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Project CARS - PC version Patch 2.5

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Project CARS - PC version Patch 2.5

Post by GLR NellyDRacer on Fri Jul 17, 2015 10:39 am

Although this patch is only for the PC, the fixes in this one will carry over to the next big patch so enjoy Smile

PC Patch 2.5

Game Crashes
We spent a lot of time working directly with a number of users who were struggling with game crashes, and resolved as many of these as we could. The various fixes in this patch should help a great deal in making the game more stable for those of you who were experiencing these instabilities.

Pitting, tuning, setups
* Fixed a case where the in-game tuning Setup was not being saved under certain conditions.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Ensure that the Default pitstop strategy is selected as the Active one when starting a new session.
* Fixed an issue where the wrong vehicle setup would at times be applied to the player’s current vehicle.
* Fixed another case of where cars would sometimes leave the pits with an invisible reattached wheel.
* Fixed an issue with the Pit Strategy screen where the displayed values did not reflect the saved settings.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.
* Reworked some tyre compound names as displayed in the setup screen to ensure that all compounds are named to be indicative of the type of compound it represents in the pit strategy screen.
* Restrict the selectable pit strategy tyre compound types to only those available for the current vehicle.

Online
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.

Controls
* New Feature – Implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New Feature – The Force Feedback Calibration screen now features a multiple force feedback profile selection whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. This will then create a ‘Custom’ entry in the profile selection list in addition to the current options: "Default" (matches the FFB default settings in Patch 2.0) and "Classic” (matches the FFB settings in the original release).
* Fixed an issue with sudden loss of FFB after a crash.
* Reduced the strength of the menu spring for custom wheels.
* Fixed an issue where Mouse controls were showing a deadzone in the centre regardless of deadzone setting.
* Fixed an issue where rumble on the gamepad could at times cause the game to slow down.
* Added support and profiles for the Logitech G29 and G920 on PC
* Added accelerator slip vibration to the wheel rim of Fanatec wheels where available, and fixed brake rumble not working.

Vehicles
* Formula A – Added a new tire set which now includes two slick tires - soft and medium. Also rebalanced the heating and wear across all four tyre sets. Wear will now more closely match real-world Formula cars. Heating is more even front to rear also. Further rebalancing of the AI speed as was required, and tweaks to the base setup to accommodate the heat change.
* Modern street cars - New stiffer tyres for improved drivability to more closely match the real world experience, making these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* Mclaren P1 - Stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe.




This one is really important to me:
* Modern street cars - New stiffer tyres for improved drivability to more closely match the real world experience, making these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.

It's made the Focus RS so much better Wink

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Re: Project CARS - PC version Patch 2.5

Post by GTDon2 on Fri Jul 17, 2015 9:18 pm

nice lap Nelly!

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Re: Project CARS - PC version Patch 2.5

Post by GLR NellyDRacer on Sat Jul 18, 2015 4:50 am

I had splits for a 13 but kept messing up last corner.

Pretty sure I won't be top for long, with this update the road cars are a load better.

Just a shame we couldn't of had this patch before the first King Of The Road series, I've driven all the cars from that series and there all a million times better Smile

Maybe for a future series we could use the Focus RS, Megane and Audi A1???

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Re: Project CARS - PC version Patch 2.5

Post by GTDon2 on Sat Jul 18, 2015 8:30 am

Yeah, the patch has really made a big difference !

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Re: Project CARS - PC version Patch 2.5

Post by GLR NellyDRacer on Sat Jul 18, 2015 11:08 am

Ignore that lap time, some little scrote beat me 4 tenth's so I went and chased his ghost and spanked him by 6 tenth's Very Happy

1:13.922 Booyah!!!!




You won't notice the differences to the road cars with the current Xbox patch, the fixes listed above are only in PC version for the moment.  
The next multi platform patch will be 3.0 and contain all these updates as well as performance tweaks for the console versions.


One thing you can do with the latest Xbox patch is check out the 5 Ruapana Circuit layouts (in time trial only)
I think they got accidentally released early with the update but it looks like they still have a bit of polishing to go yet Smile



Last edited by Nelly D Racer on Sat Jul 18, 2015 11:32 am; edited 1 time in total

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Re: Project CARS - PC version Patch 2.5

Post by GTDon2 on Sat Jul 18, 2015 11:14 am

crazy about the tracks!  I was having some strange issue in TT where the car classes were invisible, but then after a reset they became visible again.

The trigger rumble on the accel makes a nice difference but you have to get used to it.  Really adds to the fun feel of the cars.

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Re: Project CARS - PC version Patch 2.5

Post by GLR NellyDRacer on Sat Jul 18, 2015 11:34 am

Oh wow we posted at the same time lol scroll up buddy Smile

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Re: Project CARS - PC version Patch 2.5

Post by GLR NellyDRacer on Sat Jul 18, 2015 11:40 am

AAR GTDon wrote:crazy about the tracks!  I was having some strange issue in TT where the car classes were invisible, but then after a reset they became visible again.

The trigger rumble on the accel makes a nice difference but you have to get used to it.  Really adds to the fun feel of the cars.

I'm not sold on the rumble effect on the triggers, it doesn't seem to be as consistent as Forza 5 and feels a bit random.

I'll post the Xbox One patch notes in a new thread.

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