Racing Sim Thread, Part II
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- pk500
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Re: Racing Sim Thread, Part II
This is THE motorcycle racing game I want. Day one purchase for me, even if I must import it.
https://www.youtube.com/watch?v=xhmTmGzBW44
https://www.youtube.com/watch?v=xhmTmGzBW44
"You know why I love boxers? I love them because they face fear. And they face it alone." - Nick Charles
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
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Re: Racing Sim Thread, Part II
More TT Isle of Man preview footage, this courtesy of Alan "Hello Viewers" Boiston at Team VVV:
https://www.youtube.com/watch?v=QcH_M17JvZU
It's not just me who can't make YouTube embedding work any more, is it? Never mind. More footage here from a place called GameRiot, which you might end up needing to mute because he won't shut up no matter how much you wish it:
https://www.youtube.com/watch?v=S8n61-2stf0
And this no-commentary footage:
https://www.youtube.com/watch?v=uLvO1xDBPI0
It doesn't look like realism's last stand, but I'm not sure how much fun it would be to spend the entire 37 miles falling off my bike in any case. It does look like the run down Bray Hill is absolutely bloody terrifying and that it doesn't get much less scary from there, which is exactly what I'm looking for the game to convey. Impressions doing the rounds today suggest that the handling model has progressed nicely over the last couple of months too. Starting to get quite excited here...
https://www.youtube.com/watch?v=QcH_M17JvZU
It's not just me who can't make YouTube embedding work any more, is it? Never mind. More footage here from a place called GameRiot, which you might end up needing to mute because he won't shut up no matter how much you wish it:
https://www.youtube.com/watch?v=S8n61-2stf0
And this no-commentary footage:
https://www.youtube.com/watch?v=uLvO1xDBPI0
It doesn't look like realism's last stand, but I'm not sure how much fun it would be to spend the entire 37 miles falling off my bike in any case. It does look like the run down Bray Hill is absolutely bloody terrifying and that it doesn't get much less scary from there, which is exactly what I'm looking for the game to convey. Impressions doing the rounds today suggest that the handling model has progressed nicely over the last couple of months too. Starting to get quite excited here...
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Re: Racing Sim Thread, Part II
Adam:
Thanks for the links.
I would be scared if Milestone was developing IOM:TT. Milestone has created a business out of paying for motorsports licenses and using that official license instead of quality gameplay to move units. Milestone's MXGP, MotoGP, Sebastien Loeb Rally and Ride series define mediocrity in the racing game genre like few others.
But thankfully Kylotonn is developing IOM:TT. And no developer in any genre earned more of my respect in 2017 than Kylotonn after its masterful resurrection of the WRC series with the magnificent WRC 7. What company developed the utterly forgettable first four installments of the WRC series? Yeah, you guessed it: Milestone.
I also have no worries about the Snaefell Mountain course from the IOM:TT being the only real circuit in the game. The track is 37 FREAKING MILES LONG and arguably the greatest, gnarliest circuit of any motor race on Earth since the Mille Miglia and Targa Florio are long gone. I doubt I'll get bored, especially since I love the IOM:TT to my core. Plus there are fictitious tracks in the game.
Cannot wait for this game. If it has a believable, predictable grip model, decent frame rate and includes my current heroes of the TT such as John McGuinness, Bruce Anstey, Ian Hutchinson, Michael Dunlop and everyone's favorite nutter, Guy Martin, I'll be blowing loads of tapioca pudding in my britches as I play this.
Thanks for the links.
I would be scared if Milestone was developing IOM:TT. Milestone has created a business out of paying for motorsports licenses and using that official license instead of quality gameplay to move units. Milestone's MXGP, MotoGP, Sebastien Loeb Rally and Ride series define mediocrity in the racing game genre like few others.
But thankfully Kylotonn is developing IOM:TT. And no developer in any genre earned more of my respect in 2017 than Kylotonn after its masterful resurrection of the WRC series with the magnificent WRC 7. What company developed the utterly forgettable first four installments of the WRC series? Yeah, you guessed it: Milestone.
I also have no worries about the Snaefell Mountain course from the IOM:TT being the only real circuit in the game. The track is 37 FREAKING MILES LONG and arguably the greatest, gnarliest circuit of any motor race on Earth since the Mille Miglia and Targa Florio are long gone. I doubt I'll get bored, especially since I love the IOM:TT to my core. Plus there are fictitious tracks in the game.
Cannot wait for this game. If it has a believable, predictable grip model, decent frame rate and includes my current heroes of the TT such as John McGuinness, Bruce Anstey, Ian Hutchinson, Michael Dunlop and everyone's favorite nutter, Guy Martin, I'll be blowing loads of tapioca pudding in my britches as I play this.
"You know why I love boxers? I love them because they face fear. And they face it alone." - Nick Charles
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
Re: Racing Sim Thread, Part II
Speaking of them, their Supercross game hits this week. I’ve really gotten into watching FS1’s Saturday night coverage and would really like a solid game. Not expecting this one to be great, good enough to pick up on a discount is as high as my expectations can get with Milestone at the helm.pk500 wrote:I would be scared if Milestone was developing IOM:TT. Milestone has created a business out of paying for motorsports licenses and using that official license instead of quality gameplay to move units. Milestone's MXGP, MotoGP, Sebastien Loeb Rally and Ride series define mediocrity in the racing game genre like few others.
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Re: Racing Sim Thread, Part II
I agree with PK. Milestone equals mediocre and its been that way for sometime. You can also add the SBX Superbike and MotoGP bike games as well. Whenever they do a game you can count on that they'll take no chances and it will result in subpar graphics along with subpar performance as well as subpar game play.
Side note: I just check and I still have my IOM:TT game for the PS2.
Side note: I just check and I still have my IOM:TT game for the PS2.
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Re: Racing Sim Thread, Part II
Rod, I've still got mine too. I think, without checking, that I kept hold of the second one in the series, the one that had a few other tracks in it - Oliver's Mount and places like that. My PS2 is set up at the minute but I'm put off revisiting TT Superbikes by the fact that it didn't look great in period, so on an LED set with the PS2 running through composite leads, it's probably just going to be an oily smudge.
PK, I haven't played a Milestone circuit racing game since Moto GP 15, which was fine but largely unchanged from the previous instalment, in the way that Milestone games tend to be. The thing that had me nervous about Kylotonn developing IoM:TT, though, is that they also developed Motorcycle Club:
https://www.youtube.com/watch?v=ncl_K6CC288
There used to be a demo of that on the console storefronts, and if there still is, I urge you to play something else instead. The handling model is such that somehow, it's actually ever so slightly more engaging to watch Motorcycle Club than it is to control it. I am far, far less fearful over IoM:TT's prospects now, though, than I was a few months ago - these latest videos seem to show real progress over the first preview builds.
What they really need, mind, is a bonus mode in which Guy Martin narrates a track guide as you ride and you score points based on how many of the corner names you're able to understand.
PK, I haven't played a Milestone circuit racing game since Moto GP 15, which was fine but largely unchanged from the previous instalment, in the way that Milestone games tend to be. The thing that had me nervous about Kylotonn developing IoM:TT, though, is that they also developed Motorcycle Club:
https://www.youtube.com/watch?v=ncl_K6CC288
There used to be a demo of that on the console storefronts, and if there still is, I urge you to play something else instead. The handling model is such that somehow, it's actually ever so slightly more engaging to watch Motorcycle Club than it is to control it. I am far, far less fearful over IoM:TT's prospects now, though, than I was a few months ago - these latest videos seem to show real progress over the first preview builds.
What they really need, mind, is a bonus mode in which Guy Martin narrates a track guide as you ride and you score points based on how many of the corner names you're able to understand.
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Re: Racing Sim Thread, Part II
GB_Simo wrote:What they really need, mind, is a bonus mode in which Guy Martin narrates a track guide as you ride and you score points based on how many of the corner names you're able to understand.



When Martin speaks, it's about the only time I need Google Translate for English.
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Re: Racing Sim Thread, Part II
Dave:
I'm avoiding the new Supercross game at full price simply because Milestone is the developer. I played the lauded MXGP 3 -- it was mediocre, at best.
It says something about the motocross genre on consoles when Supercross Circuit by 989 Games, released in 1999 for the PlayStation, still has some of the best motocross physics and friction models.
Maybe I'll consider Supercross once it reaches $25 or lower. I'm a freak, anyways: I far prefer outdoor motocross to Supercross.
I'm avoiding the new Supercross game at full price simply because Milestone is the developer. I played the lauded MXGP 3 -- it was mediocre, at best.
It says something about the motocross genre on consoles when Supercross Circuit by 989 Games, released in 1999 for the PlayStation, still has some of the best motocross physics and friction models.
Maybe I'll consider Supercross once it reaches $25 or lower. I'm a freak, anyways: I far prefer outdoor motocross to Supercross.

"You know why I love boxers? I love them because they face fear. And they face it alone." - Nick Charles
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
Re: Racing Sim Thread, Part II
Come to think of it, the only outstanding games Milestone ever did was EA Sports Suberbike 2000 and Suberbike 2001. They’ve been on the decline ever since.
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Re: Racing Sim Thread, Part II
Wow, those were Milestone titles? Those two Superbike games were outstanding, ranking right with Climax's first two MotoGP games from the early 2000s as the pinnacle of console motorcycle road racing.Rodster wrote:Come to think of it, the only outstanding games Milestone ever did was EA Sports Suberbike 2000 and Suberbike 2001. They’ve been on the decline ever since.
"You know why I love boxers? I love them because they face fear. And they face it alone." - Nick Charles
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
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Re: Racing Sim Thread, Part II
A few people at the OS Forum who have the game and are veterans of Milestone's MXGP series say the new Monster Energy Supercross game feels a lot like MXGP 3.
That's all I need to hear. MXGP 3 had unrealistic physics and was more arcade than sim. The grip model was terrible, and the force feedback gave you almost no sense of when you were losing traction or about to crash. Overrated game.
That's all I need to hear. MXGP 3 had unrealistic physics and was more arcade than sim. The grip model was terrible, and the force feedback gave you almost no sense of when you were losing traction or about to crash. Overrated game.
"You know why I love boxers? I love them because they face fear. And they face it alone." - Nick Charles
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
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Re: Racing Sim Thread, Part II
Would any of you fine fellows know where the smart money is on new wheel purchases these days?
My G25 is older than I want to think about - 10 years? Could it be? - and I'm thinking about getting something PS4-compatible to encourage more regular use (I have nowhere else to put my PC, but can't shake the idea that it'd be nice to turn a few laps here and there without having to rearrange my entire dining room). I don't want to spend daft money, so something like the T GT is out straight away, but it doesn't sound as though that's a massive advance on a T300RS GT Edition in any case. That wheel seems as though it's probably the best on a bang-for-buck basis, but I've paid too little attention for too long now to really know. Am I on the right track?
My G25 is older than I want to think about - 10 years? Could it be? - and I'm thinking about getting something PS4-compatible to encourage more regular use (I have nowhere else to put my PC, but can't shake the idea that it'd be nice to turn a few laps here and there without having to rearrange my entire dining room). I don't want to spend daft money, so something like the T GT is out straight away, but it doesn't sound as though that's a massive advance on a T300RS GT Edition in any case. That wheel seems as though it's probably the best on a bang-for-buck basis, but I've paid too little attention for too long now to really know. Am I on the right track?
XBox Live and PSN Gamertag: theycallhimsim
Re: Racing Sim Thread, Part II
I bought the Thrustmaster TX Leather wheel and T3PA 3 pedals a couple of years ago and it has been the best wheel I've ever owned. It works with both the PC and the XBox One. I got the whole setup for a steal at $250 new, from BH-Photo, but now you can't even buy the base for it for less than $273.GB_Simo wrote:Would any of you fine fellows know where the smart money is on new wheel purchases these days?
My G25 is older than I want to think about - 10 years? Could it be? - and I'm thinking about getting something PS4-compatible to encourage more regular use (I have nowhere else to put my PC, but can't shake the idea that it'd be nice to turn a few laps here and there without having to rearrange my entire dining room). I don't want to spend daft money, so something like the T GT is out straight away, but it doesn't sound as though that's a massive advance on a T300RS GT Edition in any case. That wheel seems as though it's probably the best on a bang-for-buck basis, but I've paid too little attention for too long now to really know. Am I on the right track?
It looks like the base for the PS4/PC wheel can be had for $224, but by the time you buy the pedals and the leather wheel for it, you'll be out about $480.
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Re: Racing Sim Thread, Part II
Thanks John, much appreciated. Seems as though the TX is the XB1-compatible equivalent of the T300, or as close as you can get to that, at least - same motor, general innards and so on - so that's very useful feedback. Seems as though I'd be down about £300 (call it $420 at current rates) for wheel, T3PA pedals and conical brake mod if I shopped around a little, which is just about low enough to be tempting.
$250, though...I wouldn't think twice if I could get anywhere near paying that price. What a deal.
$250, though...I wouldn't think twice if I could get anywhere near paying that price. What a deal.
XBox Live and PSN Gamertag: theycallhimsim
Re: Racing Sim Thread, Part II
A new Assetto Corsa is hitting early access this summer - and it's set to be the official game of the Blancpain GT series.
http://www.eurogamer.net/articles/2018- ... gt-licence
http://www.eurogamer.net/articles/2018- ... gt-licence
Re: Racing Sim Thread, Part II
I'm very impressed with the build quality of the TX and I've never had it drop out on me due to overheating, even in some of my 2 and 3 hour play sessions. I haven't looked into the conical brake mod; thanks for bringing that up!GB_Simo wrote:Thanks John, much appreciated. Seems as though the TX is the XB1-compatible equivalent of the T300, or as close as you can get to that, at least - same motor, general innards and so on - so that's very useful feedback. Seems as though I'd be down about £300 (call it $420 at current rates) for wheel, T3PA pedals and conical brake mod if I shopped around a little, which is just about low enough to be tempting.
$250, though...I wouldn't think twice if I could get anywhere near paying that price. What a deal.
I'm pretty sure that BH Photo had a pricing screw up on the combo I got for $250. They're now selling the base by itself for $251.69!? I know one thing, it's the best $250 I ever spent!!
Re: Racing Sim Thread, Part II
It's hard to tell much from that trailer, but I know they've got the driving physics down very well in Assetto Corsa... it just needs a little flair and it already looks like it's going to get some.Rodster wrote:A new Assetto Corsa is hitting early access this summer - and it's set to be the official game of the Blancpain GT series.
http://www.eurogamer.net/articles/2018- ... gt-licence
Re: Racing Sim Thread, Part II
Finally spent some time playing NASCAR Heat 2 and I'm having a lot of fun using my Logitech wheel with it. Some of the mid/back-pack racing can get pretty intense, the AI is aggressive enough and not stupid.
The stock set-ups push like crazy, but adjusting the wedge helps free it up enough so I don't have to touch the set-up otherwise.
Pretty cool how different it is driving for a backmarker Truck team compared to one of the top teams in the hotseat portion of the career. It felt unfair driving a KBM Toyota at Michigan after struggling to make a top-25 earlier in the year with some of the first rides.
Might have to increase difficulty and race length one I get to season 2, just trying to get through the first as fast as possible.
The stock set-ups push like crazy, but adjusting the wedge helps free it up enough so I don't have to touch the set-up otherwise.
Pretty cool how different it is driving for a backmarker Truck team compared to one of the top teams in the hotseat portion of the career. It felt unfair driving a KBM Toyota at Michigan after struggling to make a top-25 earlier in the year with some of the first rides.
Might have to increase difficulty and race length one I get to season 2, just trying to get through the first as fast as possible.
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Re: Racing Sim Thread, Part II
I'm tempted to pick this up since I've decided to let my iRacing account lapse. The stock car experience in Forza 7 just doesn't feel quite right. Is there much happening in online multiplayer with it?Dave wrote:Finally spent some time playing NASCAR Heat 2 and I'm having a lot of fun using my Logitech wheel with it. Some of the mid/back-pack racing can get pretty intense, the AI is aggressive enough and not stupid.
The stock set-ups push like crazy, but adjusting the wedge helps free it up enough so I don't have to touch the set-up otherwise.
Pretty cool how different it is driving for a backmarker Truck team compared to one of the top teams in the hotseat portion of the career. It felt unfair driving a KBM Toyota at Michigan after struggling to make a top-25 earlier in the year with some of the first rides.
Might have to increase difficulty and race length one I get to season 2, just trying to get through the first as fast as possible.
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Re: Racing Sim Thread, Part II
Miracles upon miracles: I may have found two sets of controller settings that work with the new patch for Project Cars 2 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.
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.
"You know why I love boxers? I love them because they face fear. And they face it alone." - Nick Charles
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
Re: Racing Sim Thread, Part II
I discovered that turning off traction control in Codie’s F1 game makes the cars come alive. Not only are you having to deal with the AI in F1 2017 which is pretty good but you have to deal with the car not getting away from you while out on the track.
Re: Racing Sim Thread, Part II
I'm so tempted to pick this up now. I played the demo and it had its moments, but the demo didn't give me a chance to really experience the lower performance cars I prefer. SMS did a pretty good job with the force feedback effects on my Thrustmaster with the original PCars, and the demo seemed to be in the same ball park. I'll try your tweaks with the controller and see what effect they have for me, although I'm one who truly is below average in racing games with a controller.pk500 wrote:Miracles upon miracles: I may have found two sets of controller settings that work with the new patch for Project Cars 2 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.
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Re: Racing Sim Thread, Part II
John:
I like those settings I just posted. But I have spent so much damn time trying others' settings for PC 2 that I have a pretty intimate knowledge of the effect of each setting. So tonight I said, "Eff it, I'm going to devise some settings of my own."
Getting there. Have almost found a sweet spot with GT3 cars. Once those tweaks are done, I'll try to see if they translate to open-wheel cars. If so, I'll share.
It shouldn't be this damn hard to get proper handling with a controller for a console game. But there's a lot to like otherwise with PC2, especially with this new patch, so it almost makes the effort worthwhile. The AI is terrific with the new patch.
I like those settings I just posted. But I have spent so much damn time trying others' settings for PC 2 that I have a pretty intimate knowledge of the effect of each setting. So tonight I said, "Eff it, I'm going to devise some settings of my own."
Getting there. Have almost found a sweet spot with GT3 cars. Once those tweaks are done, I'll try to see if they translate to open-wheel cars. If so, I'll share.
It shouldn't be this damn hard to get proper handling with a controller for a console game. But there's a lot to like otherwise with PC2, especially with this new patch, so it almost makes the effort worthwhile. The AI is terrific with the new patch.
"You know why I love boxers? I love them because they face fear. And they face it alone." - Nick Charles
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
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Re: Racing Sim Thread, Part II
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 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.
"You know why I love boxers? I love them because they face fear. And they face it alone." - Nick Charles
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
Re: Racing Sim Thread, Part II
How does Nascar Heat 2 look on the XONE? I've been debating getting this for the PS4, thinking it might look better.pk500 wrote: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.