Connect with us

Project CARS 2 Patch 1.4.0.0 Available, Patch Notes Here

Project CARS 2

Project CARS 2 Patch 1.4.0.0 Available, Patch Notes Here

Slightly Mad Studios has released Project CARS 2 patch 1.4.0.0. The patch was available last week for PlayStation 4 and has arrived today for Xbox One. Check out the patch notes below.

PlayStation 4 Specific

  • Fix for the sun flares in the rear view mirror that could cause corruption on PS4.
  • Fixed corruption on the right of the screen when using Enhanced Visuals or Enhanced Frame Rate on PS4 Pro.
  • Fixed a number of PS4 specific crashes.
  • Fix for white square being displayed in place of players avatar on consoles.
  • Fixed a possible application error when creating a new career.
  • Fixed a scenario where a user can cause a text overlap between the practice/qualifying and pause menus.
  • Fixed a crash when jumping straight to custom race from boot.
  • Fixed a crash associated with driver avatars when loading into a race.
  • Fixed an issue where a higher rank would be awarded to the driver with negative points in an online championship if the host adjusted the points.
  • Added a console button to select friends from the system UI.
  • Added functionality to be able to highlight specific friend in the friends list dialogue.

Xbox One Specific

  • Updated menu deadzone width for XB1 wheels, updated spring force for menus to remove unnecessary vibrations on deadzone boundary.
  • Stability improvement when connection to Wide Area Network is lost while creating a multiplayer session.
  • Solution for XB1 wheels having very noticeable and harsh FFB deadzone in menus.
  • Resolved occasional failure when leaving a multiplayer session to join or create another session.
  • Removed a white square being displayed in place of player’s avatar on consoles.
  • Improved an issue where, if the host adjusted the points, a higher rank would be awarded to the driver with negative points in an Online Championship.

User Interface

  • Fixed an issue with inconsistency between info on the Track Select screen and the Loading screen.
  • Fix for the Online Browser filter not closing properly.
  • Fixed the Password Protected Lobby icon that was missing on the Lobby Details screen.
  • Fixed the standings orders to be by class, and then the drivers organised by points order within each class, on the Career Dashboard Standings screen.
  • Fixed some display units values not changing when switching between metric and imperial.
  • Fixed an issue where the game would become unresponsive when attempting to save a setup with no description.
  • Fixed an incorrect message displaying when entering an invlaid password.
  • Fixed Career nationality not defaulting to console / Steam users location.
  • Fix for Session and Race settings not updating in Online Championship rounds if the user applies a Motorsport Preset adding a round to the schedule.
  • Fix for options under Realism Settings in online lobbies, not displaying correctly and being inaccessible to Host after accessing the Realism Settings from the Online Lobby.
  • Added name of tyres on the car within the pre-race menu.
  • Fixed various language translations throughout the game.
  • Added message for when ghosts and times not being uploaded on invalid car and track combinations.
  • Fix for ‘Pedal Type’ and ‘Calibrate Wheel’ disappearing if the user clicks on the scroll bar of the Control Scheme from the Pause screen.
  • Fix for ‘Rules & Regulations’ and ‘Esports’ settings getting altered if user selects ‘Reset to Default’ in the ‘Realism Settings’.
  • Fix for car classes disappearing in Vehicle Select screen of Online lobbies when changing vehicles in multi-class lobbies.
  • Fix for changes of Helmet Camera settings not saving properly via the Pause Menu Options.
  • Fixed for setup descriptions not fully appearing if it is too long.
  • Career – RX European Championship – Fixed missing ‘Continue’ button.
  • Fix for green screen appearing for a second when skipping the Career path intro movie.
  • Fix for two copies of ‘Won Group A Pan America Championship’ accolade.
  • Fix for Pit Strategies full message not appearing when trying to save a Pit Strategy with no available slots.
  • Fixed the ‘Edit Driver’ screen overlapping the Showroom when in Vehicle Select of Online Championships.
  • Show notification to lobby admin/host when a player rejects Director or Broadcaster roles.
  • Fix for missmatch of results on Sessions Result screen and Retire screen.
  • Adjusted location of important penalty messages on the HUD, and enabled them even when the HUD is Off.
  • Fix for long team names not appearing properly and getting cut off in Online Championships.
  • Fix for correctly displaying the finishing status of players and AI that do not finish the race or retire early.
  • Fix for host not being able to proceed from Practice to Qualifying due to missing ‘Continue’ button.
  • Fix for opponent car flicking if they retire from an Online Championship on the Pre-Race screen.
  • Fixed an issue where you were unable to see which setup you’re selecting in Tuning Setups with HDR Enabled.
  • Fixed Online Championships showing previously assigned team names in new sessions.
  • Improved progress bars in Pedal Calibration to more accurately represent pedal input.
  • Fixed content of DLC appearing for players who have not purchased the DLC.
  • Fixed overlapping text issue in Pit Strategy.
  • Fixed to show correct image for Fanatec Porsche GT3 RS wheel in controller settings.
  • Fixed lobby details not showing all classes in multi-class Dedicated Server lobbies.
  • Added help text for Menu Spring Strength.
  • Removed Damper Saturation option.
  • Fixed issue where changing track would not remove invalid weather.
  • Fixed the game only allowing for 250 laps if the player sets more than 250 laps in Race Settings.
  • Fix for debug text appearing in S1, S2 and S3 columns of the In-Progress screen when the player selects ‘Retire and Spectate’.
  • Fixed for pit stop time being estimated incorrectly when setting ‘Change Tyres’ to ‘Recommended’ on certain cars.
  • Fixed Manufacturer events showing incorrect progress for unlocked manufacturers when creating a new career.
  • Fix for number of pit stops not being displayed correctly in Post Race Results screen.
  • Fix for player not being able to determine their grid position when using the Indycar Motorsport Preset.
  • Fixed conversion when displaying rev limit in tuning setups.
  • Fix for ‘Restart Session’ being highlighted by default instead of ‘Continue’ on Session Results screens.
  • Fixed the pit stop progress information not showing in the pit stop cinematic cameras when entering the pits in the telemetry HUD.
  • Changed Rear View Mirror to disable dynamic scaling. Also uses Enhanced Mirror when using ‘Enhanced Visuals’ option.
  • Fixed for incorrect ordering after altering the Standings in Online Championship
  • Added active Motorsport Presets to View Info and Edit screens.
  • Fix for changes not being reflected when re-editting a created event.
  • Fixed an issue where the game would incorrectly round up players time on HUD and results screen.
  • Fix for taking damage in pit lane not appearing on the HUD damage element.
  • Fix for no data being displayed when loading a default setup after previously overwriting it.
  • Fix for 4th position missing in Standing Panel when on the grid during countdown sequence.
  • Fixed values in the centre Damper column of Dampers tab of Tuning Setup not changing.
  • Fix for ‘Create New Pit Strategy’ option remaining enabled when filling all pit strategy slots.
  • Fix for Team tab being disabled on Round Results screen of Online Championship.
  • Fix for Status/Session info in Replays not correctly updating when switching drivers.
  • Fix for Director and Broadcaster screens not showing all participants data in Online Championships.
  • Fix for Circuit of the Americas National circuit appearing when Daytona International Speedway Tri-Oval is selected in Online Championship.
  • Fix for game crash when backing out from replay videos and photos from the DNP to join online lobby just as it launches into a Practice session.
  • Added in centre cockpit camera to cars and options screens.
  • Fix for crash when player selects ‘Compare Driver Network Profile’ option from Team Roster of Online Championships after adding a Director or Broadcaster.
  • Fix for online lobbies not being sorted in lobby browser when a player tries to change the sort order of a certain column more than twice.
  • Fix for player not being able to access Driver Network Profile on Livery Select screen of Invitational Events.
  • Removed ‘Edit’ option in Online Championships lobby for options that can not be edited.
  • Improved the bars in the Competitive Racing License history chart to make them visible at lower values.
  • Fix for rounds in Online Championships Schedule being selectable after they have been completed.
  • Fixed overlapping Online Championship names when text is extremely long.
  • Improved lighting to some objects in car thumbnails.
  • Fixed current session information not being displayed on the Pre-Session screen in Online Championships.
  • Fix for tuning setups saving issues.
  • Fixed an issue in Online Championships where class wide results would fail to display under certain circumstances.
  • Improved the menu flow in Online Championships to prevent accidental return to main menu when pressing the back button during countdown on lobby screen.
  • Added lobby filtering for competitive racing license.
  • Fixed an issue in Russian where capital K and Y letters were showing as lower case in the driver profile.
  • Fixed an issue in the online lobby where the track UI wasn’t updating for the client if the host updated the lobby.
  • Fixed an issue where an incorrect detailed view of a car would be shown in vehicle select.
  • Fixed an issue where season was changing when changing the track after previously saving the setting.
  • Moved opposite lock in the options screen from controls to gameplay section.
  • Fixed an issue where multiple DLC invitation pop-ups were triggering after creating a new career.
  • Fixed an issue where user is unable to change lap number within a lobby screen.

Cars

  • Fix for Mazda Radbull backfires not being visible from the cockpit
  • Modified the material on Honda 2&4 glass HUD.
  • Fix for Honda 2&4 glass HUD blurring with road behind the glass.
  • Audi R8 LMS and R8 LMS 24H – Fixed LOD popping issue at the rear of the car.
  • Improved steering animations for Honda 2&4 and Radical SR3 when using a gamepad.

Tracks

  • Bannochbrae – Fixed collision issues in the pit lane / pit area with bigger cars.
  • Long Beach – optimized LODB baked textures of buildings.
  • Silverstone Circuits – Fixed geometry not rendering in mirrors, and road mesh popping in.
  • Indianapolis – Fixed position of pit exit line objects and the issue where the car could avoid the pit out trigger.
  • Knockhill – Reduced garage depth to fix the AI hitting the curb and marshall box exiting pit garages.
  • Snetterton – New alternate start line to improve race starts.
  • Catalunya Rallycross – Fix for Joker Lap exploit.
  • Catalunya Club – Fix for cinematic cameras remaining active when restarting a session after it is over.
  • Lyden Hill – Fixed hole in collision mesh causing players to lose control when hitting a dip in the road.
  • Dubai Autodrome Club – Fixed incorrect track length.
  • Hell Rallycross – Improved tree walls and outer terrain LOD distance.
  • Donington Park – Fixed pitcrew positions.
  • Texas Motor Speedway – Fix for player receiving insufficent progress notification while leaving the pits.
  • Spa Francorchamps – Fixed rain and snow falling in garages.
  • Improved LODD for 3D spectators and crowds.
  • Monza Oval – Turned off oval flag. This disables the oval setup being applied here as track direction is opposite to the other ovals in the game.
  • Fix for advertisement boards failing to disappear and remaining on track after being knocked around and restarting the race.
  • Monza Short – Added a new pit lane path which fixes an issue where AI would delay a lap to pit.
  • Monza Short – Added slowdowns before pit entrance to fix an issue where disqualifications were given for speeding into pits.
  • Indianapolis – Added an alternate starting path for AI to improve rolling starts.
  • Updated pit crew animations for tracks with left hand sided pit-stop fueling.
  • Nubergring GP – Reduced AI speed in the Shumacher esses and increased entrance speed in the previous 180 degree corner.
  • Nordschleife Stage 3 – Turned down the AI speed in Flanzgarten “jump” both layouts to prevent AI going off the corner.
  • Daytona Oval – Adjusted inner corridors on the banked corner to prevent AI banking when racing side by side.

Handling

  • Shifted the aero drag centre towards the rear on a number of cars, fixing rear wing yaw effect.
  • Improved aero damage – both amount of drag with damage and also thresholds for AI to pit.
  • Ferrari 333SP – Small balance of performance changes to fit with other LMP900 cars.
  • Toyota GT-One 1999 – Small balance of performance changes to fit correctly with LMP900 cars.
  • Altered side and push drafting.
  • Lamborghini Siesto Elemento – Increased FFB strength as it was previously very low.
  • Added 5 litres to fuel capacity of Aston Martin V12 Vantage GT3, Porsche 911 GT3 and BMW Z4 GT3. This ensures they can do a 90 minute race/fuel run with the rest of the GT3 cars.
  • Added a new Opposite Lock Assist for gamepads and keyboards. This is designed to help the player controlling oversteer and slides, and can be toggled On or Off.
  • Formula A – Reduced fuel tank capacity to a more reasonable level.
  • Improved AI tyres for Ford MK4, Lotus 40, Ferrari 365 GTB Comp and Merc 300 SL AMG
  • Fine tuned fuel guestimates for LMP1, GT3, GT4 and turbo cars.
  • Formula R and Formula C – Retuned Stable Setups for new tyres and easier driveability.
  • Ferrari 333SP – Fixed final drive ratios and improved AI gear useage.
  • LMP2 cars – Gave an approx 50hp power increase to get them closer to real world lap times, and adjusted radiator sizes to suit.
  • Lamborghini Huracan GT3 – Slight drag decrease to hit known top speeds with low rear wing.
  • Mercedes AMG GT3 and SLS GT3 – Default wings changed for AI cars for better speed balance at low downforce tracks.
  • Ford Fusion Stockcar – New Road course tyre. It has a siffter carcass and wider adhesive peak. Adjusted the AI tyres to match.
  • Formula Cars – Decreased sensitivity to aero damage.
  • Ligier Judd LMP2 and RWD P20 – Better engine cooling adjustments after HP changes.
  • Group C and IMSA GTP – Increased engine rotational inertia, new tyre carcass and re-balance of adhesive vs rip grip, reviewed Bump Stop lengths, reviewed lift:drag ratio on all cars and fuel consumptions.
  • GT3 Soft Slicks – tweaks to temperature operating window to broaden their range, mainly fixing them performing badly in the cold.
  • Dallara IR-15 Oval: Increased FFB multiplier, default gamepad setup changed to a differential which removes the left pull due to tyre stagger, revised tyre rubber for ovals when cold.
  • OMSE RX Lites – Increased FFB multiplier and shifted aero drag towards the centre.
  • Rallycross – Improved adhesive vs rip grip to help stability of slides on RX tyres.
  • Fixed issue that decalibrated wear on some tyres.
  • Formula Rookie and Formula C – Revised tyres, engine braking and damper setup for better stability.
  • Group C cars – Adjusted FFB for changes to tyres. Fixed rain tyre being faster than the slick.
  • Fixed differing amounts of fuel between players in Fixed Setup races.
  • Indycar & Ford Fusion – Increased tyre wear to better match player on ovals, making pitting and strategy similar.
  • Formula Rookie and Formula C – Adjusted FFB for changes to tyres. Fixed rain tyre being faster than the slick.
  • Improved BMW 1M FFB scale.
  • Ford Mustang RTR Formula Drift – Improvement to cars handling based off more of Vaughn Gitten Jr’s feedback.
  • Ford Sierra Group A – moved the launch RPM back up higher to help the AI on race starts.
  • Dallara Oval – Fixed the FFB being very light.
  • GTE – Improved the rolling resistance of AI tyres to better match player speeds.
  • Porsche 911 GT3 R – Revised suspension geometry and setup from new reference material. Re-calculated chassis moments of inertia.
  • Fixed incorrect altitude of many tracks for better balance of performance between turbo and naturally aspirated cars.
  • Tuned the Ginetta G40 to better control after large impacts and jump landings. Rebalanced side aero forces and tire carcass bump-rebound damping.
  • Small increase in power to 525hp to the Nissan GTR GT3
  • Small HP balance adjustments to Bentley, Cadillac ATS and Ferrari GT3 cars.
  • Reduced the speed of slick tires in the rain.
  • Turned down drag penalty associated with aero damage.
  • Decreased suspension damage sensitivity to modern formula cars.
  • Adjustments made to reduce in-air negative tilt of some vehicles.
  • Increased rain tire heating for player cars.
  • Raised and moved back chase camera position for Ford Escorts to help with high FOV settings.
  • Increased speed on ovals to Lotus 56 and Lots 38.
  • Lowered rolling resistance of oval tires on Dallara DW12
  • Shifted aero drag balance rearward, fixed rear wing yaw effect, re-balanced adhesive and rip grip for its slick tire compounds for Ford Falcon V8SC
  • Reduced base wear on slick based rain tires.
  • Reduced heating on touring car rain tires.

Gameplay

  • Fixed the driver helmet to show correctly in helmet view camera.
  • Improved results of simulated career sessions. We have reduced the randomness by looking more at performance and driver skill. Qualifying to race grid positioning will now more closely match results when not simulating.
  • Fixed issue where changing track in Multiplayer to one with a smaller grid size doesn’t limit the entrants to the lobby, causing some players to spawn under the track.
  • Career – Group A – Changed the date of the round 1 for the PA Final race at Bathurst so the weekend is no longer in the snow season.
  • Fixed ambiguous spotter logic calculating chances remaining to take joker lap in RX.
  • Fix to ignore other classes for cut track penalties in multi-class races.
  • Fixed players having control of the car before the ‘manual control’ handover at the start of Formation Laps.
  • Fix for Competitive Racing License not disabling if Flag / Penalties are disabled.
  • Fixed players receiving speed limit penalties in penalties when the auto speed limiter is engaged.
  • Fix for a hang in Time Trial when restarting and driving over the Start/Finish line.
  • Disabled headlights when ghosting.
  • Fixes of issues relating to JIP and Spectators for Rolling Starts.
  • Improved formation laps so leader slows down earlier to let the rest of the field catch up in the switch from Formation Lap to Rolling Start phase.
  • Fix for players being able to drive in community events with DLC cars, when they don’t own the DLC.
  • All vehicles are now allowed to be used on Kart tracks in Time Trial and Private Testing.
  • Fixed remaining race time calculation for the end of session simulation.
  • Fix for tuning setups being applied in fixed setup Community Events.
  • Radical and Light Sports slick – adjust the range of ideal temperature to reduce the difficulty of the tyre when warming up.
  • Fixed the Lotus 38 and Lotus 56 being slow at Indy Oval.
  • Added sound for penalties HUD messages.
  • Tuning of cut track tweakers following Patch 3 feedback to reduce the amount of calculated slow down time required following track limit breaches.
  • Fix for exploit where players could enable driving aids that are not allowed in Time Trial and Community Events.
  • Fix for AI taking over control of the car when setting the ‘Swap Driver’ option to ON in the ICM, and not pitting.
  • Fix for tyre pressures being ignored when changed from pit strategy.
  • Fix for Tuning Setup resetting to default after making a personal best time and restarting the session.
  • Fixed Pit Stop Estimate time not being calculated for RX cars.
  • Fixes for sounds of high/fast revving engines sounding poor.
  • Added Sampala track to Private Testing mode.
  • Fix for crash when admin of Online Championship assigns any car to a player through a DLC car class.
  • Fix for player not joining a lobby when accepting an invite whilst on Esports screen.
  • Fix for game crashing when trying to save ghost data with ‘Fake Free Space’ turned on.
  • Removed ‘Randomize All Cars’ button in Online Championship when using Kart tracks.
  • Fix for player receiving penalties due to others retiring and spectating during formation lap.
  • Fix for skipping of Career round if player joins and completes and Online Championship race whilst their Career Championship is active.
  • Fix for car stalling whilst being held in pit box due to other cars passing, despite clutch pedal being pressed.
  • Fix for exploit to make the player immune to penalties when ghosted in multiplayer.
  • Fix for ‘Invite Only’ trophy unlocking after installing DLC and starting a new Career.
  • Improvements when players JIP into session.
  • Fix for vehicle swerve after gaining control of the car when restarting a Time Trial session.
  • Added pit speed limiter to cars that had it missing.
  • Fixed some instances where incorrect starting grid positions were assigned to players.
  • Increased the number of opponents and player starting grid position on invitational event ‘Icons On Show’.
  • Increased pitstop join-out times from 7 to 14 seconds for smoother exits.
  • Fixed an issue where left sided pitstops were causing parts of the vehicle chassis to flip.
  • Fixed an issue where return to position penalties were being given based on overall position and not class position.
  • Fixed an issue where the camera would quickly switch sides during pitstops with some cars.
  • Fixed an issue where weather was not correctly syncing across online races.
  • Fixed an issue where fuel level would appear white even if it was not enough to complete a session on track without a refuel.
  • Improvements to the cut track penalty system to now take in account crashed, pitted and other class opponents in timed races.
  • Prevents the online reputation safety rank from increasing when there are no opponents on track.
  • Fixed an issue where pit crew would freeze when taking a fuel-only pitstop.
  • Added ‘automatic by weather choice’ to the pitstop strategy menu. Crew will change tires if they are deemed unsuitable for the weather.
  • Fixed an audio issue where pit-crew animations and sounds were not in sync on shorter pit-stops.
  • Fixed an issue during RX Lites career during Q2 where HUD would display incorrect info.
  • Fixed an issue where points were not being awarded to each class in a multiclass race for fastest qualifying lap.
  • Fixed an issue where a player would receive a time penalty when hit by another player during a formation lap by selectively blaming the player that was told to stay behind the other.
  • Fixed an issue which resulted in a rare crash when crossing the finish line in multiplayer races.
  • Fixed a hang caused by crashing into AI during the warm-up lap.

AI

  • Daytona – Updated AI. Fixing missing pit path corridors, improving pit entry speeds and a new alternate start path to clean up contact at the start.
  • Brands Hatch GP – Slowed AI laptimes by about 2 seconds to bring cars in line with players feedback of them being too fast.
  • Fixed an issue with the AI not getting affected by aero damaged.
  • Dallar IL-12 Oval – Adjusted AI top speeds, rolling resistance, load sensitivity and total grip to balance with other changes, and reduce corner entry speed at Indy to better match player.
  • Oval AI – Improved how aggressively AI changes lanes to reduce contact and improve racing.
  • Le Mans – slowed the AI alternate start line in Ford Chicane where cars were getting loose when the race went green on rolling starts.
  • Laguna Seca – Slowed the AI speed on the pit lane exit at the inside of Turn 1 to better match player.
  • Monza – New AI Pit lane path to fix cars going off into the gravel after the chicane.
  • Improved AI pit exit speeds to fix AI ramming the player in the back on pit lane exit.
  • Improved AI on oval tracks.
  • Dubai Autodrome – New AI alternate start line to improve first lap.
  • Brno – New AI alternate start line to improve first lap.
  • Willow Springs – Fixed AI speeds in final turn.
  • Fuji – New alternate AI start line to fix bad merge from Formation Lap to Rolling Start phase.
  • Rouen GP – Improved AI pit entry to stop them going in too fast.
  • Improved AI rain speeds – Reduced their rolling drag with saturation, improved AI throttle application on corner exit giving better balance.
  • Improved AI aggression.
  • Imola – New alternate start line to improve AI at race starts, and adjustments to AI cornering speeds.
  • Improved when AI use KERS/boosts as they weren’t using it on some straights when they should/could have.
  • Improved AI behaviour and speed on cooldown lap.
  • Fix AI behaviour when pulling over due to damage.
  • Improved AI tyre choice in light rain conditions.
  • Improved AI tyre selection in changing conditions.
  • Improved AI Mandatory pit stop logic to avoid making too many stops in changing conditions.
  • Fix for AI lifting off the throttle and following to stay in line in ovals.
  • Improved AI path finding offroad.
  • Improved AI tyre wear to better match what the player experiences.
  • Sugo – New alternate start line which cleans up race starts, and adjusted AI speed through turn 6 and the final turn.
  • Dubai International – New AI dry racing line for better consistency.
  • Sakitto GP – New AI dry racing line for better consistency, and new alternate start line to improve race starts.
  • LMP3 cars – New tyres for the AI to better tune their rolling resistance.
  • Improved the timing of AI pulling out of slip stream when overtaking.
  • Nurburgring GP – New AI alternate start line to improve race starts.
  • Texas Motor Speedway Road Course – New AI alternate start line to improve race starts.
  • Zhuhai – New AI racing line to improve their pace and consistency.
  • Improved AI passing of cars going slowly or trying to give back positions.
  • Texas Oval – Fix the AI hitting the pit wall.
  • Daytona Tri Oval – Fix to AI pit lane path to prevent the AI from hitting the pit wall and improved pit entry and exit merges.
  • Watkins Glen – New AI line and alternate start line to improve AI competitiveness.
  • Silverstone GP – New pit path to resolve issue with AI driving off the track after turn 2.
  • Various improvements to AI logic for avoiding danger and passing.
  • Daytona Road Circuit – Reduced AI speeds coming off the oval into Turn 1.
  • Long Beach – Adjusted AI cornering speeds to improve their lap times.
  • Catalunya GP and Catalunya National – Improved AI alternate start lines to improve their race starts.
  • Monza GP – New AI start line to clean up race starts. Also improved AI setups here to fix the GT1 cars getting loose in Paracbolica.
  • Monza GP – Improved AI speeds around the lap to make them a lot faster based on public forum feedback.
  • Dayonta Oval – tweaked AI line at the kink to prevent them lifting slightly in stock cars.
  • Ford Fusion – Given the AI the tallest final drive ratio at Daytona to fix them bouncing off the rev limiter in the draft.
  • Daytona Road Course – New AI and alternate start line, improving first lap and general lap performance.
  • Dirtfish Mill Run – Updated AI corridors.
  • Improved AI in snow conditions.
  • Hockenheim – New alternate AI start lines and AI improvements.
  • Laguna Seca – New AI alternate start line to clean up race starts.
  • Improved AI driveability at tighter tracks in the Ford Bronco Brocky.
  • Improvements to AI rain braking and corner exit parameters.
  • Improved AI behavior cornering in Watkins Glen GP and Short.
  • Improved AI behavior when being forced into situations where reversing is necessary.
  • Increased trigger threshold from 5% to 15% of top speed percentage to prevent AI from firing at the end of a reverse.
  • Improves cases of AI swerving during pre-race lap straights from causing occasional crashes.
  • Slow or lapped AI cars now allow for more room from overtaking cars.
  • Oval AI values adjusted, reduced affect of leader coasting by 50% and added minimum lap count. Reduced bias affect for overtaking / drafting based on lap count.

Hardware

  • Thrustmaster LCD Display – Fixed display showing Neutral and Reverse gear as ‘n’.
  • Fix for Controller/Wheel setups getting reset if control type is changed and game is restarted.
  • Added support for Thrustmaster LCD Display.

Madness Engine

  • Improved Livetrack 3.0 performance.
  • Fixed a crash when failing to create DX device.
  • Fixed various crashes.
  • Fixed a stuttering problem caused when vehicles would take damage.
15 Comments

Leave a Reply

Your email address will not be published.

Discussion
  1. JMD
    Holy cow, that's a lot of stuff they fixed.

    Par for the course for Project Cars games. Both games were released to market in damn near-alpha state.
    But, of course, the geniuses at Slightly Mad Studios never will acknowledge problems with the game, even while issuing patch after patch.
    And despite a rewrite of the game's code from the ground up, Project Cars 2 still remains almost unplayable with a controller on the Xbox One.
    Nice job, SMS.
    pk500
    And despite a rewrite of the game's code from the ground up, Project Cars 2 still remains almost unplayable with a controller on the Xbox One.
    Nice job, SMS.

    I was just about to ask; regarding a controller. Was PC1 similar on a controller.
    Thanks
    Sausage
    I was just about to ask; regarding a controller. Was PC1 similar on a controller.
    Thanks

    It took me about 10 hours of online research and tinkering -- no joke -- to find settings that worked for me, but PC1 was playable with an Xbox One controller. Not great, but playable.
    I'm approaching that amount of time trying to find Xbox One controller settings that work with PC2 and all of its patches, with no luck.
    Both Project Cars games are designed for PCs. The port to consoles for PC1 and PC2 has been a joke. A shame, as the franchise has so much potential.
    Stick to quality titles like F1 2017, Forza 7, WRC 7 and NASCAR Heat 2 to satisfy your real world-based racing jones on the Xbox. PC2 isn't worth the frustration or the money. Not even close.
    Even with popular controller settings I found on forums and Youtube; the game is tough with a controller, even with assists on or off. Sometimes with the slightest pressure your car just spins or overcompensates and you’re sent crashing into a wall.
    With PC2 I'm back to using the default controller settings and it feels pretty good. Depends on the car. Some cars the front end gets a bit lose and does a bit of swaying but at least I can play the game now.
    Miracles upon miracles: I may have found two sets of controller settings that work with the new patch on the Xbox One.
    OPTION #1
    Set every setting to 0 except for speed sensitivity to 95 and force feedback to 100. I use automatic clutch, so you can leave those at default.
    I know this sounds whack, but it works well with lower-powered GT and open-wheel cars. Just be progressive and gentle with steering and turn in a bit earlier than expected, waiting for car to settle at apex before hammering the throttle on exit. In other words, drive like a real race driver would.
    OPTION #2
    Steering Deadzone 1
    Steering Sensitivity 10
    Throttle Deadzone 1
    Throttle Sensitivity 35
    Brake Deadzone 1
    Brake Sensitivity 45
    Clutch Deadzone 10
    Clutch Sensitivity 25
    Speed Sensitivity 95
    Controller Damping 70
    Controller Vibration 100
    Minimum Shift Time 0
    RPM/Gear Display On
    My quickest lap with these settings with a GT3 at Brands Hatch Indy are within two-tenths of each other. Good consistency with both. Still deciding which one I like best, but both are solid.
    There is hope for PC2 with an Xbox One controller! Give these a try and let me know what you think and also about your suggested tweaks, and why you made them.
    Remember, everyone's driving style is different. These may not work for you. Drive it like you stole it, and offer feedback!
    Thanks.
    Upon further review and tweaking, I've all but given up finding Xbox One controller settings for Project Cars 2 that work with a wide variety of cars. Some work with GT and prototype cars but don't work with open-wheel cars, and vice-versa.
    I think I'm done with this game. This hobby is supposed to be fun, and finding solid, universal PC 2 controller settings requires far too many headaches and far too much time to get even close to right. The game was made for a wheel. Period.
    I'll just stick with the original Project Cars when I have the jones for a Swiss Army knife racing game that focuses on competition and not car collecting. That game was flawed as hell, but at least I have a controller setting that works halfway decent with a wide variety of cars.
    I don't NEED PC 2. I already have fine racing titles in F1 2017, WRC 7, Forza 7 and NASCAR Heat 2, with Isle of Man TT releasing next week.
    I'm thinking that this game was made for steering wheels and not controllers. I'm still able to play but like you said going from car class to car class can be frustrating.
    I reinstalled Project Cars on my original Xbox One and took it for a spin with the controller settings I found and liked with a variety of cars in that game. Very fun.
    Then I tried those same settings in a last-ditch attempt to salvage Project Cars 2 on my Xbox One with a controller. Still pure sh*t.
    Project Cars 2 has slightly better graphics than its older brother. Slightly better AI. A few more cars and tracks. A cleaned-up menu system. But where it really counts, in the cockpit, Project Cars is superior with a controller on the Xbox One.
    It's not even close.
    Quick follow-up with specifics about my thoughts in the previous post.
    PC 1 had better fidelity and precise force feedback with a controller than PC 2. It also had a greater sense of weight and front-end grip to the cars.
    All of the cars in PC 2 just feel too light and dead. There's not enough feedback about the friction curve of the tires with a controller, even when FFB is set to 100 percent in the menus.
Continue Reading

More in Project CARS 2

To Top