PC1 Project CARS Patch 9 Released on PC - Console to Follow

Paul Jeffrey

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Project CARS Patch 9.png

Slightly Mad Studios smash hit racing game Project Cars has just received its 9th patch via the Steam network for owners of the PC version of the game.

With a release across console due next week, players of the game have found an extensive list of improvements and fixes for the WMD-powered title including a much needed improvement to the previously uninspiring sounds of the Ford V8 Supercar recently added to the game.

Road America AI has also received some attention and single player racers should be treated to a more challenging battle after the update.

For those who prefer their racing against fellow humans, feel free to hop on over to the PCARS Racing Club and check out one of the many club race events held every week.

The PC patch is available to download on Steam now.

Vehicles

  • Aston Martin GTE – adjusted the AI suspension damper rates down to better handle curbs
  • BMW 2002 SW – Adjusted default setup for better drivability. Adjusted optimum temperatures and heating to move the optimum running temp closer to 180F. Adjusted cockpit camera position.
  • BMW 1M SW – Changed transmission to sequential, paddle shift to match the 3D modelBMW 2002 Turbo – Speed adjustments for player and AI for better match in the Vintage racing class.
  • Formula Renault 3.5 – Raised collision mesh and adjusted default setup for better curb behaviour. Adjusted various other setup items to make player drivability better. Upped tire temperature build-up to get the tires more in the optimum range to use more of the intended grip with the default tire pressures and setup.
  • Ford Escort, Mercedes 300SEL – Balanced the speeds better against the new BMW Stance Works car for the same class. Slight improvements in available grip through moving them into better optimum heat/grip range. AI speeds changed to match.
  • McLaren F1 GTR – Fixed an issue where parts of the car would clip through other parts when damaged.

Tracks
  • Road America – New race line and corridor tweaking. The main goal was to keep the AI off the curbs so heavily, as with the massive alligator teeth here cause the stiffer car fits and lifting off the throttle.
  • Silverstone Classic – Fixed an issue that caused the game to dramatically slow down and at times crash during pitting in a multiplayer race.

Tires
  • Reworked some vintage tires to get a better average temperatures increase, resolve severe flat spotting, localized overheating and too-easy punctures which were being reported.

Audio
  • Ford Falcon – Reworked the vehicle sounds to a closer match of the real car.

UDP
  • UDP – fix for PC joypad and steering wheel buttons not registering.

How does the new patch feel to you? Liking the new Falcon sounds? Let us know in the comments section below!
 
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To each their own.
I have yet to complete an open-wheeler race in pCars.

This is true, for me it's also true if rF2, AC, and R3E so to a certain extent I blame my own driving style, that said Project Cars AI stand out as extra mental but all sims AI will do pit maneuvers against me at times.
 
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There's a difference between stupid AI wiping you out because you drove at them and their scripting couldn't cope with it like a human and the AI themselves driving at you and wiping you out. I find that gmotor2 based sims are much more the former than the latter making finishing races just fine if you're not a total dick. A lot of newer sims need to try and replace that decade old achievement and its obvious a lot of work and an ongoing problem.
 
  • Deleted member 205301

Pcars ? what's that ? ...I mean...seriously ?! Racedepartment isn't a simulation'website ?
 
I don't really care anymore. I've given this game many shots, but it just never worked out. In order to actually survive a race in open wheelers you need to be really really careful. Also when colliding with ai, it's always you that spins out and retires, never them. It's really unfair. Another point of complaint is the ai corner cutting, they can go full speed across a corner and get away with it.
 
Completely given up on it for single player. It's so Shift 2ish. What ever happened to the sim of all sims? So many investors, so many so called race sim fans being involved and this is what they came up with? Not exactly up there with the greats is it?:thumbsdown: Those investors let us all down.:(
 
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Completely given up on it for single player. It's so Shift 2ish. What ever happened to the sim of all sims? So many investors, so many so called race sim fans being involved and this is what they came up with? Not exactly up there with the greats is it?:thumbsdown:

The investors and sim fans don't do the programming and coding, I've come to the realization that sms pretend to listen but do there own thing in the end :)
 
I fired this up the other night for the first time in a while and I noticed using my original ffb which was decent it now full on clips when turning the wheel just slightly....has the overall ffb strength and tire force switched once again?
Only way I can stop the clipping is by lowering the tire force to 30-40%
I had big hopes for this title at the start but ive just been turned off of late.
It would also be nice if they added an effect for when the car bottoms out rather than just a sound....pretty sure a bottoming out car would also effect the overall handling.
For example take the mclerran gt3 around Watkins Glen it bottoms out or the front fender smashes about 3 times in t3 and t4 same at laguna Seca in the corkscrew.
But I must thank SMS for the quarterly checks as it's allowed me to buy many jeep parts and fund my other racing sims :)
 
AI have its problems, still way much better than Gran Turismo's or something train racing. Ummhh, and yes, what i have been thinking since the release that will flags and penalties ever gonna be sorted out? I just tried 45min. race in Monza with full grid of GT3's, there was collisions, wide driving etc, not much but only that did happen like usual, curning cutting warnings when ai pushed me straight, other was my fault, and then some blue flags, thats it. Example in Monza, theré is yellow flags if i drive there in free practice, i mean alone. Same happens in other tracks also but disappears when go racing. Also havent had any mechanical failures etc, if i havent just rev the engine like hell, suspension failure when drive to a wall or aero, but no transmission etc, failures. So potential game but... ehh, lots of errors, and feels like they dont give a single .... yes that. Just collecting money thru dlc for the secuel... It was long developement time, but instead of pushing this out and now making random fixing and so. Maybe it would have been just better to make this game even close to finish than throw it out like this, only trusting for the dlc and people playing multiplayer. They wasn't able to finish this and 2'nd is gonna have rallying and all, oh my god... RFactor2 is getting way too less attention than it deserves. And i have played AC at my friend, no from me at least now, have to wait how its gonna come together. Its bad these days that nothing is not even close to a finished product when its out. Good old days... oh my.
 
I fired this up the other night for the first time in a while and I noticed using my original ffb which was decent it now full on clips when turning the wheel just slightly....has the overall ffb strength and tire force switched once again?
Only way I can stop the clipping is by lowering the tire force to 30-40%
I had big hopes for this title at the start but ive just been turned off of late.
It would also be nice if they added an effect for when the car bottoms out rather than just a sound....pretty sure a bottoming out car would also effect the overall handling.
For example take the mclerran gt3 around Watkins Glen it bottoms out or the front fender smashes about 3 times in t3 and t4 same at laguna Seca in the corkscrew.
But I must thank SMS for the quarterly checks as it's allowed me to buy many jeep parts and fund my other racing sims :)
set steering gain to 100 or use classic ffb
 
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