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Le Paddock22 Mai 2015 11:46

Re: PCars version PC22 Mai 2015 12:37

Re: PCars version PC22 Mai 2015 14:44


  • Ben oui, car il permet d'aller consulter le topic de l'ancien forum! ;)

    Merci pour la correction du lien! J'ai dû gérer une soixantaine de liens, ce matin, je pense! :lol:
    La route est belle, quand on jouit de la liberté absolue! ...

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    ... dans le respect des règles de bonne conduite! ;)
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    jefbougy
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Re: PCars version PC25 Mai 2015 15:35


  • Bon jef, pour le problème de boîte manuelle, je viens de comprendre que si une voiture possède une boîte manuelle tu pourras sauter les rapports sans problème! Par contre si la caisse que tu conduit possède une boîte séquentielle, la boîte manuelle se comportera comme des palettes et don le changement de vitesse se fera sequentiellement...
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    krum93
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Re: PCars version PC25 Mai 2015 19:07


  • Mmmh, intéressant, ça! ;)
    La route est belle, quand on jouit de la liberté absolue! ...

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    ... dans le respect des règles de bonne conduite! ;)
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Re: PCars version PC26 Mai 2015 08:31


  • du coup lors des essais dans le premier tour je fais un test e npassant de 1 à 5... si ça passe, je roule en manuel, si ça passe la seconde j'utilise les palettes au volant ^^
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Re: PCars version PC26 Mai 2015 15:16

Re: PCars version PC26 Mai 2015 15:24


  • je suis en dégats réel mais je le fais qu'une fois sur la sortie des stands et au ralenti hein... ;)
    par contre j'ai mis les aides en réelles, bah je vois la différence quand une caisse a pas l'anti-blocage des roues... lol
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Re: PCars version PC30 Mai 2015 18:21


  • Pour les anglophones, je copie-colle un message posté sur les forums WMD concernant le réalisme du gameplay. A lire si vous avez une bonne dizaine de minutes devant vous ;)

    Spoiler : :
    ____
    KERS

    "What's with the LMP KERS system?": works on % throttle pedal input, not on a button. This is per real life regulations

    "Why does KERS charge up even when I'm not braking?”: Trickle charge from the battery, a real world effect.

    _______
    PHYSICS

    "My MP12c-GT3 seems to be underperforming at this track!?": the track is of lower altitude. Explanation: Turbocharged engines per design have a constant intake manifold pressure regardless of the outside air pressure, which means that they will make the same amount of power no matter the altitude (though turbo lag may be slightly increased). Naturally aspirated engines lose power at higher altitudes because the intake manifold pressure is always equal to the outside atmospheric pressure, which in turn means that there is less oxygen to burn per power stroke at higher altitudes. Therefore a GT3 car with a naturally aspirated engine may be more powerful than a GT3 car with a turbocharged engine at lower altitudes but less powerful than the same turbocharged GT3 car at higher altitudes due to the loss in atmospheric pressure at higher altitudes.

    "I'm not seeing tyre wear?": tyre wear is by default not scaled and will degrade at real world levels, i.e. you will likely get a full fuel stint out of even the softs in endurance categories. You can adjust it up to 7x in Multiplayer, but it will not be accelerated as much as the weather and race length can be, save you destroying your tyres before the pits on lap 1...

    "The car loses all grip after a number of laps!": you're likely cooking the tyres, slow down a bit. Check the telemetry to see how the tyre heat is working as you race.

    "Some cars have too much grip, I can't get the back out?": the default setups are designed to allow maximum control and ease of use, especially given the large number of gamepad users. You can adjust setup to increase oversteer, the WMD forum even ended up with a section with recommended and user created setups. Note: See Jussi for OEM setups :p
    Also, the default compound for most race cars is the SOFT slicks, so you're getting the highest grip tyre out of the box. Of course you may need to select a different compound depending on the weather, time of day, length of race and wear scaling (MP) in use.

    "Why can't I do burnouts in the GT3 cars!?": There are actually a number of factors. While the GT3 cars produce a lot of power, this does not mean the tyres are not up to the task of transferring all of that power to the ground and maintaining grip! The GT3 cars in Project CARS have Soft Slicks equipped in default configuration. Also, the GT3 tyres are pre-warmed in all racing sessions in game, so even starting Free Practice your tyres will be sitting at 90ºC. Another factor is the race track material itself and track temperature, which can create extra grip to help the tyres stick (look up track rubber build-up).
    There are a couple of other things to check or change if you really like doing burnouts rather than getting the most grip from your tyres!: Firstly, shorten the gear ratios if possible (this has a greater impact than you might think!), Check that Traction Control isn't enabled. Set the differential to 100% accel lock. Change compound to Hard. Or just drive around a lot so your tyres either overheating or worn and slippery! Race cars are designed to get off the line quickly and run at high speed most of the time, not waste precious rubber.

    "This car has no power!?": some cars have a small engine with a large turbo, so you need to keep the turbo spooled to keep up the power, try changing down an extra gear or keeping some throttle on during cornering (I.e. GRP 5 cars).

    "Throttle response feels laggy": that's a volumetric throttle model. It will probably feel more ‘analogue' than you might be used to virtually. This is real world behaviour, in contrast to the "x% throttle pedal input = x% engine RPM" physics that is common in racing simulations/games.

    "I can't match real world times for this car?": Those real life times may be from qualifying with max boost. Up the boost in the car setup, but don't expect the car to last long (just like real life! - Lotus 98T, Sierra, etc.). Other factors include: simulated tyres are ‘perfect’ in condition and structure compared to real life, especially for historic cars, virtual tracks are smoother and of consistent surface material, tracks are changed in real life all the time, tyres compounds vary in capability between manufacturers, you’ll take more risks virtually, car setups are tuned per track and for conditions in the real world, which may not match the conditions you are using, etc. There are a lot of factors to consider!

    "This car feels different than before": check the following: time of day, location, track temperature, compound selected, assists, amount of fuel. Also, the tyres a pre-heated at different levels depending on the session you are in. For Free Practice, you start with cold tyres. Qualifying they are pre-warmed, Race session also pre-warms them. For Time Trial mode, the tyres are pre-warmed to 'optimum' temperatures, i.e. sets them up as though you've been lapping getting ready for the 'ultimate' lap. During a race rubber will also build up and so your fastest laps may end up better than Time Trial even though the track conditions haven't otherwise changed. Check the telemetry HUD to see the differences

    "Why are my testing times slower than those in the race while everything else remains equal": Track activity builds up tyre rubber during events IRL, which adds grip. A 'rubbered in' track is faster than a clean, "green" one. In pCARS, the racing surface on race day can end up with 3-4% more grip than on test days! Of course if it rains that will remove the extra rubber build up to an extent, so beware.

    "My lap times change a lot driving in the rain": Project CARS models real world wet weather behaviour. You will see 'drying lines' appear as cars remove water from the track. You'll have to manage tyres so that if you have wet tyres and the track starts drying out you'll need to drive off the racing line to keep temps down. There's far more to the dynamics of driving in the wet so further research is encouraged!

    "Some cars are really hard to drive in the wet!": This is likely because the default setups are designed for the dry track. There are setups changes you might need to make, especially in the really stiff race cars like the FA. Start with things like increasing the ride height, softening the suspension and reducing camber and again start researching because effective real life changes will be just as effective in Project CARS

    "Boost pressure appears to be displaying wrong in the gauges?": boost pressure is measured at the plenum in the manifold and correct for that

    "Can't see brake glow on the Formula A or some LMP cars?": The brake discs are fully enclosed, it is a common approach in the real world with the modern race cars

    "The car keeps leaning slightly under throttle?": That's the inertia of the engine causing that. When you step on the gas the crankshaft accelerates in one direction, which causes a reaction in the opposite direction. Apparently most engines rotate clockwise (when looking from the front of the car), which makes the car lean counter clockwise. This should happen if the car has a longitudinally mounted engine. If the engine is mounted sideways the car should lean front or back slight when revving. If the effect is strong enough, it can even lift the inside front tyre off the road, which will happen in the game with for instance the Boss Mustang (try it!)

    "I can't wreck the brakes?": wear rates are per real life, you will need to really abuse them in an endurance session to do proper damage, but the damage is there :)

    "I can't keep the tyre temps up!?": you might not be using the downforce enough. Some tyres rely on downforce to get the heat into them, but it requires you to 'trust' it through corners. Also, check the track temperature and select a suitable compound for the conditions or adjust tyre pressures

    "This car understeers too much": some cars have much wider tyres on the rear or the aero is rear biased (i.e. big rear wing). Adjust as necessary for your style, but beware for these cars it will be the same ‘problem’ that the real drivers had to adjust to. Not all cars are made the same ;)

    "I cannot draft the opponent ahead of me!": Project CARS uses real world values for drafting behaviour which some may initially find surprisingly low. But be careful as there is definitely enough drafting power that it can reduce braking and/or turn-in ability for aerodynamic-dependent vehicles.

    "Why do some cars have higher/lower fuel consumption even in the same Class?": Project CARS calculates fuel usage for each car based on car-specific factors such as engine aspiration (turbo vs. normal), aero efficiency and driver behaviour among others.

    "I can change gears without using a clutch!": Real racing gearboxes have a bit more tolerance around the 'ideal' shift range over road cars (road cars have some) that will allow you to straight shift without clutch. You will damage the clutch if you keep getting it wrong. Another case of modelling real world behaviour.

    "Tyre pressure seems a bit low?": this is the cold pressure. When you get on track the tyres heat up and the pressure increases, sometimes up to 10psi or so. Project CARS models this behaviour

    "Why do I spin out immediately when flooring the throttle, coming out of the garage?": That's how cold tyres (don't) work. Take it carefully for one or two laps to get same heat into the rubber, and only then start pushing hard(er). Be aware Free Practice starts you without pre-warmed tyres in most cars (they're warmed though for some), which qualifying, race and Time Trial do provide.

    "The Formula A feels like on rails!": The FA comes with standard tyre warmers in your favourite colour, so it has maximum grip right from the start. And a Formula A car is a very expensive machine exclusively designed and constructed for maximum grip under all circumstances. You have to push hard to make it come loose. But be prepared that it will bite you when it does...

    "The car keeps trying to snap out under brakes after a while?": this could be because there is a large difference in temps between left and right side tyres. If the track has mostly left or right corners there is high potential for this to happen. You would need to adjust the tyre pressures (among other options) to even out the heat...or drive slower.

    "The Boss Mustang keeps pulling to one side on acceleration?" The Mustang (among others) utilizes a live rear axle with a panhard bar. Due to this suspension configuration, the car will actually pull slightly to one side under hard acceleration. To eliminate this pull, 'wedge' can be dialled in, but this is a compromise in that dialling in enough wedge to offset the pull under acceleration will typically make the car pull in the opposite direction when coasting or braking. The exact amount of the effect depends on your throttle %, gear ratio used, setup, and other stuff so it is hardly a constant effect. pCARS not only has some wedge modelled to counter this (doesn't completely remove it in lowest gears), but also dynamically determines the Roll Centre from the resulting angles.

    "When my car is standing still, if I turn the steering wheel from side to side the nose seems to go up and down... What's going on?": That's the jacking effect of the front suspension caster angle alignment

    "I'm not noticing any brake fade on the road cars. Shouldn't this happen like real life?": Project CARS actually simulates iron, carbon and ceramic brakes of various configurations. But in game the road cars are designed as if they were slightly track-prepped for the brakes. 99% of road car brakes are complete toast after only a few minutes of hard driving and representing this would be quickly frustrating. Imagine that the cars have been modified with better pads/lines/fluid and maybe a little bit of extra cooling to allow them to just be better for playing with.

    "Why did my engine suddenly give up during the race?": "Project CARS has detailed simulation of engine heating & cooling systems so you will need to monitor your water and oil temperatures during a race. The default radiator settings should be sufficient from most race conditions but for extremely hot races (or if you manage to damage your radiator) you will need to monitor these temperatures via MOTEC display pages or warning lights on the dashboard instrument cluster. If your temperatures are rising near or above 100c, you may have to reduce throttle usage (more coasting and/or lower rpm shifting) to bring the temperatures within normal operating levels. Immediate repair work is advised, as prolonged high temperatures will destroy the engine and your race! You can increase the radiator opening for increased engine cooling in the car tuning menu but you will incur increased drag and therefore lower top speed as a result.

    "Why does throttle stop the car sliding in some RWD cars?": Sometimes a RWD car can cure oversteer with partial throttle. This is because the small longitudal weight transfer is enough to increase the load on the rear wheels, increasing the probability of them regaining traction. The key is in putting enough power to transfer the weight, but not enough that you spin the wheels even faster and reduce rear traction even further. For this reason it is recommended to only attempt this in low powered cars. This might not be what your expectations predict, but it is realist and Project CARS will demonstrate this behaviour.

    "My car is spinning out when I'm not doing anything!": A car will transfer small amount of extra weight from the rear wheels onto the front wheels when it's coasting, and some cars deal with this better than others. Lift-off oversteer is a major characteristic in some cars, particularly FWD hatchbacks and RWD cars with open differentials. Project CARS will reflect this behaviour if you set the car up to do so, or even by default!

    "Why does the gear keep going to neutral when shifting in the M1 Procar?": The minimum time for this car to engage a new gear is something like 100-150ms. (plenty fast for an old car like this, we use higher limits on syncro cars which have more moving stuff going on between gears) Try to beat that and it will punish you for being too aggressive with the shifter; essentially like what could happen in the real car if you bounce the engagment rings off each other. Relax, slow down a touch and focus on your timing. It will be faster in the end over the 0.01s possibly gained by ramming the shifter home.

    _____
    SETUP

    "Why such limited gear ratio options?": provided as per real world homologation regulations, blame real life

    "Adding rear downforce on the C9 Sauber seems to have the opposite effect, broken?" Adding additional rear downforce actually enhances the underbody air effects, creating in turn more front downforce. This is real world behaviour

    "Why does the SLS-GT3 have such long gearing, 6th is practically useless!": It's like that in the real world too ;)

    "Minimum wing downforce means no downforce, right?": no, minimum downforce is just the setting of the particular wing that will provide the least downforce. It may actually create 0 downforce, but adjusting the ride height or things that affect it (tyre pressure, camber, suspension) will also change the downforce and so in pCARS the real number is dynamic around the wing setting

    "Why do some cars have smaller/larger fuel capacities even in the same class, is that a mistake?": these differences (and others) have been carefully modelled after their real world racing series homologation (e.g., FIA GT3) or manufacturer factory specifications

    ______________
    FORCE FEEDBACK

    "FFB doesn't feel right?": here's a guide to tuning the FFB settings in game *link* or you can use the in-game help text. Or here's some recommended community settings *link*. Also note the FFB is derived directly from the physics, so changing the car setup will affect FFB (i.e. caster, camber, tyre pressure, etc.). Everyone loves options!

    "My FFB wheel is shaking at times!": You probably locked up the wheels while braking and flat spotted a tyre. The stronger your FFB settings, the more this will be enhanced. It is derived from the physical tyre model. If you have shaking in other situations, check your FFB settings, there are lots to play with!

    "FFB keeps getting hit by something on wet track?": that'd be the standing water, you're aquaplaning. The physical representation may not be 1:1 with the visual puddles with the current tech (but it should be in the same areas), so use the FFB to help you know what's going on

    "I can’t feel the kerbs?": the kerbs are physically modelled, so if the kerb is rather flat in real life you won't feel much in the FFB

    _____
    OTHER

    "The cars are impossible to drive, I can't get round a single lap without constantly crashing!": - You're going too fast; pCars is a simulation so you need to drive with a real-life attitude. Start slow and build your speed as your confidence grows. Use your brakes and learn the track, follow the AI for a few laps and let them show you the braking points, use the driving line, turn on driving assists. There's a lot available in the game to help you drive like the pros!

    "Why can't I choose more opponents at some tracks?": The number of opponents allowed at each track depend on the pit spaces available. This reflects real life where possible. Use Le Mans if you want them all :)

    "Why are my tyres showing such high temperatures? A real tyre wouldn't heat up that much!": Check the units displayed. Imperial may be default, so this reading in in Fahrenheit. Change to Metric in the options

    "The kerbs at Road America seem too bumpy!": they’re actually like that in real life too!

    "Why are the AI hitting me all the time?": The AI in Project CARS are quite dynamic and modelled on real-life racing. They will try and overtake if you give them the chance, they will be defensive and they will give track position to avoid collisions to an extent. They are also inclined to follow the best racing line, so if your line is significantly different you might clash a bit. It's an opportunity to learn race craft, learn the lines, learn that trying to overtake everyone by the first corner does not provide the best racing, and that the AI will respect you properly if you show them respect too! You might be used to static AI that just obey these lines, so the AI in Project CARS will demand a bit more 'human-like' consideration.

    "I can't think, my head hurts?": Mind. Blown.


    Credits: Umer, Jussi, Remco, Ermo, Nobody of the Goat, ibby, Roger Graham, Christian Schegtel, John Hargreaves, SMS Dev team of course!
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    Crou_27
     
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Re: PCars version PC04 Juin 2015 11:54


  • Aaaah, petite session en multi avec Nismokun (qui n'est pas encore passé sur le nouveau fofo... :cry: )

    Du coup, j'ai pu régler un peu mieux mes périphs et aussi tester quelques tutures... Ben je commence à apprécier!

    Petits détails top :

    au volant, le flottement progressif de la direction quand j'abîme les suspensions ou la géométrie de la caisse :!:

    le moteur du simulateur d'ABS de mon pédalier qui s'active quand je monte sur le ferin :!: :!:

    le mode de vitesse qui se sélectionne automatiquement en fonction du type de boite du véhicule (séquentielle/boite manuelle...) :!:

    regrets :

    remise au point mort et frein serré lors d'un saut (sur la California road)

    on arrive vite sur le "mur virtuel" en sortant de la route...
    La route est belle, quand on jouit de la liberté absolue! ...

    Image

    ... dans le respect des règles de bonne conduite! ;)
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