disipline, just from a business point of view so we will hve to see about the affordable claim.
Again none of the above matters if the physics isn't correct assuming they still want it to be a sim.
======================================================
On a lighter note below was posted in the Race Dept forums
Go to 1:52 minute in. "we have THE most advanced physics system ever released in a racing game". ~Shift 2.
I can imagine a mock/pretend press release when pCARS was announced like this:
-----------------------------------------------
"Hey, i know we messed up before. Sorry. We won't say it outright, but we have started a rumour that it was all down to EA and that's gone viral across the net (don't tell anyone it was us).
But this time we've learned. Ignore our lies about Shift and Shift 2... sorry, not lies, just accidental, innocent comments. We really thought Shift 2 had the "most advanced physics system of any racing game" at the time we said this, it's only afterwards we received a few emails from various people telling us about such games as rfactor, iracing and GTR2. Yes that's right, we actually forgot we made GTR2 until we were reminded.
But that's in the past. Today we are announcing pCARS. It's got THE most advanced physics system ever released in a racing game.
We are going all out. Our goal is to make the most complete next-gen sim that can ever be imagined. By this we hope you don't misunderstand this to mean on the PC, though, because even though all our hype about pCARS as being a truly next-gen sim that will beat all others coincides with an Alpha release for PC only, we are actually talking specifically about console sims and console racers, not PC. If you misunderstand that, well.... good, because that's the plan. The more of you who get fooled and hyped up into thinking this is a real sim, the better for us.
Ben Colin, what do you think? - "I think whatever you pay me to say". Is the mic on? Whoops, i mean, [Ian Bell interupts] Ben, you're banned, here's a refund.
[Ian] So buy pCARS, because our physics really is the best ever this time, just not in the current build, or last months, or any months before it, or the ones coming next month. It's an alpha FFS, what is your problem? You all expect too much, wait until it's released. Buy it on day one and wait for the patch, then you'll see, you'll see plenty when pCARS 2 comes out, you'll see exactly how good pCARS 2 could have been, because pCARS 3 will fix all the issues.
Have a great day, I'm off to buy a Porsche."
~Ian Bell
Additional: Just bought my new Porsche, doesn't feel anything like pCARS. Sold it.
-----------------------------------
and lol @ "we have THE most advanced physics system ever released in a racing game". ~Shift 2.
I already mentionned I liked Shift2, but this is because we haven't any thing like Forza on PC.
Shift series have always got this "slightly mad" feeling in the steering (felt better after unofficial patch and mods but still...)
My first lap with pCARS reminded me my first try with the first GTR addon for EA F1'99 game. I immediatly feel a smile comming on my face as I pushed the gaz pedal.
So physics are here for real this time, nothing to do with the Shift series.
The last build with the new FFB system based on tyres physics is a blast !
For road cars and public roads, they are in because the community asked for them.
They will be used just for fun (multi, single race) or in career in the form of exhibition events, invitations, test drive scenarios, track days etc..
We are still from around one year till game release, but all I can say is I trust 100% SMS with this project.
The communication with the dev team is examplary and feedback from members is excellent and productive.
I don't regret my senior investement, so far.
Time will tell ^^
Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
Build 211 (11/5/12, Team Member+)
NEW PROFILE REQUIRED
Do not shift into neutral when stalling and using manual gears
Disable crash recovery for all cars
Fix in final builds not saving out texturing information for skys
Harrison Pike Raceway - Add new textures for video wall
R500 and BAC Mono: revert tire force reduction in favor of a true FFB fix
Palmer JPLM: suspension animation runtime files. All LODs fully skinned
BAC MONO: Added new liveries
Besos foliage snapped to ground
Besos texture updates
Kart01: fixed 'gear_to' hand position, and offsets in cdv,cdp
Added applinks for the new Helmet and Speed Sensitive FOV options being added
Pagani Zonda R - Removing un-used placeholder interior texture
Harrison Pike - added white line textures for the build
New AIW for the new track and objects - Harrison Pike. Fixes most AI issues
Dropped final drive for better Harrison Pike gearing. Updated AI tyres for more straight line stabilty. Stockcar oval
New Palmer JPLM export
New Besos exports
New Loire export
New Harrison Pike export
Build 216 (18/5/12, Team Member+)
New Milan HUD maps
Added new co-ord's for Milan maps
MainMenu improvements (Title area now on the left rather than the right, Profile info condensed into a smaller area now on the right, more removal of green/red buttons, Back button now placed next to the header for better balance and ease-of-use, Events screen now navigable via gamepad, Location Select screen updated, a few more icons in places)
Besos overlays textures updated
Added new Monteray map
New Besos exports
New Harrison Pike Raceway export
Build 215 (17/5/12, Senior Manager)
Added and implemented CSProtocol class, which handles generic message-based communication on top of a stream socket
Automatically unlock all tracks for Managers and Senior Managers, even if they are not available in server lists yet
Added new maps and replaced placeholder images
Animated flags - initial data for vertical flags
Animated flags - ART - export setup update
Animated flags - beach and rectangle flags added + thumbnails and ART data
BuildScript : Updated RTPatch history generation using base filename pattern
Build 214 (16/5/12, Senior Manager)
Added support for force feedback tweakers config files
Updated loading of vehicle-specific force feedback tweakers config file
Sakitto:New textures for start gantry asset
Added Milan HUD maps
Added default force feedback tweakers config file
Placeholder icon for track maps
Harrison Pike Raceway - fix tailing
Harrison Pike Raceway - add nmp texture for windows
Replaced old placeholder for track map images
New setup layout in preparation for additional setup items
Final Besos Track maps finished
New Henrico export
New Heusden export
New Sakitto exports
Build 213 (15/5/12, Manager+)
Fix for crash that could occur if AllocStreamBuffer was used
FXAA Enabled on PS3
Replaced placeholder map with finished version
Re-arranged the Trigger icons on HUD map
Harrison Pike Raceway - update textures
Added placeholder Milan HUD map
Loire track textures-Extended a bit the map and removed tents and vehicles
Badenring - Added some trees and bushes around the porsche curves area
Stockcar 90: LODA WIP
Brake squeal levels increased for audibility. React differently to temperature and wheel speed
Memphis textures intial versions
Added Memphis track
set max AI participants to 31 at Memphis oval
New AIW for Mephis oval. Supports 32 with pitlane
BAC Mono - Added AO to all LODs
BAC MONO - New liveries in
Corrected Memphis TRD - forced rolling starts, AI max set at 42
Sakitto:New Textures for Sakitto Time Tower Asset
Memphis raceline initial version
Henrico base textures initial check in
Henrico initial version of the trd file
Henrico initial version of the AIW file
Added Henrico track
3D crowd male variations:Added ingame 1st male variation: head + body.
Harrison/Memphis/Henrico - Update track TRD data for correct Long/Lat/Timezone/Race Dates/Rotation Offsets
Force rolling start at Henrico and set opponent limit to 42
Added new logos for UI
New BAC Mono export
New Loire export
Build 212 (14/5/12, Senior Manager)
Fixed build issues of the OneSock library on PC, PS3 and 360 platforms
Fixed UDP support build issue on 360 platform
Sakitto:New textures for Ferris Wheel asset
Ariel atom : fixed left hand on steeringwheel leaving too early from steering wheel while turning right
Kart02: placeholder livery replaced with new texture
Kart02: livery entries of #17,18,19 and 20 updated
F68 fixed steeringwheel lock
Stripping of legacy reverb and thining out crowds and tannoy placement
BAC MONO - Interior texture. Initial check in
Added new Northampton Hud map
Kar1,kart2: removed clutch settings from cdv as this is only 2 pedals operated vehicle.Repositioned feet on pedals
Added new Florence maps
Maybe I'm an idiot maybe not. Did they disable the smaller kart from the car selection menu? I can't seem to find it. Only the 250 cc kart which I don't like.
Also, I remember that carts had a bug where in replay they slightly float over the ground. Did they fix it yet?
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