![]() ![]() Out of the box, the handling is quite understeer heavy, too, so you'll probably want to fiddle with the settings until it feels more comfortable. Where playing with a pad was once perplexingly unapproachable, it's now manageable at least-albeit significantly lagging behind the fidelity and one-to-one feedback of a dedicated racing wheel. Gamepad support is also marginally better. ![]() There's an increased weightiness to these fuel-guzzling beasts that firmly plants them on the road, and a pliability that makes pushing them up to and over the limit a viable strategy, resulting in some incredibly tense and exciting moments. For one, the physics and driving model have been much improved, with less disconnect between your actions and those of your car. Thankfully, these issues have been mostly addressed in Project Cars 2. Inconsistent handling, inadequate gamepad support, dim-witted AI, and numerous, disruptive bugs regularly plagued the experience. Click image to view in full screenįor all its strengths, however, the first Project Cars was hindered by some notable flaws. It's a singular, almost assuredly niche thrill yet it was this focus on learning and adapting to the various intricacies of both car and track that made Project Cars so appealing-and which still rings true in its sequel. Before long I wasn't just completing laps without incident, but setting competitive times to rival the competition, and fondly recalling similar moments throughout my time with Slightly Mad's first game in the series. With each passing lap I gradually became more accustomed to Knockhill's tricky corners, learning how to approach each one with guile and gusto. I started tuning my Formula Rookie car to adjust to the particularities of this charming British track, softening the anti-roll bar to limit oversteering, and adjusting gear ratios to get a tad more speed down the straights. It was not the start I had envisioned, and I could have let it get to me-thwarted, as I was, by a quick sprint around the Scottish countryside. The blind turns and fluctuating elevations of Scotland's Knockhill Racing Circuit played havoc with my rusty skills, as I spun out myriad times throughout my first practice session, making the trackside gravel my undesirable home. After a couple of years away from the wheel of Slightly Mad Studios' simulation racing series, getting reacquainted with its uncompromising style was no easy feat. I am not biased in anyway on this review.My first race in Project Cars 2 was a learning experience, to say the least. I understand the difference in teams producing the two programs, but AC is thinking too much about consoles for a small team. Before Pcars, I was enjoying AC, but there is no comparison between the two in physics. With the updates and new coding, the program is getting to be perfect. I would love to see the coding, because no other company has done this. They need to be applauded for this accomplishment. Pcars is the first simulator to achieve photo realism for home use. For the time of my life, I have been having with this GAME?, I would pay $1000, 10 years ago. Realism is the name of the game plus physics. Anyone not experiencing photo realism with this program is missing out. I have a geforce 970 and top of the line 35 inch monitor. Timothy Miley, 30 year science teacher - Pcars is the best racing program so far and I have been racing cars for 40 years as a hobby and I use this simulation for practice. ![]()
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