Published On: Thu, Jun 25th, 2015

Project CARS – Patch 2.0 Release Notes Revealed

Following a new proclamation of Project CARS 2, Slightly Mad Studios has suggested a Patch records for Project Cars v2.0. The patch has not nonetheless been submitted to Sony or Microsoft, so it could take a while before it is available. Changes seem really earnest with opening increases trimming from 5% to a vast 17% boost.

Project CARS 3

Project CARS – Patch 2.0 – Release Notes

Performance Improvements

  • PC – adult to 5% support rate alleviation when regulating Ultra settings
  • XB1 – adult to 17% support rate alleviation in impassioned conditions
    Online Community Events
  • Multiplayer hunt filter ‘Skill’ now finds games formed on certain run diversion pattern criteria. For example, “Pro” environment now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth.
  • Community events page – when an eventuality can't be entered, it will now arrangement a reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’.
  • Online – Ensure that automobile light repairs are synchronized in MP races so that remade headlights are manifest by other racers.
  • Xbox One – repair try for a hard-to-reproduce emanate where a diversion would during times solidify or pile-up when 8 or some-more players assimilated a event all during once.
  • Xbox One – bound an emanate that during times would forestall a actor from substantiating full connectivity when withdrawal a run and perplexing to reconnect to it.
  • PS4 – bound an emanate where, after a PS4 resumes from Rest Mode, no network facilities can be used.
    Controls – All platforms
  • Adjustments finished to a gears system, to forestall gears being skipped underneath certain conditions. This addresses an emanate where gears would during times burst true down to 1st, potentially causing engine blowouts.
  • Steering wheels – reduced a centering rate of a steering spring. This improves a feel of steering wheels during really low speeds.
  • Added support for a use of all active controllers for menu input. You can for instance now use a steering circle to race, and a gamepad to control a menus and print mode.
  • Gear shifters – when regulating an H-shifter on a automobile that has a consecutive gearbox, a gearbox will now switch by a gears until a rigging comparison on a H-shifter is reached.
  • Fixed an emanate in Force Feedback calibration that would forestall a actor from environment “Soft Clipping (Half Input)” behind to 0 after modifying it from a strange value.
    Controls – PS4
  • Thrustmaster T100 Force Feedback improvements.
  • Fixed a Force Feedback dynamics for wheels with earthy steering thatch that were reduction than a steering close of a automobile in-game. This fixes a Force Feedback on a Thrustmaster T100 and identical wheels.
  • Added a Motion Sensor controller profile.
  • Fixed a pile-up emanate when disconnecting and reconnecting Fanatec wheels.
  • Enable support for USB keyboards to be used for in-game controls.
    Controls – Xbox One
  • Built in insurance to forestall unsupported controller inclination from crashing a game.
  • Gear shifters – bound an emanate that prevented a preference of neutral when regulating an H-gate shifter appendage with a automobile that has an H-gate shifter in-game.
  • Implemented accelerator quivering on a gamepad right trigger to prove when and how most a tyres trip underneath acceleration.
  • Madcatz circle – bound an emanate where a switch on a circle to change between 270 to 900 grade mode stopped functioning.

Physics AI

  • Slowed down a AI opponents in a sleet when regulating racing tyres, to make racing opposite them softened balanced.
  • Adjusted a AI tyre wear rate to softened compare a player’s tyre wear rate.
  • Adjusted wear of Slicks and Rain tires to some-more picturesque levels where needed. Typically GT/LMP/Formula cars will get somewhat some-more than a full fuel bucket on soothing or default slicks (depending on fuel bucket amounts).
  • Adjusted a heating of slicks and sleet tyres to some-more picturesque levels.
  • Adjusted tyre heat attraction on several cars.
  • Adjusted sleet tyres to generally be some-more supportive to overheating, and reduction fit in a dry.
  • Improvements to AI navigation to relieve collisions during close competition starts, urge showing of other cars during cornering, and urge purify overtaking
  • Improved a AI pitting proof during use and subordinate so that a AI cars run some-more picturesque stints before pitting.
  • Reworked a AI’s fuelling proof during subordinate sessions where no refuelling is allowed, so that they don’t always fill adult a fuel tanks and negatively impact their subordinate ability. The AI will now broach distant some-more rival path times during qualifying.
  • Fixed an emanate where a AI would set unfit path times during races with array stops.
  • The AI will now array as shortly as probable when low on fuel to forestall them using out of fuel and timid from a race.
  • Reduced a outcome of repairs to a car’s cooling complement when pang aero damage. This prevents engines from overheating and floating during an impractical rate.
  • Fixed an emanate that prevented strike starts from operative scrupulously on some cars. An instance box – with gears and purchase set to manual, take an Ariel Atom out on Brands Hatch. At a initial right hander, case a car, ignition on, 2nd gear, hurl down a mountain adult to about 15kph and dump a clutch. The automobile will now strike start. Exact conditions for a successful strike start will change somewhat by car.
  • Fixed an emanate where during times some AI drivers in a competition would use most aloft ability levels than a rest of a field.
  • Fixed an emanate that prevented a AI from pitting within a final 3 laps of a race
  • Further tweaked a AI ability in soppy races to some-more closely compare a actor car’s ability in a wet
  • Improved a AI’s potency in array timing when wanting to change tyres due to continue conditions.
    Pitting, tuning, setups
  • Fixed an emanate where soppy tyres were propitious too prolonged before a sleet starts, causing extreme overheating and wear on a tyres.
  • Fixed an emanate where, when using low on fuel, a Pit Board would seem to tell a actor to do a scheduled array stop when a actor did not report a array stop.
  • Fixed an emanate where prosaic tyres were propitious to a automobile during a array stop, by ensuring that a tyres are rightly inflated.
  • Fixed an emanate where a car’s bump-stop value decreased after withdrawal a competition event and fasten it again.
  • Reworked a stop disposition arrangement information so that changing a values is some-more intuitive.


  • Performance optimisation pass finished on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps urge a altogether fibre when racing on these marks with vast grids of cars.
  • Track slicing tolerances reduced on all marks where it was too forgiving.
  • Fixed an emanate where a array organisation impression would during times seem floating above a competition line on several tracks.
  • Silverstone Stowe – bound describe issues on some tyre stacks, and addressed an emanate with cars pushing by certain objects.
  • Road America – bound an emanate where a line of weed line seemed in a atmosphere nearby a petrify barrier.
  • Spa Francorchamps – bound an emanate where cars underneath AI control would strike into a array wall when exiting a array lane. Fixed an emanate where a AI were using too far-reaching over a exit quell during a Bus Stop Chicane.
  • Brno – bound an emanate where cars would during times start in a same grid positions, bound garage 6 to forestall a AI from removing stranded on a right side wall when exiting a garage spot, bound an emanate when using some-more than 20 cars in a competition would means a automobile in 21st to slip into a pits.
  • Le Mans – bound an emanate that would during times means a automobile to pile-up while in a array lane, heading to a disqualification. Improved a AI competition line for softened speed, and softened a AI poise on curbs.
  • Laguna Seca – softened a AI opening as they were using too delayed in some sections.
  • Imola – Improved a array line AI navigation, and bound an emanate with a territory of a blockade during a array opening that seem to float.
  • Bathurst – bound a describe emanate with shimmering edges in tools of a track.


  • Added a new RUF RGT8 GT3 agreement to safeguard that a actor can enter a RUF GT3 array on agreement renovation and not only when starting a new career.
  • Fixed a clear sum for a Supercar Ardennes Club Day Invitational.
  • Fixed an emanate where skipping a event during a competition caused a actor to pierce adult in a event results.
  • Group 5 cars – practiced a gearshift timing tolerances to repair an emanate with a gearing when pausing and restarting a session.
  • Gumpert Apollo – bound an emanate with a clothing sets that caused a clothing preference to arrangement wrong liveries.
  • Aston Martin Vantage GT3 – tuned engine lifetime and stop cooling parameters for softened accuracy.
  • Lotus 98T – tweaked turbo to urge AI determination of tip speed.
  • McLaren F1 GTR – mutated a default setup and reduced front strike drive to urge true line stability, bound an emanate to safeguard that a car’s specific HUD motec arrangement is used
  • McLaren F1 – Fixed an emanate that caused a automobile to use a wrong default tyre compound.
  • Ford GT40 MK4 – Reworked in several areas to urge doing and compare a genuine automobile closer – Bump stops settings unprotected in setup with softened tuned setup defaults, increasing hang around rigidity of a tire carcass, rebalanced bottom vs rip grip, rebalanced actor vs AI sleet opening opposite a AI.
  • All Formula vehicles – Stop stop light reflections appearing on cars that don’t have stop lights.


  •  Fixed an emanate where a actor position would during times change to final when actor crosses a starting line during rolling starts.
  •  Fixed an emanate that could means a diversion to pile-up when selecting a ‘Edit Tuning Setup’ choice in a ‘PIT BOX’ screen.
  • Fixed an emanate that could means a diversion to pile-up while examination a saved replay.
  • Driver Network Profile – bound an emanate where entering Free Practice mode would count toward Races Entered.
  • PS4 – bound an emanate that compulsory a diversion to initial restart after installing an in-game DLC before a DLC would be accessible for use.
  • Audio – rebalanced a volume of movement sounds to make them a bit some-more audible.
  • PC, Oculus Rift – combined Oculus SDK support, enabled positional tracking in non-helmet actor camera views, implemented initial menus and HUD support, automobile reset actor perspective position during a start of a race, and infirm all non-VR-friendly scripted pre-race camera sequences.
  • PC, D-BOX – bound an emanate that caused cars to remove energy when personification with D-BOX connected.
  • Updated a feat “I am a 5%” to safeguard that it can be achieved in non-Pro-modes as well.
  • Fixed a diversion pile-up emanate caused by an crawl of a email inbox when a actor perceived above a certain volume of invitational emails.
  • GUI – bound an emanate where a controls pattern arrows in Options would not respond rightly to rodent submit when attempting excellent adjustment.

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