![]() ![]() Minimum specifications: 2.66GHz Intel Core 2 Quad Q8400 or 3GHz AMD Phenom II X4 940, 4GB RAM, Nvidia GeForce GTX 260/ATI Radeon HD 5770, 25GB hard disk space Video of Project CARS Multiplayer: Taking It To The Wire PC SPECS, CONSOLE PERFORMANCE & HARDWARE Inside Sim Racing's half-hour force feedback guide has also proven useful, so we've embedded it below. If you're using a Logitech G25 or G27, this guide on the Project CARS forum should help. Wheel users have found themselves even more bemused, with literally dozens of modifiers allowing them to tweak every tiny aspect of the game's force feedback. If you're struggling, this post in the Xbox One Subreddit might be of use. In addition, controller users are struggling to find the right control settings, finding the steering in the game too twitchy. PC Gamer gives it 83/100, applauding the developer for sticking to its guns and producing a properly hardcore racer Controller and wheel settings IGN gives the game 8.9/10, complimenting the game's graphics and physics, only looking for a slightly more varied and car roster Reviews roundupĬheck out our review, where we go in-depth with the game's many strengths but many more weaknesses.Įurogamer is impressed with Project CARS' initial release, but says there's plenty of room for improvement, particularly the online game modes There are more tracks to come with AI fixes, although Azure, Donington et al appeared to be the worst affected by AI bugs.Įlsewhere, there are performance fixes for Xbox One and PS4 versions of the game, including a "5-6%" performance improvement on the Xbox One and better CPU performance on the PS4. * First pass improvements on various tracks to enhance the AI performance and ability (Azure Circuit, Donington GP, Watkins Glen, Bathurst, Nordschliefe)" * The AI will now show much more realistic grip loss when running on slick tyres in the rain. "* The AI loss of grip that results from tyre degradation as a result of wear is now more noticeable. On the Project CARS official forum, Game Director Stephen Viljoen outlined the AI patch notes: Finally, many tracks feature corners where AI drivers are far too slow and don't use the full width of the track. Furthermore, tyre wear appeared to have no effect AI drivers are able to run around at nearly full speed on worn tyres. In the current version of the game, grip levels have a very small effect on the speed of AI cars, meaning that they're able to drive around on a wet track with slick tyres without losing grip or speed. The most important fix in this patch for many users is the work the developers have done on the game's AI. The Xbox One patch hasn't yet surfaced, though. ![]() This week, Project CARS patch 1.4 was released to PS4 and PC versions of the game. The pack will include 12 tracks and we can safely assume that alongside all the free content that's being added, this will be a paid-for expansion. The developers have also revealed that the game's first track pack DLC will be available in July. Currently there are cars in certain classes that dominate any given race thanks to superior power, weight or handling characteristics, which doesn't make for a particularly varied field when all the drivers know there's only one car that can possibly compete.Īdditionally, new community-made liveries will be added each month, as will the previously announced individual free car. The last point about balancing is important for a game that surely hopes to take on the likes of rFactor 2 and iRacing when it comes to competitive online play. The new scheme includes periodic free updates that will add cars, "brand-new items" (which haven't been explained) and "improved balancing and defaults". Project CARS has re-branded its patch and content updates as Project CARS On Demand.
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