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• 12/1/2017

my car i made

my car i made
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0 1
• 8/24/2017

Welcome to Discussions!

Post your favorite game news, ask questions about the community or gameplay, link videos, images and other links. Upvote your favorite posts and share on social media. For more information regarding Discussions, go to the Help article linked below.
http://anno1800.wikia.com/wiki/Help:Discussions
0 1
• 10/3/2015

📢 Project Cars Database V1.5.0 now with gear overview

A new update of my database is now available.I have checked each and every car for their geartype (Sequential or H-Pattern), stick or paddles and the number of gears, and added them into the new V1.5.0 database.Version 1.5.0 changes:
Type of shift (H or +/-), Paddles or stick and number of gears added in a new columns.All the cars in the database and FFB settings are now named as they are named in the car pictures.Metric and imperial database overview is created with a print button.Database v1.5.0 (DB only) is created.

You can download this version directly with this link.
Checkout this link for the much smaller Database only version.
0 0
• 9/21/2015

Project CARS Official Force Feedback Setup Guide

Project CARS Force Feedback Setup Guide
20150416
Introduction
The Force Feedback system was developed with two goals in mind:

Be as simple as much as possible such that all parameters may be exposed in the GUI
Handle well the nuances in the variety of wheels supported
We think that some force feedback parameters are best served by being in the car setups. Two basic goals of setup are balance and feel. FFB is very important to feel, and how a car is setup may benefit from setup specific FFB adjustments. This is fundamentally a concession that simulation racing is a sport similar to, but distinct from, real life racing. In real life racing we deal with things not relevant to sim racing such as seat belt tension, visor choice, suit ventilation, and wrenching changes in the hot sun. In sim racing we have FFB latency, dynamic range, and non linearity as some of those things we have to deal with that real life racing does not.
So we put the parts of FFB adjustment that couple with traditional setup in with traditional setup. In other words we are saying part of FFB can be part of setting up a sim car. This way some FFB parameters will couple, and therefore save and transfer, with the setup they are matched to. Therefore there is a Force Feedback tab in the setup GUI.
An example of why this makes sense is the fact that adjusting caster will change FFB magnitude. Caster is inarguably a valid setup parameter. But it is also inarguable that the FFB changes with caster. So it directly follows that a FFB that feels good with a particular caster will need FFB adjustment if the caster is adjusted (to feel as good). Other obvious examples include changing tire choice or steering ratio, but almost anything in setup can have similar considerations.
Another case to be made is track considerations. For example, a setup for Montreal might stress Fx more, leveraging limited device dynamic range for heightened braking feel. On the other hand, a setup for Indy might have no Fx at all, to focus in more on on­edge Fy and Mz, or maybe even lean mostly on Seat of Pants and Gut.
Other parameters are more specific to the controller itself, and these are in the Controller
section.
There are many ways to deal with setting up force feedback. Again, setting up FFB is very analogous to setting up any other aspect of the car, such as suspension. The easiest is to just do nothing, and use the defaults. This is fine. The defaults in general are both immersive and informative, good in both, specializing in neither. Just as the default suspension settings are balanced, neither overly safe nor aggressive.
Another approach is to thoroughly understand how the force feedback system works, and “engineer” settings that are perfect for you. This is similar to a setup engineer setting up suspension using all available information and knowledge. For this approach, this guide provides a Reference section.
Yet another approach is to try FFB setups from other drivers. This is the same as any other setup sharing, including suspensions.
And finally, one could understand a handful of basics and tune the FFB pretty well to suit one’s style without getting too deep. This is the same as using one of the suspension cause and effect tables or references. For this approach, this guide provides a blog­like section of a session setting up FFB.
Log of setting up a Fanatec GT3RS on Formula B, starting from a new profile.
The choice of wheel is because this wheel has been the trickiest wheel for me to get the FFB to feel right in the past on other sims. It is a fine wheel (with a wonderful suede grip), but just needs a little help to shine.
First, I select the car, the Formula B. I will eventually be using my favorite tires for this car, the Yiro Slicks, but to start off with, I’ll use the default Faretti tires, because the cars have been roughed out on default setups to have FFB in the same sort of magnitude range.
On track I will use the telemetry HUD so I get the FFB graph in the upper left. To keep this simple that is the only data, besides feel, that I will use.
The first track I’ll use is one of the laser scanned tracks whose bumpiness I like. Brands Hatch GP.
To continue with the suspension analogy, and the purpose of this section, here is a table here of FFB issues and fixes (I’ll likely flesh this out with more symptoms using WMD feedback).

Step 1 ­­ -- Just try out the default FFB.
For me the wheel was dull, draggy, and not very informative compared to what I like. It feels thick and soft. My target is going to be to make the FFB vibrant and informative, and possibly live with some latency induced oscillation vulnerability.
Step 2 -- ­­ Remove drag
Lots of wheels have mechanical drag. Some a lot more than others. The Fanatec wheels in particular have a lot of drag, which is probably why they have their DRI modes (I recommend not using DRI modes, instead using the technique of this section).
Here is the technique I use:

Goto Force Feedback in the car setup. Set Master Scale to 0. We want no force at all from the physics for this step.
GotoControllerFFBCalibrationandsetPerWheelMovementtoanegativevalue,and Per Wheel Movement squared to a smaller positive value. The negative value provides anti­drag to counter the wheel drag. The positive squared value provides a sort of safety net to keep fast wheel movements from feeling weird, or worse, accelerating the wheel.
C. Test the wheel on track by jarring it at different speeds. Keep adjusting the values until the wheel is very free moving but never accelerates, and slowly comes to a stop, at all jarring speeds. For this wheel I came up with Per Wheel Movement at ­0.19 and Per Wheel Movement Squared at 0.10.
D. When you have values that you like, go back to the car setup and reset it so that the Master Scale is back to default.
Note that the wheel I am doing this with, the Fanatec GT3RS is relatively high in drag. Which is fine. But that means these values are higher than you might come to with say a Logitech G25/G27, which is rather low drag. Also, I am not using the DRI mode of the Fanatec wheel, which does the same thing we are doing here, but has only five levels. We can fine tune much better using this in­game method.
Step 3 ­­ Configure with respect to saturation/clipping
This could also be called “configuring to taste within the constraints of the wheel you have”
First, some people (in fact most casual drivers who try my rig when I have a lower force wheel on it) prefer a little clipping if that means the force around center is tighter and the behavior is linear. I think that might be the closest to what many people expect a car to feel like so far as a lower end wheel can provide.
So this section is very taste specific on lesser wheels. On high end wheels, you can usually just go with a simple linear setup that does not clip. Although even in the high end wheel case, there is some taste involved, similar to in a real life car, such as how much caster to dial in for feel purposes.
But on this consumer wheel I am using, my goal is to get as much information through the wheel about what the car is doing in a way that is intuitive enough to me where it at least feels natural.
So now I briefly comment on my driving style with respect to FFB. I need good information from FFB when setting the car on early turn in, and even more information during mid to late exit modulating the throttle. Mid corner I get extra information from tire sound and visual. So I want to stress information at lesser FFB levels. I still want FFB not fully saturated at load, but precision at lower levels is worth some tradeoff for me in this exercise.
So I work from center out. I get center and low load where I want it first, then apply anti­clipping in such a way that I don’t mess that up. At least to start off with. But much like setting up a car, changing one thing may alter many other things and therefore require iterating on settings to get things just right.
First I see what a straight linear FFB setup feels like. So in controller FFB disable everything from deadzone removal range down. In my case, tire force 100 is already in the ballpark, which should usually be the case. I almost never touch Tire Force. This straight linear setup clips some, but we want that to have enough signal to work with.
Deadzone Removal
My GT3RS has a little bit of a deadzone. Not bad, but enough to notice and make it feel slightly like there is play in the steering. So I adjust the Deadzone Removal Range to 0.01 and the Deadzone Removal Falloff maybe half that, so 0.005 (at the time of this writing the GUI does not show the number to that precision, but you can set it...5 clicks to the right from zero).
With deadzone removal the thing to watch out for when you have too much is a “notch” or stickiness around zero force.
Signal Compression
On track at this point the steering feels nice and snug around center, and had good information very early turn in and very late exit, but saturates far too early.
So we need to compress the signal such the the information I want steel feels right, but the wheel does not go numb with saturation too early. We have three primary options (with tools we’ll get to later to fine tune): the the Soft Clipping mechanism, Relative Adjust mechanism, and using FFB car setup to customize the forces. We’ll try Soft Clipping first, just because I happen to already know I’ll end up with Relative Adjust as my favored generic solution for this wheel and I want to cover Soft Clipping here as well. I will then also adjust a specific car using the car setup approach, which given time for a specific car and track, is my favorite.
Soft Clipping
Since we are working from center out we will set Soft Clipping (Half Input) to 1.0, and per the Reference description, “Setting this to 1.0 will match the derivative/slope of the output at zero input (so if you want the lowest forces to feel similar, and compress everything else). “
Now the FFB is starting to feel pretty good, although at this point we can notice two things we’d like to fix. First, we are not using all of the FFB, even in the highly loaded fast sweeper. This is evident in the FFB Telemetry HUD graph not reaching its limits. This is because Soft Clipping approaches full FFB but never reaches it. This is also what Soft Clipping (Full
Output) is meant to correct for. Second, the higher forces are a bit vague, even though they are not saturated. There are a couple reasons for this. One is that the higher forces are now compressed, which makes variances feel less. The other is that some wheels, like the one I am using for this, are inherently less responsive at higher forces. This is what Scoop can be used to correct for, increasing how much dynamic range higher forces get.
The first fix we’ll do is Soft Clipping (Full Output), since that will give us more dynamic range and reduce the amount of Scoop we’ll need. This is a bit trial and error, because this operates on the input signal to the Soft Clipper. At 1.0 we know by definition we’ll be back to clipping the same amount as without the soft clipper, so we know to go higher than 1.0. After some iterations I come to 2.1.
Now it is starting to feel good enough where I would be happy with using this wheel. But we can still do a bit better.
Scoop
Over time I’ve found 0.7 to be a good Scoop Knee and 0.15 a good Scoop Reduction. This provides a nice boost of high force feel in consumer wheels. Since we are doing that here, I’ll try that. (As of this writing, they also happen to be the defaults on consumer wheels).
OK, so that is really good for this wheel. But now lets try another approach: Relative Adjust
Relative Adjust
This settings are admittedly a little bit black magic in feel, even if you know exactly what they are doing, but when they are set well, they can increase the perceived dynamic range dramatically, with low enough side effects to be acceptable for most people (including me).
I prefer Relative Adjust Gain, which is sort of the overall power of the the processing of the FFB signal, to be dialed back a little bit from default, so about 0.70. However, I prefer the Relative Adjust Bleed to be a little higher than default at about 0.20. A higher bleed, which is more time for the dynamic relative force to fade off, allows for more useful “information” to come through in the high forces. Too high of a bleed however results is “stickiness” of force, which can start to feel very wrong. Relative Adjust Clamp is sort of the nominal max constant force, around which Relative Adjust works. At the default, which is nearly 1.0, relative adjust mainly working only in the force reducing direction (half of the signal). You can feel it that way, but I prefer to have a little more headroom to feel relative adjust fully, so I set this to 0.85.
Since this is the same wheel as I used for the Soft Clipper approach, I find the same issue
with the higher forces needing a little Scoop. I use the exact same settings, 0.7 for Scoop Knee and 0.15 for Scoop Reduction.
Car Force Feedback Setup
The idea here to use a straight linear controller FFB setup and adjust the car setup FFB to provide better information within the available bandwidth.
Reiterating my goal, I want to preserve the low force feel while improving information available at high forces. All else being equal, more immersion is better than less.
The key fact we will leverage is that Mz increases sharply at low slip angles, but then decreases back down to low force by peak slip angle. Very initial turn in is by definition (at least with “slow hand” driving) low slip angle (proceeding to higher slip angle). Late exit is also often low slip angle on the fronts, at least for my style, as the rear grip budget dominates driving.
Fy on the other hand peaks at peak slip angle. So starting with a linear setup, one easy thing to try is to simply reduce Fy. Reducing Fy to 40.0 has exactly the desired effect. However, in an FB I am already wanting more information on the rear than front before apex. Fy is front tire side load information. Maybe replacing that with rear tire sideload information would be even better.
For my taste this turns out to be the case. I set Fy to zero, and replaced it with SOP. I tried SOP Lateral first, since that is directly what I asked for and it worked well. However, SOP Differential had basically the same information, but with more high frequency immersive forces. So I used SOP Differential at 100 with 10 damping.
Mixed Approach
The above methods are not mutually exclusive. You can try mixing them together. For example, even though I use the Car Force Feedback Setup often, I also have Relative Adjust in my controller setup for a wheel like the one I am using for this.
Tire Change To Yiro
Changing the tires from Faretti to Yiro resulted in no need of FFB change for any of the methods. The grip levels of the the tires and their Mz were close enough to not need any adjustment.
Another track ­­ Circuit de Barcelona­Catalunya GP
So I tried another track, and feels really good, no issues.
Other cars
So then I tried the two controller FFB methods (Soft Clipping and Relative Adjust) on some other cars.

Formula A
Default
Feel good overall, but probably too much clipping in sweepers.
Since the FA is the only one a little off from ideal, and the FA is inherently the car with the largest force dynamic range, we will go to FA specific FFB to fine tune. Reducing Master Scale to 22 does the trick.

Formula C
Default
Feels very good.
Lotus 72D
72 Slick Tires
The 72 tires are a little lower grip than the default tires, so the Fy component of FFB will be less. This shows in that we do not use the full FFB dynamic range. So in the setup we raise Master Scale to 40, which fixes this nicely.
Lotus 49
Vintage Formula 1967 Tires
Feels very good.
Ford Mustang Boss 302R1
Default
Feels very good.
Reference
GUI vs. Tweakers
This guide was originally written when the only way to adjust FFB was FFBTweaker files. So the names of parameters are listed with their FFBTweaker names first, and then the G​UI “path” in blue.​
In order to have a tweaker file work, you now have to use TopologyVersion 4. This is the
same topology as version 3 (which is what the GUI uses), but forces the tweaker to be used instead of GUI settings.
Design


Key

●  green ­­ input signal
●  yellow ­­ components parameterized as part of car setup
●  blue ­­ components parameterized as part of controller setup
Input Signals
The four front tire input signals are the component parts of the whole tire induced torque coming through the rack. So if these are all scaled to the same thing (by convention 1.0), this is the same as straight rack torque.
The two rear tire signals are to enable the Seats of Pants concept. Neither of these go through rack geometry though, as there is no rear rack and steering wheel. These just go straight to the seat.
Finally, the G force signal is to enable the Gut physical simulation concept.
Tire Force (T​ire Force)​
FORCE FEEDBACK CALIBRATION
This is simply an overall multiplier on all of the input tire forces. Note that G forces, the input to Gut, are not scaled with this parameter. Use this parameter to scale for a controller overall. Use SpindleMasterScale to scale per car or setup.
Spindle
EDIT TUNING SETUP / FORCE FEEDBACK / SPINDLE
SpindleMasterScale (M​aster Scale)​
This is a multiplier on all of the front tire forces. This was added to allow the following four scale to default to 1, and be more intuitively like “weights”.
SpindleFxScale (F​x Scale)​
SpindleFyScale (F​y Scale)​
SpindleFzScale (F​z Scale)​
SpindleMzScale (M​z Scale)​
Individual scales on the components going through the spindle/rack. To get pure rack forces, leave these all at the same value. 1.0 is a convenient value for this, and use SpindleMasterScale to dial overall spindle force.
SpindleFxLoPass (F​x Smoothing)​
SpindleFyLoPass (F​y Smoothing)​
SpindleFzLoPass (F​z Smoothing)​
SpindleMzLoPass (M​z Smoothing)​
Individual smoothing on the components going through the spindle/rack. Typically Fx requires more smoothing than the others. 0.0 is no smoothing. 1.0 is normalized to “really smooth but still some useful signal”. Values above 1.0 are valid.
SpindleArm (A​rm Angle)​
SpindleArm is the angle, in degrees, of the attachment of the tie rod to the spindle. Zero degrees means the tie rod is attached directly aft of the axis. That particular distance, how far aft, is not critical, because that just amounts to scale, which we adjust based on squeezing into the device range anyway. The angle though matters a lot in how the forces feel when the
steering wheel is not straight.
90 degrees is then with the tie rod directly inboard of the axis, which physically would result in the inability to steer. Realistic values I'd guess are between 0 and 45.
Note that the per force Soft Clippers from Topology 2 have been removed. This is one of the adjustments to make FFB control completely from the GUI reasonable.
Seat of Pants
EDIT TUNING SETUP / FORCE FEEDBACK / BODY & SOP
The basic idea of “Seat of Pants” is to present information from what is happening at the rear of the car through force feedback. There are two physical forces that are used. The rear side loads and the rear vertical loads.
SoPScale (S​oP Scale)​
Overall scaling of Seat of Pants
SoPLateral (S​oP Lateral Scale)​
Scaling of the rear side load effect.
SoPDifferential (S​oP Differential Scale)​
Scaling of the rear vertical load effect, which is actually the difference between right and left vertical loads.
SoPLoPass (S​oP Damping)​
Smoothing of the Seat of Pants signal. 0.0 is no smoothing. 1.0 is normalized to “really smooth but still some useful signal”. Values above 1.0 are valid.
Relative Torque Adjust
FORCE FEEDBACK CALIBRATION
This is an all new concept for Topology 3. The idea here is to present torque to the wheel based on the change in torque through time instead of as absolute torque. This means that with reasonable parameters, the wheel will never fully saturate. But unlike soft clipping (which can also prevent saturation), the high end torques do not get as heavily squeezed.
There is one side effect to tune out though, and that is the wheel losing center over time. If all torque was completely via “Relative Torque Adjust”, centered torque would move around as
the wheel goes through previously saturating torques. To prevent this, we use the bleed value to “bleed” absolute torque back into the mix.
RelativeGain (R​elative Adjust Gain)​
This is the scaling on the amount of calculated torque change that is applied. 1.0 is the intuitively correct value. 0.0 turns this component off.
RelativeBleed (R​elative Adjust Bleed)​
This is a time value for bleeding absolute torque back in. 1.0s is a good starting point.
RelativeClamp (R​elative Adjust Clamp)​
This is the force to wheel value (so in the 0.0 to 1.0 range) where the non absolute running magnitude is clamped. This does not clamp the overall value, and torques can still go above this, but it does exert a strong clamping effect. 1.0 is a good starting point for this. Values greater than 1.0 can make sense if soft clipping is also used. Values less than 1.0 makes sense to give some headroom for spikes to be a little more symmetrical around the clamp.
Note that with this component on, and with clamp at 1.0 or less, and not too much bleed, there is no full saturation. What this means is that what was too much force before now becomes more force effects felt near full force. But this too can become too much, as that can start to overpower the more subtle unsaturated force range. So you still need to dial overall force (via Tire Force and the scales), but that scaling can become an interesting control, not just something to avoid saturation with.
Gut Simulation
EDIT TUNING SETUP / FORCE FEEDBACK / BODY & SOP
This is a simulation of the G forces on the body of the driver. Basically, G forces move the body around via a physical simulation, and the result of that simulation is translated to force feedback.
GutScale (B​ody Scale)​
Magnitude of the gut simulation in FFB. 1.0 is normalized to “significant but not overpowering”.
GutLongScale (B​ody Longitudinal Scale)​
Magnitude of longitudinal effect applied. This is a scaling of the baseline lateral effect. At 0.0, the gut effect will be all based on lateral G’s. With non zero GutLongScale, under braking G’s, the lateral effect will increase, and under acceleration G’s the lateral effect will decrease.
GutMass
This is the mass of the simulated “gut”, which should not be the whole human body. It should
be some lesser portion, roughly being the effective amount of mass not “locked down” rigid by the seat and seatbelts. This is a very fuzzy concept, so the number is really just a very rough ballpark number. This is fine, because the simulation is not overly sensitive to this number. It matters, but it is not extremely critical.
The default is 50 kg.
GutStiffness (B​ody Stiffness)​
Stiffness of the gut with respect to the car. So in a kart this may be lower. In an F1 car this is probably pretty high.
GutDamping (B​ody Damping)​
This is a multiplier on critical damping of whatever mass and stiffness is set. Therefore, 1.0 means exactly critically damped.
Arm/Linkage Simulation
FORCE FEEDBACK CALIBRATION
The arm/linkage simulation simulates that the wheel is driven by a non rigid linkage, namely the driver’s arms, as well as play and mass in the linkages themselves.. However, this is done purely with force feedback. The position of the the controller still directly dictates the location of the simulation wheel.
This simulation also serves as the main global smoothing stage.
ArmScale (L​inkage Scale)​
Ratio of incoming signal to pass through the arm/linkage simulation. 0.0 if off. 1.0 is application of all incoming signal.
ArmMass
Mass of “arms”, with respect to simulation. This does not necessarily mean the average mass of two human arms. This is the effective mass with respect to the degree of freedom that is the wheel/controller.
ArmStiffness (L​inkage Stiffness)​
Spring­like stiffness of the “arms”. Stiffer settings will pass through higher frequency information. Softer settings will smooth more.
ArmDamping (L​inkage Damping)​
This is a multiplier on critical damping of whatever mass and stiffness is set. Therefore, 1.0 means exactly critically damped.
Soft Clipping
FORCE FEEDBACK CALIBRATION
This compresses all force within range of the wheel, although the stronger the force, the more it is squeezed into the higher force range. In some ways this is like Log Scaling in previous topologies, but Soft Clipping guarantees all signal will squeeze into the range, however compressed. On the other hand, approaching linear behavior is not implicit with soft clipping, as it can be with log scaling.
SoftClip (S​oft Clipping (Half Input))​
The “half signal” for setting the soft clipper. The value set here is the input signal that will become 0.5 as an output signal. Setting this to 0.0 turns the soft clipping off. Setting this to 0.5 is maybe the closest approximation to linear while on, but is not linear. Setting this to 1.0 will match the derivative/slope of the output at zero input (so if you want the lowest forces to feel similar, and compress everything else). Therefore, less than 1.0 will amplify some lower force, and reduce larger forces. Greater than 1.0 will reduce all forces.
SoftClipUnity (S​oft Clipping (Full Output))​
Straight soft clipping will never reach full 1.0 magnitude, which means for lots of soft clipping scenarios, the full force of the wheel is never quite used, possibly to a noticeable level.
SoftClipUnity sets the expected maximum force that will hit the soft clipper, and rescales such that that force outputs at 1.0 (full force of wheel). This means saturation may be reintroduced if this is set too low, but it is useful to fine tune output, especially when the soft clipper is used more for non­linear response than for anti­saturation. Setting this to 0.0 turns the unity re­scaling off.
Scoop
FORCE FEEDBACK CALIBRATION
This is a new component for Topology 3, and is directly in response to some devices going flat in response at higher force levels. This is somewhat the opposite non­linear tool as the soft clipper, but is shaped differently, to better fit the nature of devices (and be easier to control).
So what scoop does is reduce lower forces more and high forces less, thereby increasing the slope of force where some devices reduce the slope of force. Since devices seem to do this in two more or less linear regimes, with a knee in between, this is how this component works (in the opposite direction so as to counter the wheel).
ScoopKnee (S​coop Knee)​
The input force level where the knee is at. If this is 0.0, this component is turned off.
ScoopReduction (S​coop Reduction)​
The input force reduction below the knee. Above the knee, the force slope is increased such that at 1.0 input force, the output force is 1.0.
Tighten Center
FORCE FEEDBACK CALIBRATION
Note that the tweaker name of this can be confusing. This has nothing to do with tightening the wheel about geometric top center. The “center” for this component means “zero force”, and has nothing to do with wheel position.
The primary purpose of this is to remove wheel deadzones, but it can also be a shaping tool.
TightenCenterRange (D​eadzone Removal Range)​
This is the input force below which the output force is increased to remove a deadzone. Put more simply, this is the size of the deadzone you are trying to remove.
TightenCenterFalloff (D​eadzone Removal Falloff)​
This controls how softly (higher values are softer) the output force approaches zero force as the input force goes below TightenCenterRange.
Damping
FORCE FEEDBACK CALIBRATION
One use of damping can be to counter inherent drag in a device by using negative BaseDrag. However, often devices do not have linear inherent drag, so setting BaseDrag such that there is little to no device resistance at slow wheel speed will result in accelerating forces at higher wheel speeds. This can be fixed by also having some positive BaseDragSqr.
A technique to set damping to cancel most device drag is to turn off ALL forces (F1 menu, Slow Speed Force, and TireForce) and adjust BaseDrag and BaseDragSqr such that the wheel stays the same speed or slows down ever so slightly (until it hits a stop) when you give it a good push at different rates. It seems better to have a tiny bit of drag left than to have the wheel accelerate on its own at any speed.
BaseDrag (P​er Wheel Movement)​
This is resistance on the wheel as a function of wheel angular velocity.
BaseDragSqr (P​er Wheel Movement Squared)​
This is resistance on the wheel as a function of wheel angular velocity squared.
BaseDragLoPass (W​heel Position Smoothing)​
This is smoothing of the angular velocity for drag calculations. Raw position data on some devices can be noisy. Note that increasing smoothing can have a secondary apparent effect of increasing the effect of drag.

© Remco Van Dijk
0 0
• 9/21/2015

Project CARS – Xbox One Patch 3.0 – Release Notes

Project CARS – Xbox One Patch 3.0 – Release Notes
LEADERBOARDS RESET
Please be aware that, as a result of the enhanced cut-track detection system included in Patch 3.0, all Time Trial leaderboards will be reset over the course of the next 12 hours. This is to clear out leaderboard times that were set under the old cut-track detection system where players could get away with driving off-track and gain time by doing so. The new system is far fairer and much more accurate. By resetting the leaderboards we remove all these 'contaminated' records and ensure that everyone has a fair shot at setting true and accurate Time Trial leaderboard entries.
New & Enhanced Feature Summary

New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.* Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.* New – added an Online Browse feature whereby the player can browse for specific lobbies.* Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.* Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'.* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.* New – Force Feedback – 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 – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.* Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.Online

New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).* Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.* Implemented support for Leaderboards reset across all platforms.* Added support for Multiplayer Quick Random to also join in-progress sessions* New – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.* 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.* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.* Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.Time Trial

Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.* Force Time Trial weather to always be set to Light Cloud to match PC settings.* Ghost split and lap times are now displayed on timings/pause screen.* Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’Pitting, Tuning, Setups, Strategy

Enhanced Setup and Pit Strategy system:- Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.- In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.- The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.- Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.* Enhanced HUD and Telemetry tyre info system:- Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen* Fixed an issue where damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.* Fixed more cases where a vehicle’s default setup would not be correctly applied.* Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.* Restrict pit strategy tyre compound types to only those available for the current vehicle.* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.* Fixed an issue that at times caused a setup from one car to be applied to a different car.* Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.* Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.* 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.
Physics & AI

Improved AI rain speed realism when using treaded tyres in the wet.* Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past* Increase tyre wear for AI if driving wet tyres when track is drying or dry.* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.* 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.* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.Cut Track / Off Track System

Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.Career

DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.* Added Career Contracts for core career sport DLC cars:- GT3: Bentley Continental GT3- LMP1: Audi R18 e-tron quattro* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.* Fixed an issue with pre-DLC save games not unlocking DLC career content.Audio

Fixed tyre skid sound when car is sitting against a kerb at zero speed.* Tweaked the dirt surface sounds.* Fixed an issue where there would sometimes be missing race audio in a subsequent race if there's an immediate quit at race start.GUI, HUD, Telemetry

GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.* Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.* When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.* Reworked the Replay/Spectate/Monitor interface to a more consistent design.* Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.* Community Events – added a 'DLC required' indicator to events that require DLC content, added an event number indicator.* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).* HUD now reports correct split times to vehicles that are in the pits.* Updated the Class logos used by Road cars to better differentiate the various road car classes.* Fixed an issue with the Field of View slider not working.* Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.Replays

Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.* Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.* Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.Controls & FFB
New – 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:Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid "cogging / notching" effects when stationary its best to leave the spring coefficient high and lower the saturation.Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.Fixed:* Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.* Handbrake and boost controls assignments are now no longer mandatory.* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.* Fixed an issue where there was a sudden loss of FFB after a severe collision.* Fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.Vehicles

125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.* Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).* Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.* Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.* BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.* BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.* Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.* Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.* Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.* Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.* Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.* McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.* McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).* McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.* Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.* Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.* Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.* RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.* Various DLC Vehicles – rebalanced the in-cockpit exposure levels.* Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.* Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.* Various cars – updated to use the correct tread textures for various tyre compounds* Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.* 4WD/hybrid vehicles – enabled visual backfires.Tracks

Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.* Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.* California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.* Dubai layouts – fixed a graphical anomaly on the track surface.* Glencairn East – fixed a false cut track warning that would trigger while driving on-track.* Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.* Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.* Sakitto GP – unblocked pit lane and added pit lane directional signage.* Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.* Silverstone layouts – fixed a false cut track warning at the pit entrance.* Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’* Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.* Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.* Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.General

Players are no longer disqualified for running out of fuel after finishing the race.* Fixed an issue that would award players with a race win when skipping session after a false start.* Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.* Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.* Implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.
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• 9/21/2015

Project CARS – PS4 Patch 4.0 – Release Notes

Project CARS – PS4 Patch 4.0 – Release Notes
New & Enhanced Feature Summary• Online – added support for 'Force Default Setups' in Multiplayer restrictions screen.• Online – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.• Online – lobby search settings are now saved between sessions.• Career – mandatory pitstop opening lap will now scale when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open forthe mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop.• HUD – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD, messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.• GUI – added a game version number display to the main menu.• Assists – Enhanced Brake Assistance system so that people who are unable to usebrake controllers at all can still play the game with this assist enabled.• Assists – the Best Line assist now provides an option to only show the braking areas• Tracks - Movable trackside objects and broken-off car parts will now be removed from the track after impacts.Online
• New – added support for 'Force Default Setups' in Multiplayer restrictions screen.• New – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.• New – lobby search settings are now saved between sessions.• Fixed an issue where the AI could remain stuck on the grid after the previous host left the session.• Fixed an issue where the player was unable to select the Bentley GT3 in online races.• Fixed an issue in Create Lobby where selecting Vehicle ‘view details’ would reset the class filter.• Fixed an issue where the in-game chat box would scroll when the player pressed the accelerator and brake controls.• Various tweaks to the behaviour of cars that are terminally damaged, and cars will no longer try to teleport to the garage if there are no pit lanes.• Fixed an issue where the player could drive out of the garage again after retiring from a race.• Further tweaks and improvements to the online lobby Car Class GUI – classes are now sorted alphabetically; changes are now only apply once the player accepts the new settings; ‘Create’ options defaults to ‘Any’ class; fixes an issue where the host would see only one vehicle in the quick vehicle chooser list if identical vehicles wasset to ‘yes’.• Fixed the rolling start option so that toggling the rolling start flag correctly updates MP game data.Time Trial
• The standings info on the pause screen now shows real-time updated lap and standings info, and sorts the order of all active participants based on lap times.• Fixed an issue where the player's best of session ghost time didn’t always exactly match his actual best of session time.Pitting, Tuning, Setups, Strategy
• Fixed an issue where a selected tyre option saved to a setup prior to Patch 3.0 would cause a game crash after applying Patch 3.0 and using that saved setup.• Fixed an issue where tyre pressures were not resetting properly when returning to pits.• Fixed an issue where brake temperatures were being reset when the player entered the pits, leading to unexpected braking behaviour.• Adjustments to fuel calculations when returning to pits during a practice session – when calculating the required fuel when the player returns to the pits, the estimated fuel levels are used for consistency.Physics & AI
• Tyres – small adjustment to peak slip ratio or P Zero Trofeo, Faretti Track, and other soft-track road tires for road cars.• Various improvements to AI navigation when entering and leaving the pit boxes.• Improved the transition from road to off-road as certain off-road surfaces caused too much jarring on the steering.Cut Track / Off Track System
• Sakitto International – further tweaks to the downhill Esses, to keep the AI on track when attempting bad passes that were causing the AI to hit the exit barriers.• Various tracks – Nordschleife, Greenwood Karting, Silverstone National, Dubai GP, Barcelona National, Nurburgring Sprint Short – cut-track improvements based on latest community feedback.Career
• Fixed an issue where the player would be placed first on the grid of race two in a multi-race round, after being disqualified from the first race. Disqualified drivers will now be placed at the back of the grid.• DLC Career Accolades are now only present if the appropriate DLC pack is installed. This fixes an issue where the player was unable to do 100% completion of accolades due to non-purchased DLCs accolades also being present.• Fixed an issue where bonus points were not being awarded for Kart series and some invitational events.• Fixed a bug where the invitational events that require winning team championships weren't always unlocking.• DLC Career Accolades – translated (non-English) strings added for Invitational Accolade – 320 Touring Challenge• Fix to make sure player is placed last after skipping/simulating, in races where the second-best qualifying time is used for grid placement for the 2nd race (this was affecting Formula Rookie, LMP1-3, GT5 and Touring races).• New – mandatory pitstop opening lap will now scale as well when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop• Improved Contract system to allow for extra entry level contract awards when progressing to a new motorsport, or when only being offered a renewal for the current motorsport.• Improved the AI logic during races with Mandatory pit stops so that they will pick a more optimal time to stop when there is also changing weather at play.Audio
• Tweaks to the Ginetta GT3, Clio and Bentley Speed 8.GUI, HUD, Telemetry
• New – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.• New – added a game version number display to the main menu.• New – the Best Line assist now provides an option to only show the braking areas.• Rebalanced the point at which Forecast weather becomes Current weather in the UI display so that the info display changeover better matches what the player is seeing in-game.• Track temperature is now displayed on all in-game menus.• Fixed an issue where the Time Progression slider skipped every 2nd option when moving the slider left or right.• Track temperature will now display correctly based on the unit system and language selected by the player.• Fixed an issue where the tyre wear meters on the HUD telemetry screen were flipped for the right front and left rear tyres.• Track Temperature and Weather information are now positioned uniformly across all in-game screens.• Removed redundant leading zeros from the KERS motec display.• Fixed an issue where accessing the map or telemetry in the monitor screen would disable the player HUD in game.• Enabled scrolling of the drivers list on the post race Standings screen.• Vehicle Class icons – updated vintage F1 and vintage GT class icons.• New GUI image with real-world livery for Ford Capri Group5.• Fixed an issue where the menu borders would at times display unintended colours.Replays
• Replays – fixed an issue where vehicle damage would automatically be repaired when watching a replay.Controls & FFB
• Steering wheel angle now reverted to always centering during pause / pits / menus / etc. An alternative fix is now implemented to prevent the jolting when un-pausing the game.• Fixed an issue where force feedback was still active when an AI team mate was driving the player’s car.• Fixed an issue where calibrating the pedals could at times cause the pedals to function incorrectly.• Logitech – updated pedal mappings for the G29 to match the latest hardware revisions.• Fanatec – added use of accelerator rumble on CSW Base v2.• Fanatec – CSR Elite 2nd dpad removed (as per SDK change); handbrake now works when attached to pedals via wheel base; added support for CSP connected via USB.• Fanatec – upgraded to SDK 1.6.1 – fixes reversing of the CSS shifter gear up / down sequential mode.• Fixed an issue with the Fanatec CSS connected via USB to the PS4, the wheel paddles stopped functioning.Vehicles
• Audi A1 Quattro – changed class to Road C2.• Audi R18 e-tron – added hybrid/KERS readout to cockpit display.• BAC Mono – fixed duplicate material name causing a problem on painted cockpit parts.• BMW 2002 Turbo – tweaked default tyres and brake balance so that the default setup provides a better overall performance versus the other cars in its class.• BMW 320TC – fixed the top speed statistic displayed in the front-end.• Caterham SP300R – added push-to-pass boost gauge to cockpit display and enabled exhaust backfire.• Ford Escort and Mustang 2+2 Fastback – tweaks to help reduce climbing other vehicles during side-to-side contact.• Ford Mustang 2+2 Fastback – fix for shadow flicker on AI cars.• Ford Capri Group5 – fixed offset rear fenders.• Ford Mustang GT 2015 – reduced FFB tire force multiplier by 25%.• Gumpert Apollo – re-added four exhausts.• Marek/RWD LMP cars – improved the default view position.• Ruf CTR – recalibrated engine boost and allow up to 1.4bar boost in setup to match original car. Stock boost of 1.1bar provides around 470hp as advertised.• Added hybrid boost gauge to display for McLaren P1, Marek RP339h LMP1, RWD P30 LMP1.• Ruf CTR – Fixed an issue where the external side mirrors were switched.• Audi R18 e-tron – Rebalanced cockpit exposure/brightness.Tracks
• Le Mans – lowered the entry part of the kerb in the Mulsanne corner to fix the issue where cars would register a collision with the kerb.General
• New – movable trackside objects and broken-off car parts will now be removed from the track after impacts.• Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled.• Reworked the stretched headlight reflections to be more accurate to real life.• Fixed an issue where the Driving Line assist would become invisible when particles were set to off.• Ensure that players cannot turn on assists using hotkeys in community events, when the assists have been explicitly disabled for the event in question.• Fix further cases where the pre-race cameras would at times cut into the track surface.• Fixed an issue where vehicle windows would at times not render correctly when using centre cockpit cam and helmet cam.• Tweaks to gamma settings to closer match the PC and Xbox One platforms.• Fixed a potential crash when returning from in-game to main menu.• Fixed an issue with the rendering of shadow edges, improving overall shadow rendering.• Improved general game stability.
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• 9/21/2015

Project CARS – PC Patch 4.0 – Release Notes

Project CARS – PC Patch 4.0 – Release Notes
New & Enhanced Feature Summary

Online – added support for 'Force Default Setups' in Multiplayer restrictions screen.* Online – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.* Online – lobby search settings are now saved between sessions.* Career – mandatory pitstop opening lap will now scale when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop.* HUD – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD, messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.* GUI – added a game version number display to the main menu.* Assists – Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled.* Assists – the Best Line assist now provides an option to only show the braking areas* Tracks - Movable trackside objects and broken-off car parts will now be removed from the track after impacts.* Graphics – Enhanced Mirror option. When enabled, the rear view mirror resolution is doubled and the draw distance set to match the forward-looking draw distance.* Leaderboards – added an option to view the overall leaderboards for each track, showing the best times for all cars in the game.* Leaderboards – added an option to back out of changes in the leaderboards screen.Online

New – added support for 'Force Default Setups' in Multiplayer restrictions screen.* New – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.* New – lobby search settings are now saved between sessions.* Fixed an issue where the AI could remain stuck on the grid after the previous host left the session.* Fixed an issue where the player was unable to select the Bentley GT3 in online races.* Fixed an issue in Create Lobby where selecting Vehicle ‘view details’ would reset the class filter.* Fixed an issue where the in-game chat box would scroll when the player pressed the accelerator and brake controls.* Various tweaks to the behaviour of cars that are terminally damaged, and cars will no longer try to teleport to the garage if there are no pit lanes.* Fixed an issue where the player could drive out of the garage again after retiring from a race.* Further tweaks and improvements to the online lobby Car Class GUI – classes are now sorted alphabetically; changes are now only apply once the player accepts the new settings; ‘Create’ options defaults to ‘Any’ class; fixes an issue where the host would see only one vehicle in the quick vehicle chooser list if identical vehicles was set to ‘yes’.* Fixed the rolling start option so that toggling the rolling start flag correctly updates MP game data.* Fixed an occasional crash while in online mode.Time Trial

The standings info on the pause screen now shows real-time updated lap and standings info, and sorts the order of all active participants based on lap times.* Fixed an issue where the player's best of session ghost time didn’t always exactly match his actual best of session time.Pitting, Tuning, Setups, Strategy

Fixed an issue where a selected tyre option saved to a setup prior to Patch 3.0 would cause a game crash after applying Patch 3.0 and using that saved setup.* Fixed an issue where tyre pressures were not resetting properly when returning to pits.* Fixed an issue where brake temperatures were being reset when the player entered the pits, leading to unexpected braking behaviour.* Adjustments to fuel calculations when returning to pits during a practice session – when calculating the required fuel when the player returns to the pits, the estimated fuel levels are used for consistency.Physics & AI

Tyres – small adjustment to peak slip ratio or P Zero Trofeo, Faretti Track, and other soft-track road tires for road cars.* Various improvements to AI navigation when entering and leaving the pit boxes.* Improved the transition from road to off-road as certain off-road surfaces caused too much jarring on the steering.Cut Track / Off Track System

Sakitto International – further tweaks to the downhill Esses, to keep the AI on track when attempting bad passes that were causing the AI to hit the exit barriers.* Various tracks – Nordschleife, Greenwood Karting, Silverstone National, Dubai GP, Barcelona National, Nurburgring Sprint Short – cut-track improvements based on latest community feedback.Career

Fixed an issue where the player would be placed first on the grid of race two in a multi-race round, after being disqualified from the first race. Disqualified drivers will now be placed at the back of the grid.* DLC Career Accolades are now only present if the appropriate DLC pack is installed. This fixes an issue where the player was unable to do 100% completion of accolades due to non-purchased DLCs accolades also being present.* Fixed an issue where bonus points were not being awarded for Kart series and some invitational events.* Fixed a bug where the invitational events that require winning team championships weren't always unlocking.* DLC Career Accolades – translated (non-English) strings added for Invitational Accolade – 320 Touring Challenge* Fix to make sure player is placed last after skipping/simulating, in races where the second-best qualifying time is used for grid placement for the 2nd race (this was affecting Formula Rookie, LMP1-3, GT5 and Touring races).* New – mandatory pitstop opening lap will now scale as well when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop* Improved Contract system to allow for extra entry level contract awards when progressing to a new motorsport, or when only being offered a renewal for the current motorsport.* Improved the AI logic during races with Mandatory pit stops so that they will pick a more optimal time to stop when there is also changing weather at play.Audio

Tweaks to the Ginetta GT3, Clio and Bentley Speed 8.GUI, HUD, Telemetry

New – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.* New – added a game version number display to the main menu.* New – the Best Line assist now provides an option to only show the braking areas.* New – Enhanced Mirror option – when enabled, the rear view mirror resolution is doubled and the draw distance set to match the forward-looking draw distance.* New – added an option to view the overall leaderboards for each track, showing the best times for all cars in the game.* New – added an option to back out of changes in the leaderboard screen.* Rebalanced the point at which Forecast weather becomes Current weather in the UI display so that the info display changeover better matches what the player is seeing in-game.* Track temperature is now displayed on all in-game menus.* Fixed an issue where the Time Progression slider skipped every 2nd option when moving the slider left or right.* Track temperature will now display correctly based on the unit system and language selected by the player.* Fixed an issue where the tyre wear meters on the HUD telemetry screen were flipped for the right front and left rear tyres.* Track Temperature and Weather information are now positioned uniformly across all in-game screens.* Removed redundant leading zeros from the KERS motec display.* Fixed an issue where accessing the map or telemetry in the monitor screen would disable the player HUD in game .* Fixed issue where changing ‘Weather Slots’ also changed the race start time when using ‘Real Weather’ option.* Enabled game exit via Gamepad back button, and display an exit confirmation dialogue.* Vehicle Class icons – updated vintage F1 and vintage GT class icons.* New GUI image with real-world livery for Ford Capri Group5.Replays

Replays – fixed an issue where vehicle damage would automatically be repaired when watching a replay.Controls & FFB

Steering wheel angle now reverted to always centering during pause / pits / menus / etc. An alternative fix is now implemented to prevent the jolting when un-pausing the game.* Fixed an issue where force feedback was still active when an AI team mate was driving the player’s car.* Fixed an issue where calibrating the pedals could at times cause the pedals to function incorrectly.* Logitech – updated pedal mappings for G29 and G920 to match the latest hardware revisions.* Fanatec – added use of accelerator rumble on CSW Base v2.Vehicles

Audi A1 Quattro – changed class to Road C2.* Audi R18 e-tron – added hybrid/KERS readout to cockpit display. Rebalanced cockpit exposure/brightness.* BAC Mono – fixed duplicate material name causing a problem on painted cockpit parts.* BMW 2002 Turbo – tweaked default tyres and brake balance so that the default setup provides a better overall performance versus the other cars in its class.* BMW 320TC – fixed the top speed statistic displayed in the front-end.* Caterham SP300R – added push-to-pass boost gauge to cockpit display and enabled exhaust backfire.* Ford Escort and Mustang 2+2 Fastback – tweaks to help reduce climbing other vehicles during side-to-side contact.* Ford Mustang 2+2 Fastback – fix for shadow flicker on AI cars.* Ford Capri Group5 – fixed offset rear fenders.* Ford Mustang GT 2015 – reduced FFB tire force multiplier by 25%.* Gumpert Apollo – re-added four exhausts.* Marek/RWD LMP cars – improved the default view position.* Ruf CTR – recalibrated engine boost and allow up to 1.4bar boost in setup to match original car. Stock boost of 1.1bar provides around 470hp as advertised. Fixed an issue where the external side mirrors were switched.* Added hybrid boost gauge to display for McLaren P1, Marek RP339h LMP1, RWD P30 LMP1.Tracks

Le Mans – lowered the entry part of the kerb in the Mulsanne corner to fix the issue where cars would register a collision with the kerb.General

New – movable trackside objects and broken-off car parts will now be removed from the track after impacts.* Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled.* Reworked the stretched headlight reflections to be more accurate to real life.* Fixed an issue where the Driving Line assist would become invisible when particles were set to off.* Ensure that players cannot turn on assists using hotkeys in community events, when the assists have been explicitly disabled for the event in question.* Fix further cases where the pre-race cameras would at times cut into the track surface.* Fixed an issue where vehicle windows would at times not render correctly when using centre cockpit cam and helmet cam.* Improved general game stability.Dedicated Server Updates

Lua scripting – as an alternative to external scripting via the server's HTTP API, the server now supports add-ons written in Lua.* If the server advertises that it controls track selection, vehicle selection or vehicle class restriction, the game now correctly respects this and won't allow players choosing mismatching track/vehicle.
0 0
• 9/21/2015

Project CARS PS4 Help - BR Portuguese

Ajuda
Contents[show]Central de corridas
Central de corridas é o local no qual você pode acessar todas as funcionalidades do Project CARS. Itens jogáveis são categorizados por Carreira, Solo, Online e Rede de pilotos na aba Jogar agora, com Minha garagem, Meu perfil, preferências pessoais e qualquer complemento disponível na aba Início. 
JOGAR AGORA
Aqui você pode iniciar uma nova carreira ou carregar uma salva anteriormente (até dez podem ser salvas), ou simplesmente continuar aquela na qual está envolvido. 
Finais de semana de corrida rápida permitem que você faça seus próprios eventos solo com controle total sobre a escolha de pista e veículo, condições da pista, sessões pré-corrida e mais - tudo desbloqueado desde o início. Alternativamente, vá para o Treino livre para se familiarizar mais com um local específico em um ambiente não-competitivo, sem adversários para atrapalhar. 
Online é onde você prova suas habilidades contra seus amigos e outros de todo o mundo. Procure por um tipo específico de evento, entre no próximo jogo disponível, ou crie o seu próprio - a escolha é sua. 
A Rede de pilotos conecta todos os jogadores de Project CARS - participe em Eventos da comunidade que acontecem regularmente para fazer sua ostentação e ganhar potenciais prêmios no mundo real ou desafie outros pilotos de forma assíncrona na Tomada de tempo. Quer uma dica de como um piloto em especial conseguiu um tempo incrível? Simplesmente baixe o seu Fantasma para descobrir e potencialmente melhorar o seu próprio tempo! 
INÍCIO
Aqui você pode acessar sua garagem de carros, descobrir mais informações, tirar fotos, e criar configurações de ajustes para eles. 
Você também pode acessar seu Perfil na Rede de pilotos, que monitora como você joga o jogo e suas coisas favoritas, acompanha seu progresso pela carreira, e armazena seus destaques e momentos de maior orgulho. 
Project CARS foi desenvolvido para ser acessível a todos, então dentro de Opções e ajuda você pode personalizar completamente sua experiência para seu nível de habilidade e preferências particulares. É também onde você acessou esta ajuda, então continue a ler se ainda estiver precisando de assistência! ;-) 
Finalmente, a PlayStation®Store onde você pode descobrir ótimos conteúdos novos que vamos acrescentar ao Project CARS com o tempo - carros icônicos, locais totalmente novos, atualizações baseadas na comunidade e novas funcionalidades emocionantes! 



 
Carreira
INICIANDO SUA CARREIRA
Sua carreira dentro do Project CARS foi baseada e segue a experiência de pilotos da vida real. Comece criando o personagem pelo qual você quer ser conhecido - seu nome, apelido nas redes sociais, nacionalidade e número preferido para o carro. 
Então você precisa escolher um ponto de início. Existem três Objetivos históricos no Project CARS inspirados pelas glórias passadas de lendários pilotos de corridas... 
-        Do Nada à Fama pede que você vença o Campeonato Mundial de LMP1 em menos de 10 temporadas tendo começado no mundo do kart. Se você está acostumado com a progressão tradicional de outros jogos de corrida, então este é o mais apropriado. 
-        Atual Campeão testa seu valor, vendo se você é capaz de vencer o mesmo campeonato três vezes seguidas. Se você está acostumado a jogar jogos de corrida de licença única, então vai se sentir em casa aqui. 
-        Tríplice Coroa é para aqueles que ainda não sabem qual tipo de carro ou categoria preferem. Tente vencer três campeonatos diferentes aqui para conquistar esse objetivo. 
Todos os Objetivos históricos podem ser tentados em qualquer ordem, ao mesmo tempo, ou nunca. Complete os três, entretanto, e estará no caminho de obter status de Hall da fama! 
Escolha seu Ponto de início baseado em qual Objetivo histórico gostaria de tentar primeiro, e assine um contrato com uma das equipes disponíveis. 
SEU PAINEL DA CARREIRA 
No seu Painel da Carreira você lê as novidades do mundo dos esportes a motor acontecendo ao seu redor e pode ver a reação dos seus fãs ao progresso da sua carreira por meio do feed FanChat. 
Sua Caixa de entrada é onde você recebe mensagens da sua equipe e de seu engenheiro de corrida, assim como solicitações de olheiros interessados, potenciais ofertas de contratos e convites de outras companhias e equipes para participar em eventos emocionantes. 
A aba Resultados mostra informações da classificação de pilotos e equipes para todas as categorias que ocorreram até o momento no Calendário. Fique de olho aqui para identificar qualquer equipe de alto nível que possa estar interessada em você. 
Por fim, você pode assistir novamente a introdução da sua categoria atual e verificar seu formato e regras, e ver sua posição atual dentro da estrutura na aba Visão geral. 
CALENDÁRIO 
O calendário é onde você pode navegar pelos eventos que irão acontecer e que constituem a série ou campeonato no qual você está atualmente ativo. Mais informações sobre uma data em especial podem ser encontradas selecionando-a no calendário e então passando pela lista de Eventos de hoje. A partir daqui, você pode entrar em um evento específico ou então simulá-lo. Se você está com pouco tempo, pode também escolher reduzir a duração da sessão a um percentual da sua duração inicial. 
Finais de semana de corrida rápida
Dependendo da categoria, um final de semana de corrida rápida pode envolver treino, qualificação, aquecimento/voltas de formação e um formato de uma ou duas corridas.
OS BOXES 
Nos Boxes você se prepara para atacar a pista em uma sessão pré-corrida. Várias funcionalidades permitem que você tome as melhores decisões e faça as melhores preparações possíveis durante esse período... 
-        O Monitor permite que você veja qualquer outro carro na pista com câmera de transmissão ou de bordo. Você pode até mesmo ver a telemetria do carro que está assisitindo e ter uma visão mais geral da sessão com um mapa ao vivo da pista e informações de tempo 
-        Configuração do carro permite que você acerte os ajustes do seu carro especificamente para a combinação pista/carro. Altere tudo, desde distância do solo e relação de marchas até dureza do amortecedor e ângulo de caster, e então vá para a pista testar 
-        O Gerente de estratégia de pit dá a você controle total sobre as táticas potenciais para a futura sessão de corrida. Defina seus níveis de combustível baseado na duração do evento e potencial número de pit stops necessários e determine se é melhor trocar os pneus ou consertar danos em certos cenários. 
-        Em sessões online você também pode acessar o Lobby online, onde pode conversar com pilotos e convidar outros para a sua sessão que não seja de corrida 
Sessões que não são de corrida podem ser jogadas em sua totalidade, aceleradas em até 60x a velocidade normal ou puladas até o fim. 
A classificação final da sessão é mostrada ao fim e você pode então continuar para a próxima, ou retornar para a Central de corridas ou para o seu Painel. 
CRIANDO SEUS PRÓPRIOS FINS DE SEMANA DE CORRIDA RÁPIDA 
A partir da Central de corridas, você pode criar os seus próprios Finais de semana de corrida rápida. Todos os carros e pistas estão desbloqueados desde o início no Project CARS para que você possa criar a combinação carro/pista/horário/tempo/sessão que quiser aqui. 
Carros e pistas podem ser selecionados rapidamente usando as Seleções Rápidas de Local iniciais, mas se você preferir navegar com mais tranquilidade e acessar funcionalidades adicionais, selecione a opção Navegar. 
Até 4 diferentes mudanças climáticas podem ser escolhidas para o seu fim de semana de corrida, e você tem controle total sobre a velocidade com que isso se desenrola. Da mesma forma, você pode definir qualquer horário do dia e controlar como isso muda durante o seu evento. 
Você também tem controle sobre a data do evento. Mude-a para uma data específica e o jogo vai se definir da forma mais precisa possível para essa data na história ou para as condições de hoje baseado em dados online. 



 
Minha garagem
Todos os carros estão desbloqueados desde o início em Project CARS, e você os possui imediatamente; não precisa ficar brigando por dinheiro, desbloquear via XP, e não é necessária reputação com uma certa ‘equipe’. Você pode navegar por todos os carros junto com suas estatísticas e informações de exibição, e podem ser levados à pista nos modos de jogo Solo, Online e Rede de pilotos.
Você também pode criar detalhadas configurações de ajustes para cada carro, especializando seus carros para lugares específicos ou grupo de lugares com temas em comum. 
CONFIGURAÇÃO DE AJUSTES 
Ao mexer e configurar os parâmetros das peças instaladas no seu carro, você pode maximizar sua performance, seu potencial e características para a pista que vai enfrentar. Áreas comuns a serem vistas baseadas no comprimento da pista e do evento, e complexidade de curvas, incluindo balancear a velocidade máxima versus a aceleração de saída das curvas, subvirar vs sobrevirar o veículo em diversos cenários, estabilidade ao acelerar e freiar, e equilíbrio entre a dianteira e a traseira do carro. Notas em cada parâmetro modificável assim como dicas de solução de problemas do seu Engenheiro de corrida são incluídas diretamente no jogo. 



 
Meu perfil
Seu Perfil na Rede de pilotos define a jornada que você percorreu em Project CARS.
PERFIL NA REDE DE PILOTOS 
O Perfil na Rede de pilotos identifica como você joga o jogo - o tempo que você passou e quais áreas mais gosta de visitar. Você pulou direto para trás do volante em jogos online, ou prefere ir para baixo do carro fuçar na sua engenharia? 
Também mostra sua afinidade com carros, pistas e categorias específicas - os assuntos que gosta de jogar, mas poderia melhorar, e aqueles que você domina. Também mostra seu Carro Característico, Lugar Favorito e Realismo preferido. Sua Afinidade então define que tipo de jogador você é offline. 
Quando você joga online, Project CARS está continuamente monitorando sua performance e reputação. Não são apenas suas vitórias, pódios e posição média de término que são importantes, mas também a sua dedicação em terminar eventos em vez de sair com raiva deles, seu comportamento com relação ao número de bandeiras amarelas nas quais se envolveu ou penalidades que recebeu, e a listagem de qualquer desclassificação que tenha sofrido. Project CARS busca colocar os jogadores contra aqueles de competência e comportamento similares, então essas informações são algo em que os jogadores dedicados vão querer ficar de olho. 
CARREIRA 
A aba Carreira mostra seu progresso na sua carreira carregada atualmente. 
O avanço para a conquista de algum Objetivo Histórico é mostrado aqui, junto com o avanço para um status de Hall da fama. 
Quando você ganha um Campeonato ou Série durante sua carreira, ganha um Prêmio. Os Prêmios são divididos nas categorias Ouro, Prata e Bronze, de acordo com o nível da categoria a que pertencem. Olheiros de outras equipes vão procurar pilotos que tenham conquistado alguns Prêmios específicos ou um certo número deles, então a opção é sua entre tentar ganhar um de Ouro ou dois de Prata. 
Patrocínios são um reconhecimento de várias marcas e companhias que são conquistados alcançando algumas metas na conquista de prêmios de Ouro. Comece a ganhar e a fazer o seu nome, e as pessoas vão vir bater na sua porta, querendo se associar a você(!) 
Na medida em que você se torna mais famoso e prova suas habilidades na pista, também será convidado para participar de eventos especiais fora do calendário normal da sua categoria. Gostaria de participar da recriação de uma corrida história, ou testar um supercarro para um fabricante? Este é o tipo de oportunidade que um piloto real encontra, e só depende de você para saber se elas se encaixam na sua programação da temporada normal ;-) 
DESTAQUES 
Destaques contém os replays que você salvou e as fotos que tirou - tanto na pista como na Minha garagem. Por que não fazer streaming de um evento via Twitch ou compartilhar um momento de orgulho usando o SHARE? Confira nossas contas no YouTube e no Flickr para ver os melhores momentos compartilhados pela comunidade da Rede de pilotos! 



 
Rede de pilotos
EVENTOS DA COMUNIDADE
São oportunidades agendadas regularmente para que os jogadores disputem em cenários específicos, tentem subir nas classificações e tenham o direito de ostentar - e em alguns casos até mesmo ganhar prêmios no mundo real! 
TOMADA DE TEMPO 
A Tomada de tempo permite que os jogadores se desafiem de forma assíncrona nos tempos de volta. Se você precisa de um pouco de ajuda para melhorar, ou precisa desesperadamente ver como um jogador específico fez o seu tempo, basta optar por trazer o Fantasma da Rede de Pilotos com você (somente um) e tente eliminar uns segundinhos para vencê-los no próprio jogo deles ;-) 
Online
Além de pesquisar uma combinação específica de carro ou pista, ou pular direto no próximo evento disponível, você também pode criar um evento customizado com um número de estilos diferentes.
Os eventos públicos podem ser acessados por qualquer pessoa e utilizam um temporizador automático no lobby, o mecânismo ‘vote para começar agora’ para garantir que os jogadores entrem rapidamente em eventos e sem ficar à mercê de um único jogador. Eles são encontráveis por qualquer outro jogador de todo o mundo. 
Os eventos privados, entretanto, foram criados para que você e seus amigos ou grupo participem. Não há temporizador no lobby, mas ainda assim os jogadores podem mostrar que estão prontos para que o anfitrião inicie. Eventos particulares são encontráveis usando a função de busca por um nome de lobby específico. 
Independente do tipo, você pode convidar outros jogadores para ambos os eventos online, ou escolher preencher os espaços vazios com oponentes de IA. 
Não está feliz com a pista que o anfitrião escolheu? Você pode até mesmo votar para forçá-lo a mudar! 
Exclusivamente no Project CARS, você também pode criar não apenas corridas, mas fins de semana de corrida rápida completos, o que significa que você pode permitir qualquer combinação de treino, qualificação, largada em movimento ou voltas de aquecimento que quiser. Tem um amigo que está chegando atrasado ao jogo. Você pode até mesmo definir o horário destas sessões pré-jogo, iniciar, e então deixar que entrem no meio da sessão. 
E claro, nem precisamos dizer que qualquer combinação de carro, pista, hora do dia e tempo é possível aqui - além de definir restrições para ajudas específicas de pilotagem, vistas de câmera e marchas. Mal podemos esperar para ver a variedade de jogos que você vai criar. 



 
Ajustes do jogador
Apesar de Project CARS ser uma simulação tecnicamente avançada e autêntica das corridas a motor da vida real, garantimos que você possa personalizar o jogo em função da sua experiência e nível de conforto.
Os Ajustes do jogador vão mexer em todos os aspectos do modelo de manuseio e auxílios, danos e degradação, regras e desafio do adversário para um nível no qual você se sinta mais acostumado - e eles podem ser alterados individualmente depois. 
Jogabilidade e autenticidade
Aqui você pode configurar a autenticidade do jogo; as assistências e ajudas de pilotagem que você quer deixar ligadas, a dureza das regras e regulamentos da categoria, e a degradação de combustível e gasto de pneus além de qualquer guia na tela, como linha de guia e indicações de curva, que você queira deixar habilitada enquanto corre. 
Controles
Project CARS suporta uma grande variedade de controles e volantes. Aqui você pode configurá-los e calibrá-los, assim como mudar o mapeamento de botões. 
Visual
Aqui você pode personalizar a estética visual do jogo - ativar os pingos de chuva na câmera, o distorção do sol, distorção por calor na pista e muito mais. 
Câmera
Project CARS usa um grande número de técnicas de estilo para fornecer uma sensação convincente de velocidade.
Aqui você pode ajustar o campo de visão baseado na sua proximidade da tela da televisão, e como ele muda ao pilotar em velocidade, assim como o movimento da câmera em certa situações e ao assistir na Câmera de capacete. 
Áudio
Permite que você ajuste áreas individuais do cenário auditivo do jogo.
0 0
• 9/21/2015

Project CARS PS4 Help - English

Project CARS Help
Contents[show]Race Central
Race Central is the hub from which you can access all of the features within Project CARS. Playable items are categorised by Career, Solo, Online, and Community on the Play Now tab, with your Garage, Profile, personal preferences, and any add-ons available on the My Home tab. 
PLAY NOW
Here you can start a new career or load a previously-saved one (up to ten can be saved), or simply continue the one you’re involved in. 
Quick Race Weekend allows you to make your own solo events with complete control over track and vehicle choice, track conditions, pre-race sessions and more - all unlocked from day one. Alternatively, head into Free Practice to get more familiar with a specific location in a non-competitive environment unimpeded by opponents. 
Online is where you prove your skill against your friends and others from around the world. Search for a specific type of event, jump into the next available game, or create your own - the choice is yours. 
The Driver Network connects all Project CARS players together - participate in regularly-scheduled Community Events for bragging rights and potential real-world prizes or challenge other drivers asynchronously in Time Trial. Want a hint on how a particular driver achieved their incredible time? Simply download their Ghost to find out and potentially improve your own! 
MY HOME
Here you can access your garage of cars, find out more information, take photos, and create tuning setups for them. 
You can also access your Driver Network Profile which monitors how you play the game and your favourite things, tracks your progress throughout your career, and stores your proudest highlights and moments. 
Project CARS is designed to be accessible by anyone so within Options & Help you can completely customise and personalise your experience to your particular skill level and preference. It’s also where you accessed this help, so please continue reading if you’re still in need of assistance! ;-) 
Finally, the PlayStation®Store is where you can discover great new content we’ll be adding to Project CARS over time - iconic cars, brand new locations, community-driven updates, and exciting new features! 



 
Career
STARTING YOUR CAREER
Your career within Project CARS was informed by and follows the experience of real-life drivers. Start by creating the persona by which you want to be known - your name, social media handle, nationality, and preferred car number. 
Next you need to choose a starting point. There are three Historic Goals in Project CARS inspired by the past glories of legendary race drivers… 
-        Zero To Hero asks you to win the LMP1 World Championship within 10 seasons having started in the world of Karting. If you’re used to the traditional progression of other racing games then this will be most appropriate. 
-        Defending Champ tests your mettle seeing if you can win the same championship title three years in a row. If you’re used to playing single-license racing games then you’ll feel most at home here. 
-        Triple Crown is for those that are unsure yet what kind of car or motorsport they prefer. Try and win three different championships here to achieve this goal. 
All three Historic Goals can be attempted in any order, concurrently, or not at all. Complete all three however and you’re on the way to earning Hall Of Fame status! 
Choose your Starting Point based off whichever Historic Goal you feel like attempting first therefore and sign a contract with one of the welcoming teams. 
YOUR CAREER DASHBOARD 
Your Career Dashboard allows you to read news of the motorsports world happening around you, and see feedback from your fans on your career progress via the FanChat feed. 
Your Inbox is where you’ll receive messages from your team and race engineer, as well as inquiries from interested scouts, potential contract offers, and invitations from other companies and teams to participate in exciting events. 
The Results tab shows both driver and team standings info for all motorsports that have occurred so far in the Calendar. Keep an eye on this to identify any high-profile teams that may be interested in you. 
Finally, you can re-watch the intro for your current motorsport and check its format and regulations, and view your current position within the tier structure from the Overview tab. 
CALENDAR 
The calendar is where you can browse the upcoming events that constitute the series or championship you are currently active in. More info on a particular date can be found by selecting it from the calendar and then cycling through the Today’s Events list. From here you may wish to either enter a particular event or simulate it instead. If you’re short on time, you can also elect to reduce the session length to a percentage of it’s intended length. 



 
Quick Race Weekends
Dependent on the motorsport, a Quick race weekend can involve practice, qualifying, warmup/formation laps, and either a single race or two-race format.
THE PIT BOX 
The Pit Box is where you prepare for attacking the track in a pre-race session. Various features here allow you to make the best decisions and preparation possible during this time… 
-        The Monitor allows you to view any other cars out on the track from either broadcast or onboard camera angles. You can even pull up the telemetry of the car you’re watching and get a broader overview of the session so far with a live track map and timings info 
-        Car Setup allows you to tweak the tuning of your car specific to that track and car combination. Change everything from ride height and gear ratios to damper stiffness and caster angles, then go out on track to try it out 
-        The Pit Strategy Manager gives you full control over your potential tactics for the upcoming race session. Set your fuel levels based on the length of the event and potential number of pit stops necessary and determine whether to change tires or fix damage in certain scenarios. 
-        In online sessions you can also access the Pit Lobby where you can chat with other drivers and invite others into your non-race session 
Non-race sessions can either be played the entire length through, accelerated up to 60x speed, or skipped to the end. 
Final standings from the session are then shown once completed and you can then continue on to the next, or return to Race Central or your Dashboard. 
CREATING YOUR OWN QUICK RACE WEEKENDS 
From Race Central, you can create your own Quick Race Weekends. All cars and tracks are unlocked from day one within Project CARS so you can create any car/track/time of day/weather/session combination you want here. 
Tracks and cars can be selected quickly using the initial Quick Location but if you prefer to browse more leisurely and access additional functionality, simply select the Browse option instead. 
Up to 4 different weather changes can be chosen for your race weekend and you have full control over the rate of how this progresses. Similarly you can set any time of day and control how fast this changes during the course of your event. 
You also have control over the date of the event. Change it to a specific date and the game will set it as accurately as possible to that date in history or today’s conditions based on online data. 



 
My Garage
All cars are unlocked from day one in Project CARS and you own them immediately; no grinding for cash, no unlocking via XP, and no reputation needed with a certain ‘crew’. All cars can be browsed along with their stats and showcase info and can be taken out on the track freely in Solo, Online, and Driver Network game modes.
You can also create detailed tuning setups for each vehicle too that specialise your cars for either specific locations or groups of commonly-themed locations. 
TUNING SETUPS 
By tweaking and setting the parameters of parts installed on your car you can maximise its performance, potential, and characteristics for the track you’re going to tackle. Common areas to address based on the length of the track and event, and corner complexity include balancing top speed versus acceleration out of corners, understeer vs oversteer of the vehicle in various scenarios, stability whilst accelerating and braking, and balance between the front and rear of the car. Notes on each modifiable parameter as well as troubleshooting tips from your Race Engineer are included directly in the game. 



 
My Profile
Your Driver Network Profile defines the journey you’ve taken throughout Project CARS.
YOUR PROJECT CARS LICENSE 
Your Project CARS License identifies how you play the game - the hours you’ve logged and the areas you most like visiting. Did you jump straight behind the wheel in online games or do you prefer to be under the car tinkering with its engineering? 
It also shows your affinity with specific cars, tracks, and motorsports - the disciplines you love playing but could do with improving on, and the ones you dominate in. It also showcases your Signature Car, Favorite Location, and Preferred Realism. Your Affinity therefore defines what kind of driver you are offline. 
When you play online, Project CARS is continually monitoring both your performance and reputation. Not only are your wins and podiums and average finishing position important, but so is your dedication to finishing events rather than rage-quitting them, your behaviour in respects to the number of yellow flags you’ve involved with or penalties you’ve incurred, and listing of any disqualifications you picked up. Project CARS aims to place racers with those of similar competency and behaviour so these stats are something dedicated players will definitely want to keep an eye on. 
CAREER 
The Career tab shows your progression through your currently-loaded career. 
Progression towards any Historic Goals is listed here along with any towards overall Hall Of Fame status. 
When you win any Championship or Series within your career, you earn an Accolade. Accolades are divided into Gold, Silver, and Bronze categories based on the motorsport tier they belong in. Scouts for other teams will be on the lookout for drivers that have earned either specific Accolades or a certain number of them so the choice is yours whether to push for a Gold one or do two Silvers instead. 
Endorsements are recognition from various brands and companies that are earned by reaching certain milestones of Gold accolade earning. Start winning and making a name for yourself and people will come knocking on your door wanting to be associated with you(!) 
As you become more famous and prove your skill out on the track you’ll also get invited to special events outside of the normal motorsports calendar. Want to participate in a historic race recreation or test drive a supercar for a manufacturer? These are the kind of opportunities a real race driver encounters and it’s up to you whether your schedule can fit them in amidst your regular season ;-) 
HIGHLIGHT REEL 
Your Highlight Reel contains any replays you’ve saved and any photos you’ve taken - either out on the track or in My Garage. Why not stream an event via Twitch or share a proudest moment using SHARE? Check out our YouTube and Flickr accounts for the best moments shared by the Driver Network community! 



 
Driver Network
COMMUNITY EVENTS
These are regularly-scheduled opportunities for players to compete in specific scenarios, try to climb the rankings, and gain bragging rights - and in some cases real-world prizes! 
TIME TRIAL 
Time Trial allows players to challenge each other asynchronously for record times. If you need a little assistance on how to improve or desperately need to see how a particular player achieved their time, simply opt to bring their Driver Network Ghost in with you (only one ghost) and try to shave seconds off and beat them at their own game ;-) 
Online
In addition to searching for a particular track or car combination, or jumping into the next available event, you can also create a custom event with a number of different styles.
Public events can be entered by anyone and utilise an automated lobby countdown timer and ‘vote to start now’ mechanism to ensure players get into events quickly and without being at the mercy of a single player. They are findable by any other players from around the world. 
Private events however are designed for you and your friends or Party to participate in. There’s no lobby timer yet players can still show they’re ready for the host to start it. Private events can be joined only by accepting an invite from a friend. 
Regardless of which, you can invite other players into both online events or choose to fill empty driver spaces with AI opponents. 
Not happy with the track that the host has chosen? You can even vote to force them to change it! 
Uniquely in Project CARS, you can also create not only races but full race weekends meaning you can allow any combination of practice, qualifying, rolling start, or warmup laps you want. Got a friend that’s running a bit late for your game? You can even set the times for these pre-race sessions, start, and then have them join mid-session! 
And of course it goes without saying that any car, track, and time of day/weather combination are possible here - in addition to also being able to set restrictions on particular driving assists, camera views, and gearing. We can’t wait to see the variety of games you create. 



 
Player Tailoring
Whilst Project CARS is a technically-advanced, authentic simulation of real-life motorsports racing, we’ve ensured that you can customise and personalise the game to your own experience and comfort level.
Player Tailoring therefore will dial all aspects of the handling model and assists, damage and degradation, regulations and opponent challenge to the preset you feel most accustomed to - and they can each individually be tweaked at any later date. 
Gameplay & Authenticity
Here you can set the authenticity of the game; the assists and driving aids you want turned on, the strictness of the motorsport rules & regulations, and the degradation of fuel and tire wear in addition to any onscreen guides such as guiding lines and turn indicators you’d like visible whilst racing. 
Controls
Project CARS supports a wide variety of controllers and wheels. Here you can configure and calibrate them, as well as change button assignments. 
Visuals
Here you can personalise the visual aesthetic of the game - toggle rain drops on the camera, the flare from sunlight, heat haze and much more. 
Camera
Project CARS utilises a number of stylistic techniques to provide a convincing sensation of speed.
Here you can adjust the field of view based on your proximity to your television screen and how it changes when driving at speed, as well as how the camera moves in certain situations and whilst viewing from Helmet Cam. 
Audio
Allows you to adjust individual areas of the game’s audio landscape.
0 1
• 9/21/2015

Project CARS PS4 Help - French

Aide 
Contents[show]Centre de courses
Le Centre de courses est le centre à partir duquel vous pouvez accéder à toutes les fonctionnalités de Project CARS. Les éléments de jeu sont catégorisés sous les noms Carrière, Solo, En ligne et Communauté dans l'onglet Jouer maintenant, alors que votre Garage, votre Profil, vos Préférences personnelles et les extensions sont disponibles sous l'onglet ACCUEIL. 
JOUER MAINTENANT
Ici, vous pouvez commencer une nouvelle carrière ou en charger une précédemment enregistrée (vous pouvez en enregistrer jusqu'à dix), ou encore simplement continuer celle en cours. 
Le Week-end de course rapide vous permet de créer vos propres événements en solo avec un contrôle complet sur le choix de la piste et du véhicule, des conditions de la piste, des séances d'avant-course et plus encore, le tout disponible dès le départ. Vous pouvez aussi prendre part à des Essais libres pour vous familiariser avec un emplacement particulier dans un environnement non-compétitif, sans adversaires pour vous gêner. 
Le jeu en ligne vous permet de mesurer vos talents face à vos amis et d'autres personnes dans le monde. Recherchez un type d'événement particulier, participez à la prochaine partie disponible ou créez la vôtre, le choix vous appartient. 
Le Réseau des pilotes connecte tous les joueurs de Project CARS. Participez à des Épreuves de la communauté pour décrocher des résultats dont vous pourrez vous vanter et pourquoi pas remporter des prix, ou défiez d'autres pilotes en Contre-la-montre. Vous tenez à savoir comment un pilote en particulier a pu signer des temps aussi rapides ? Téléchargez simplement son fantôme et découvrez son style de pilotage pour éventuellement améliorer le vôtre ! 
ACCUEIL
Ici, vous pouvez accéder à votre garage, découvrir de nouvelles informations, prendre des photos et créer des configurations personnalisées pour vos voitures. 
Vous pouvez également accéder à votre profil sur le Réseau des pilotes, qui suit votre façon de jouer et les éléments que vous préférez, surveille votre progression au cours de votre carrière et conserve vos plus belles performances et autres exploits. 
Project CARS est conçu pour être accessible à tous. Ainsi, dans Options et aide, vous pouvez complètement personnaliser votre expérience en fonction de vos préférences et de vos aptitudes au volant. C'est aussi ici que vous avez accédé à cette aide, continuez donc à lire si vous avez encore besoin d'assistance ! ;-) 
Enfin, le PlayStation®Store vous permet de découvrir le superbe contenu supplémentaire que nous ajouterons à Project CARS avec le temps : voitures emblématiques, nouveaux lieux, mises à jour de la communauté et nouvelles fonctionnalités intéressantes ! 



 
Carrière
COMMENCER VOTRE CARRIÈRE
Votre carrière dans Project CARS est basée sur et suit l'expérience des vrais pilotes. Commencez par créer votre avatar : nom, pseudo sur les réseaux sociaux, nationalité et numéro de voiture souhaité. 
Ensuite, vous devez choisir un point de départ. Project CARS propose trois Objectifs historiques, inspirés par les exploits passés de pilotes légendaires ... 
-        De zéro à héros consiste à remporter le Championnat du Monde de LMP1 en moins de 10 saisons en ayant débuté par le karting. Si vous avez l'habitude des systèmes de progression des autres jeux de course, il s'agit de l'objectif le plus adapté. 
-        Champion en titre met votre caractère à l'épreuve en vous demandant de remporter le même titre trois années à la suite. Si vous jouez habituellement aux jeux de course à licence unique, cet objectif est parfait pour vous. 
-        Triple couronne est conçue pour les indécis au moment de choisir une voiture ou un sport automobile. Essayez de remporter trois championnats différents pour atteindre cet objectif. 
Vous pouvez tenter d'atteindre les trois objectifs historiques dans n'importe quel ordre ou simultanément, ou bien ne pas vous y intéresser du tout. Cependant, si vous accomplissez les trois, à vous le statut de Pilote légendaire ! 
Choisissez votre point de départ en fonction de l'objectif historique par lequel vous souhaitez commencer, puis signez un contrat avec une des équipes prêtes à vous accueillir. 
VOTRE TABLEAU DE BORD DE CARRIÈRE 
Votre Tableau de bord de carrière vous permet de lire des actualités sur les événements du monde du sport automobile autour de vous et de voir les réactions de vos fans quant à la progression de votre carrière dans le flux FanChat. 
Votre Boîte de réception vous permet de voir les messages envoyés par votre équipe et votre ingénieur de piste, ainsi que les demandes des recruteurs intéressés, les offres de contrat potentielles et les invitations d'autres entreprises et équipes à participer à des épreuves intéressantes. 
L'onglet Résultats présente les classements pilotes et par équipe pour tous les sports automobiles ayant eu lieu jusque-là dans le Calendrier. Gardez un œil dessus pour identifier les équipes de bon niveau qui pourraient s'intéresser à votre cas. 
Enfin, vous pouvez à nouveau voir l'introduction pour votre sport automobile actuel, consulter son format ainsi que sa réglementation et afficher votre position actuelle dans la structure hiérarchique depuis l'onglet Vue d'ensemble. 
CALENDRIER 
Le calendrier vous permet de consulter les événements à venir de la série ou du championnat auquel vous prenez actuellement part. Découvrez plus d'informations sur une date donnée en la sélectionnant dans le calendrier et en parcourant la liste Événements du jour. De là, vous pouvez choisir de participer à un événement spécifique ou le simuler. Si vous voulez faire vite, vous pouvez également choisir de réduire la durée d'une séance à un pourcentage du temps normal. 



 
Week-ends de course rapide
En fonction de la compétition automobile choisie, un week-end de course rapide peut comprendre des essais libres, un warm-up/des tours de formation et un format à une seule ou à deux courses.
LES STANDS 
C'est dans les stands que vous vous préparez à attaquer la piste lors des sessions d'avant-course. Ici, de nombreuses fonctionnalités vous permettent de prendre les bonnes décisions et de vous préparer au mieux pendant cette période ... 
-        L’option Observer vous permet de voir toute autre voiture sur la piste, avec un angle télévisé ou embarqué. Vous pouvez même observer la télémétrie de la voiture que vous suivez et avoir une meilleure idée du déroulement de la séance avec une carte de la piste et des informations chronométriques mises à jour en temps réel. 
-        La Configuration de la voiture vous permet d'optimiser les réglages de votre voiture en fonction de la piste. Modifiez tous les réglages, de la hauteur de caisse aux rapports de la boîte de vitesses en passant par la rigidité des amortisseurs et les angles de chasse, puis prenez la piste pour les essayer 
-        Le Gestionnaire des stratégies d'arrêts vous donne le plein contrôle de vos tactiques possibles pour la course à venir. Réglez les niveaux de carburant en fonction de la durée de l'événement et du nombre d'arrêts nécessaires, et choisissez de changer de pneus ou de réparer les dégâts dans certaines circonstances. 
-        Lors des séances en ligne, vous pouvez également accéder au Salon des stands, dans lequel vous pouvez discuter avec d'autres pilotes et inviter d'autres personnes à votre séance hors course. 
Les séances hors course peuvent se jouer sur la durée entière, ou en version accélérée jusqu'à 60 fois. Vous pouvez également y mettre un terme instantanément. 
Le classement final de la séance est affiché à la fin de celle-ci, et vous pouvez passer à la suivante, revenir au Centre de courses ou ouvrir votre Tableau de bord. 
CRÉATION DE VOS PROPRES WEEK-ENDS DE COURSE RAPIDE 
Vous pouvez créer vos propres week-ends de course rapide depuis le Centre de courses. Toutes les voitures et pistes sont débloquées dès le départ dans Project CARS, vous pouvez donc créer n'importe quelle combinaison de voiture/piste/moment de la journée/météo/session de votre choix ici. 
Les pistes et les voitures peuvent être sélectionnées rapidement avec les Listes rapides de base. Vous pouvez également les parcourir plus tranquillement et accéder à des fonctionnalités supplémentaires, en sélectionnant simplement l'option Parcourir. 
Vous pouvez choisir jusqu'à 4 changements de météo pour votre week-end de course rapide et vous avez le plein contrôle sur le rythme de ces évolutions. De même, vous pouvez choisir n'importe quelle partie de la journée et contrôler le rythme d'évolution de la journée lors de la course de votre événement. 
Vous pouvez aussi choisir la date de l'événement. Choisissez une date spécifique et le jeu respectera autant que possible les conditions de cette date ou celles du jour en fonction de la base de données en ligne. 



 
Mon Garage
Toutes les voitures sont débloquées dès le départ dans Project CARS, et elles vous appartiennent immédiatement. Pas de paiements douteux, pas de tonnes d'expérience à accumuler et pas de réputation à acquérir auprès d'une certaine « bande ». Vous pouvez consulter toutes les voitures, afficher leurs statistiques ainsi que leurs informations de présentation et les mettre en piste librement dans les modes de jeu Solo, En ligne et Réseau des pilotes.
Vous pouvez également créer des configurations détaillées pour chaque véhicule, afin d'adapter vos voitures à des emplacements spécifiques ou des groupes d'emplacements ayant une thématique commune. 
RÉGLAGES 
Vous pouvez maximiser les performances, le potentiel et les caractéristiques de votre voiture pour la piste sur laquelle vous souhaitez courir en réglant et en optimisant les paramètres des pièces installées dessus. Il s'agit ici d'adapter votre voiture à la longueur de la piste et de l'événement ainsi qu'à la complexité du tracé. Les réglages comprennent l'équilibrage de la vitesse de pointe par rapport à l'accélération, l'ajustement du survirage par rapport au sous-virage du véhicule dans diverses situations, l'amélioration de la stabilité à l'accélération et au freinage, ou encore l'équilibrage entre l'avant et l'arrière de la voiture. Des notes sur chaque paramètre modifiable ainsi que des conseils de résolution des problèmes de configuration proposés par votre ingénieur de piste sont inclus directement dans le jeu. 



 
Mon profil
Votre profil sur le Réseau des pilotes définit votre progression dans Project CARS.
VOTRE PROFIL RÉSEAU DES PILOTES 
Votre Profil réseau des pilotes présente la façon dont vous jouez au jeu, vos heures d'activités et vos modes préférés. Avez-vous directement abordé les parties en ligne ou préférez-vous passer du temps au garage à bricoler votre voiture ? 
Elle présente également votre affinité avec diverses voitures, pistes et compétitions automobiles, les disciplines que vous appréciez, mais dans lesquelles vous pourriez progresser et celles que vous dominez. Vous y trouverez également votre voiture emblématique, votre lieu préféré et votre niveau de réalisme favori. Votre Affinité définit ainsi le type de pilote que vous êtes hors-ligne. 
Quand vous jouez en ligne, Project CARS surveille constamment vos performances et votre réputation. Vos victoires, vos podiums et votre position moyenne à l'arrivée comptent évidemment, mais c'est également le cas pour votre dévouement à finir les compétitions plutôt que de quitter en cours de partie, votre comportement caractérisé par le nombre de drapeaux jaunes causés ou de pénalités reçues, et les disqualifications que vous avez subies. Project CARS cherche à placer les pilotes avec des compétences et un comportement proches ensemble. Les joueurs sérieux ont donc tout intérêt à garder un œil sur ces statistiques. 
CARRIÈRE 
L'onglet Carrière montre votre progression au cours de la carrière actuellement chargée. 
Votre progression vers les Objectifs historiques est répertoriée ici, tout comme votre avancée vers le statut de Pilote légendaire. 
Lorsque vous remportez un Championnat ou une Série au cours de votre carrière, vous recevez un Badge. Vous pouvez gagner des Badges Or, Argent ou Bronze en fonction du niveau du sport automobile en question. Les recruteurs des autres équipes recherchent des pilotes ayant obtenu des Badges spécifiques ou un certain nombre d'entre eux. À vous de voir si vous préférez viser un Badge Or plutôt que deux Badges Argent. 
Les Sponsors sont un soutien offert par diverses marques et entreprises. Vous pouvez les obtenir en atteignant certains objectifs ou en accumulant certains nombres de Badges Or. Commencez à gagner et faites-vous un nom, et les gens feront la queue devant chez vous pour être associés à votre nom (!) 
Au fur et à mesure que vous gagnez en popularité et démontrez vos talents en piste, vous recevrez aussi des invitations à des épreuves spéciales en dehors du calendrier normal. Vous voulez participer à une reconstitution de course historique ou essayer une supercar pour un constructeur ? Il s'agit d'opportunités que les vrais pilotes se voient offrir régulièrement, et c'est à vous de voir si pouvez débloquer un créneau horaire dans le calendrier de votre saison régulière ;-) 
FAITS D’ARMES 
Votre onglet FAITS D’ARMES contient les replays que vous avez enregistrés et les photos que vous avez prises, que ce soit sur la piste ou dans Mon garage. Que diriez-vous de diffuser une épreuve en continu sur Twitch ou de partager un moment de bravoure avec SHARE ? Consultez nos comptes YouTube et Flickr pour voir les meilleurs souvenirs partagés par la communauté du Réseau des pilotes ! 



 
Réseau des pilotes
ÉPREUVES COMMUNAUTÉ
Il s'agit d'opportunités planifiées régulièrement au cours desquelles les joueurs s'affrontent dans des scénarios particuliers, pour essayer de grimper au classement et décrocher des résultats dont ils pourront se vanter, avec parfois des récompenses financières réelles à la clé ! 
CONTRE-LA-MONTRE 
Le Contre-la-montre permet aux joueurs de s'affronter librement pour établir des temps record. Si vous avez besoin d'un peu d'aide pour vous améliorer ou si vous rêvez de voir comment un joueur a réalisé son chrono, prenez simplement son fantôme du Réseau des pilotes avec vous (un fantôme seulement) et essayez de grignoter les derniers dixièmes pour le battre à son propre jeu ;-) 
En ligne
En plus de pouvoir rechercher une combinaison de pistes et de voitures particulière et de pouvoir passer au prochain événement disponible, vous pouvez créer un événement personnalisé avec différents styles.
Les événements publics peuvent être rejoints par n'importe qui et utilisent un décompte automatisé sur le salon ainsi qu'un mécanisme de type « Voter pour commencer maintenant », permettant aux joueurs de participer rapidement, sans être à la merci de l'hôte. Ces événements peuvent être découverts par tous les autres joueurs du monde entier. 
Vous ne pouvez joindre un événement privé qu’en acceptant l’invitation d’un ami. Il n'y a pas de décompte sur le salon, mais les joueurs peuvent signaler à l'hôte qu'ils sont prêts à commencer. Les événements privés peuvent uniquement être rejoints en acceptant une invitation d'un ami. 
Dans les deux cas, vous pouvez inviter d'autres joueurs pour les événements en ligne ou choisir de placer des adversaires IA derrière les volants libres. 
La piste choisie par l'hôte ne vous plait pas ? Vous pouvez même voter pour le forcer à en changer ! 
Et, il s'agit là d'une fonctionnalité propre à Project CARS, vous pouvez créer, en plus des courses, des week-ends de course rapide complets, ce qui signifie que vous pouvez créer les combinaisons d'essais libres, de qualifications, de départs lancés et de warm-ups de votre choix. Un de vos amis est en retard pour la partie ? Vous pouvez même régler les heures de ces séances d'avant-course, les commencer et permettre aux retardataires de vous rejoindre en cours de séance ! 
Et bien sûr, vous pouvez choisir toute combinaison de voiture, piste, heure de la journée et météo ici. Vous pouvez même régler des restrictions spécifiques sur les aides au pilotage, les vues de caméra et la méthode de transmission. Nous sommes impatients de voir les parties que vous allez créer. 



 
Partie sur mesure
Si Project CARS est une simulation de sport automobile authentique et techniquement évoluée, nous vous permettons aussi de personnaliser le jeu selon vos préférences et votre niveau de confort.
La Partie sur mesure vous permettra ainsi de régler tous les aspects du modèle de conduite et des aides au pilotage, les dégâts et la dégradation, les réglementations et le niveau des adversaires en fonction du système qui vous convient le mieux. Vous pouvez ensuite ajuster chaque paramètre individuellement à tout moment. 
Jouabilité et réalisme
Ici, vous pouvez régler le niveau de réalisme du jeu. Définissez les aides au pilotage, la rigueur des règles et réglementations des sports automobiles, le niveau de consommation de carburant et de dégradation des pneus ainsi que des guides à l'écran, comme les trajectoires tracées et les indicateurs de virages que vous pouvez choisir de rendre visibles pendant que vous pilotez. 
Commandes
Project CARS prend en charge une grande variété de manettes et de volants. Ici, vous pouvez les configurer et les calibrer, ou encore modifier les attributions des boutons. 
Visuel
Ici, vous pouvez personnaliser l'aspect visuel du jeu. Activez ou désactivez les gouttes de pluie sur la caméra, les reflets du soleil, le flou de chaleur et bien plus encore. 
Caméra
Project CARS utilise diverses techniques stylistiques pour produire une sensation de vitesse réaliste.
Ici, vous pouvez ajuster le champ de vision et sa modification avec la vitesse en fonction de votre proximité avec votre écran de télévision, ainsi que la façon dont la caméra se déplace dans certaines situations et lors de l'affichage depuis la vue casque. 
Audio
Vous permet de régler des éléments individuels de l'environnement sonore du jeu.
0 0
• 9/21/2015

Project CARS PS4 Help - German

Hilfe
Contents[show]Rennzentrale
Die Rennzentrale ist das Herz des Spiels, von wo aus du alle Funktionen von Projekt CARS erreichen kannst. Spielbare Elemente sind unter "Jetzt spielen" in die Kategorien "Karriere", "Einzelspieler", "Online" und "Community" eingeteilt, während die Bereiche "Meine Werkstatt", "Mein Profil" sowie deine persönlichen Einstellungen und Add-Ons unter "Meine Startseite" zu finden sind. 
JETZT SPIELEN
Hier beginnst du eine neue Karriere, lädst eine bereits gespeicherte (es können bis zu zehn Karrieren gespeichert werden) oder fährst einfach mit deiner aktuellen Karriere fort. 
Schnelles Rennwochenende ermöglicht dir das Erstellen eigener Einzelspieler-Events, wobei du Strecke und Wagenauswahl, Rennbedingungen, Sitzungen vor dem Rennen und vieles mehr frei bestimmen kannst – alles ist ab dem ersten Tag freigeschaltet. Alternativ kannst du dich im Freien Training mit einem bestimmten Rennort vertraut machen, ohne von Gegnern behindert zu werden. 
Online stellst du dein Können gegen deine Freunde und andere Spieler aus aller Welt unter Beweis. Suche nach einem bestimmten Event, nimm am nächsten verfügbaren Spiel teil oder erstelle dein eigenes Spiel – du hast die Wahl. 
Das Fahrernetzwerk verbindet alle Project CARS-Spieler miteinander. Behaupte dich bei regelmäßig stattfindenden Community-Events und gewinne reelle Preise oder fordere andere Fahrer asynchron im Zeitfahren heraus. Du willst wissen, wie ein bestimmter Fahrer seine unglaubliche Zeit hingelegt hat? Lade dir einfach seinen Ghost herunter, um es herauszufinden und dich zu verbessern! 
MEINE STARTSEITE
Hier kannst du deine Wagen ansehen, Neues über sie erfahren, Fotos machen und Tuning-Setups erstellen. 
Zusätzlich kannst du dein Fahrernetzwerk-Profil aufrufen, in dem nicht nur deine bevorzugten Einstellungen festgehalten werden, sondern auch dein Karrierefortschritt sowie deine Höhepunkte und größten Momente. 
Project CARS ist für Spieler aller Art gedacht, daher kannst du das Spiel unter "Optionen & Hilfe" komplett an deine persönliche Erfahrung, dein Können und deine bevorzugten Einstellungen anpassen. Dort hast du auch diese Hilfe hier geöffnet, also lies einfach weiter, wenn du noch mehr Hilfestellungen brauchst! ;-) 
Und im PlayStation®Store findest du tolle neue Add-Ons, die wir Project CARS nach und nach hinzufügen werden – einzigartige Wagen, brandneue Rennorte, von der Community angeregte Updates und aufregende neue Funktionen! 



 
Karriere
DEINE KARRIERE BEGINNEN
Deine Karriere in Project CARS basiert auf dem Wissen und der Erfahrung von echten Rennfahrern. Erstelle zunächst das Profil, mit dem du bekannt sein willst – deinen Namen, deinen Spitznamen für die sozialen Netzwerke, deine Nationalität und deine bevorzugte Wagennummer. 
Als Nächstes musst du einen Startpunkt auswählen. Es gibt drei historische Ziele in Project CARS, inspiriert von den großen Erfolgen legendärer Rennfahrer ... 
-        "Von 0 auf 100" verlangt den Gewinn der LMP1 World Championship innerhalb von 10 Saisons und hat die Welt des Kartfahrens zum Ausgangspunkt. Wenn dir das klassische Gameplay anderer Rennspiele gefällt, dann ist dies der richtige Spielmodus für dich. 
-        "Titelverteidiger" stellt dein ganzes Können auf die Probe und verlangt den Gewinn ein und derselben Meisterschaft in drei aufeinanderfolgenden Jahren. Wenn du gerne Rennspiele mit einer einzelnen Lizenz spielst, fühlst du dich hier bestimmt am wohlsten. 
-        "Dreifachkrone" ist für all jene gedacht, die noch nicht so genau wissen, welche Art von Rennwagen oder Motorsport ihnen am besten gefällt. Hier geht es darum, drei verschiedene Meisterschaften zu gewinnen. 
Du kannst dich in beliebiger Reihenfolge, gleichzeitig oder gar nicht auf die Jagd nach den drei historischen Zielen machen. Wenn du sie alle drei erreichst, bist du auf dem besten Weg, dir einen Platz in der Ruhmeshalle zu sichern. 
Wähle deinen Startpunkt abhängig davon, welches historische Ziel du zuerst erreichen willst, und unterzeichne einen entsprechenden Vertrag mit einem der Teams. 
DEINE KARRIEREZENTRALE 
In der Karrierezentrale erfährst du Neuigkeiten aus der Welt des Motorsports und erhältst über die Fanchat-Meldungen Feedback von deinen Fans zu deinem Karrierefortschritt. 
Im Posteingang findest du Nachrichten deines Teams und Renningenieurs sowie Anfragen von interessierten Scouts, Vertragsangebote und Einladungen anderer Unternehmen und Teams zu tollen Events. 
Unter "Ergebnis" findest du die aktuellen Fahrer- und Teamwertungen für alle Motorsportdisziplinen, die bisher im Kalender auftauchen. Behalte sie im Auge, um Spitzenteams auszumachen, die vielleicht Interesse an dir haben könnten. 
Schließlich kannst du dir das Intro deines aktuellen Motorsports erneut ansehen sowie das Format und die Regeln überprüfen und unter "Überblick" deine aktuelle Position in der Stufenstruktur in Augenschein nehmen. 
KALENDER 
Im Kalender siehst du alle bevorstehenden Events der Serie oder Meisterschaft, an der du im Augenblick teilnimmst. Näheres zu einem bestimmten Termin erfährst du, indem du ihn im Kalender anwählst und dann unter "Heutige Events" nachsiehst. Von dort aus kannst du entweder an einem bestimmten Event teilnehmen oder es stattdessen simulieren lassen. Wenn du nur wenig Zeit hast, kannst du außerdem die ursprüngliche Länge der Sitzung verringern. 



 
Schnelles Rennwochenende
Je nach Motorsport kann ein Rennwochenende Training, Qualifying, Warmup-/Einführungsrunden und entweder ein einzelnes Rennen oder zwei Rennen umfassen.
DIE BOX 
In der Box bereitest du dich darauf vor, die Strecke in einer speziellen Sitzung vor dem eigentlichen Rennen auszutesten. Verschiedene Funktionen ermöglichen es dir, hierbei die bestmöglichen Entscheidungen zu treffen und dich optimal vorzubereiten. 
-        Auf dem Boxen-Monitor siehst du andere Wagen auf der Strecke über TV- oder Bordkameras. Du kannst dir auch die Telemetriedaten des Wagens ansehen, den du beobachtest, und dir mithilfe einer laufend aktualisierten Streckenkarte und Zeitmessungen einen Überblick über die bisherige Sitzung verschaffen. 
-        Das Tuning-Setup erlaubt dir, deinen Wagen an die jeweilige Strecke anzupassen. Du kannst diverse Anpassungen vornehmen, von der Bodenfreiheit bis hin zur Übersetzung, der Härte der Stoßdämpfer und dem Spurlauf, und dein Setup anschließend auf der Rennstrecke ausprobieren. 
-        Arbeite eine Boxen-Strategie aus, so hast du die vollständige Kontrolle über die möglichen Taktiken für die bevorstehende Rennsitzung. Passe deine Treibstoffmenge an die Länge des Events und die mögliche Anzahl erforderlicher Boxenstopps an und lege fest, ob du unter bestimmten Umständen die Reifen wechseln oder Schäden reparieren willst. 
-        In Online-Sitzungen steht dir außerdem die Online-Lobby zur Verfügung, in der du mit anderen Fahrern chatten und sie einladen kannst, bevor das Rennen beginnt. 
Sitzungen außerhalb des Hauptrennens können entweder über die gesamte Länge gespielt, auf das bis zu 60-fache beschleunigt oder komplett übersprungen werden. 
Nach Abschluss der Sitzung wird das Endergebnis angezeigt und du kannst entweder mit der nächsten Sitzung fortfahren oder zur Rennzentrale oder zu deiner Karrierezentrale zurückkehren. 
ERSTELLEN VON EIGENEN SCHNELLEN RENNWOCHENENDEN 
Von der Rennzentrale aus kannst du eigene Schnelle Rennwochenenden erstellen. Vom ersten Tag an sind sämtliche Wagen und Strecken von Project CARS freigeschaltet, sodass alle Kombinationen aus Wagen/Strecke/Tageszeit/Wetter/Sitzung möglich sind. 
Du kannst Strecken und Wagen bequem über die Schnellauswahllisten festlegen, aber wenn du dir mehr Zeit nehmen und weitere Funktionen nutzen möchtest, wähle stattdessen einfach "Durchsuchen". 
Du kannst bis zu 4 verschiedene Wetterumschwünge für dein Rennwochenende auswählen und vollkommen frei bestimmen, wie schnell sich das Wetter ändert. Du kannst beliebige Tageszeiten festlegen und ebenso einstellen, wie schnell der Zeitverlauf während deines Events sein soll. 
Natürlich kannst du auch den Zeitpunkt des Events frei bestimmen. Wenn du ein bestimmtes Datum wählst, stellt das Spiel das Wetter an dem betreffenden Tag in der Vergangenheit so genau wie möglich nach oder es verwendet aktuelle online verfügbare Wetterdaten des laufenden Tages. 



 
Meine Werkstatt
In Project CARS sind sämtliche Wagen vom ersten Tag an freigeschaltet, sodass du frei über sie verfügen kannst – kein mühsames Nachkaufen, kein Freischalten durch Erfahrungspunkte und kein benötigter Ruf in einem bestimmten Team. Du kannst dir alle Wagen sowie die dazugehörigen technischen Daten und Hintergrundinformationen ansehen und in den Spielmodi "Einzelspieler", "Online" und "Fahrernetzwerk" auf die Strecke bringen.
Zusätzlich hast du die Möglichkeit, für jeden Wagen detaillierte Tuning-Setups zu erstellen, um sie entweder auf einzelne Rennorte oder eine Reihe ähnlicher Rennorte abzustimmen. 
TUNING-SETUPS 
Durch die Anpassung bestimmter Parameter von Teilen deines Wagens kannst du seine Leistung, sein Potenzial und seine Eigenschaften für die bevorstehende Strecke optimieren. Zu den häufigsten Bereichen, die auf Grundlage der Länge der Strecke oder des Events und der Anzahl der Kurven modifiziert werden, gehören die Balance von Höchstgeschwindigkeit und Beschleunigung aus Kurven, das Untersteuern und Übersteuern in unterschiedlichen Situationen, die Stabilität beim Beschleunigen und Bremsen sowie die Balance zwischen Front und Heck. Hinweise zu jedem der modifizierbaren Parameter sowie Problemlösungen deines Renningenieurs sind direkt ins Spiel integriert. 



 
Mein Profil
Dein Fahrernetzwerk-Profil spiegelt den Weg wider, den du in Project CARS einschlägst.
DEIN FAHRERNETZWERK-PROFIL 
Dein Fahrernetzwerk-Profil hält fest, wie du das Spiel nutzt – die Anzahl der Stunden, die du eingeloggt bist, und die Bereiche, die du am liebsten aufsuchst. Klemmst du dich in Online-Partien gleich hinters Steuer oder legst du dich lieber erst unter den Wagen, um hier und da noch etwas zu schrauben? 
Hier wird auch festgehalten, welche Wagen, Strecken und Motorsportdisziplinen du bevorzugst – sowohl jene, die du zwar gerne spielst, in denen du dich aber verbessern könntest, als auch jene, die du bereits bestens beherrschst. Auch dein Lieblingswagen, dein Lieblingsrennort und dein bevorzugter Realismus sind hier zu sehen. Deine Affinität zeigt, welche Art von Fahrer du offline bist. 
Wenn du online spielst, hält Project CARS durchgehend deine Leistungen und deinen Ruf fest. Dabei sind nicht nur deine Siege, Podestplätze und durchschnittliche Zielposition von Bedeutung, sondern auch die Frage, ob du Events fertig spielst oder eher dazu neigst, sie abzubrechen, sowie dein Verhalten auf der Strecke, das sich in der Anzahl der gelben Flaggen oder erhaltenen Strafen und deinen bisherigen Disqualifizierungen ausdrückt. Project CARS versucht, Rennfahrer vergleichbarer Stärke und mit ähnlichem Verhalten zusammenzubringen, weshalb du diese Daten unbedingt im Auge behalten solltest. 
KARRIERE 
Unter "Karriere" wird dein Fortschritt in deiner aktuell geladenen Karriere festgehalten. 
Dies schließt den Fortschritt bei historischen Zielen sowie deinen allgemeinen Fortschritt auf dem Weg in die Ruhmeshalle ein. 
Wenn du eine Meisterschaft oder Serie in deiner Karriere gewinnst, erhältst du eine Auszeichnung. Auszeichnungen sind in die Kategorien Gold, Silber und Bronze unterteilt, je nachdem, zu welcher Motorsportstufe sie gehören. Scouts von anderen Teams halten Ausschau nach Fahrern, die entweder bestimmte Auszeichnungen oder eine bestimmte Anzahl von Auszeichnungen erhalten haben. Du hast also die Wahl, ob du Jagd auf eine Gold-Auszeichnung oder lieber auf zwei Silber-Auszeichnungen machst. 
Sponsorenverträge sind Anerkennungen verschiedener Marken und Unternehmen, die du durch das Erreichen bestimmter Meilensteine und das Gewinnen von Gold-Auszeichnungen erhältst. Geh also auf die Jagd nach Siegen und mach dir einen Namen, dann werden verschiedene Personen an dich herantreten, um mit dir zusammenzuarbeiten! 
Je bekannter du wirst und dein Können auf der Strecke unter Beweis stellst, desto häufiger wirst du zu speziellen Events außerhalb des normalen Motorsportkalenders eingeladen. Möchtest du an einer Neuauflage eines historischen Rennens teilnehmen oder einen Hochleistungswagen für einen Autohersteller testen? Dies sind die Gelegenheiten, auf die ein echter Rennfahrer wartet, und es liegt an dir, ob sie mitten in der laufenden Saison in deinen Zeitplan passen ;-) 
HÖHEPUNKTE 
Unter "Höhepunkte" findest du deine gespeicherten Wiederholungen sowie sämtliche Fotos, die du auf der Strecke oder in deiner Werkstatt gemacht hast. Warum streamst du nicht ein Event über Twitch oder teilst einen deiner größten Momente über SHARE? Schau öfter mal auf unseren Seiten bei YouTube und Flickr vorbei und sieh dir die besten Momente der Fahrernetzwerk-Community an! 
Fahrernetzwerk
COMMUNITY-EVENTS
Hierbei handelt es sich um regelmäßig geplante Gelegenheiten für Spieler, an bestimmten Szenarien teilzunehmen, die Bestenlisten emporzuklettern und sich gegen andere Spieler zu behaupten – und in manchen Fällen gibt es sogar reelle Preise zu gewinnen! 
ZEITFAHREN 
Zeitfahren ermöglicht Spielern, einander herauszufordern und asynchron auf Rekordjagd zu gehen. Wenn du etwas Hilfe benötigst, um dich zu verbessern, oder verzweifelt wissen willst, wie ein anderer Spieler seine Zeit hinbekommen hat, hol dir einfach seinen Fahrernetzwerk-Ghost und versuche, dich Sekunde für Sekunde zu verbessern, bis du ihn in seinem eigenen Spiel schlägst ;-) 
Online
Neben der Suche nach einer Kombination aus einer bestimmten Strecke und einem speziellen Wagen oder dem Sprung zum nächsten verfügbaren Event kannst du auch ein benutzerdefiniertes Event mit verschiedenen Stilen erstellen.
An öffentlichen Events kann jeder teilnehmen. Sie verwenden einen automatischen Lobby-Countdown und eine Abstimmungsfunktion zum sofortigen Spielstart, um sicherzustellen, dass Spieler möglichst schnell mit einem Event loslegen können und nicht auf einen einzelnen Spieler warten müssen. Sie können von allen Spielern weltweit gefunden werden. 
Private Events dagegen sind ausschließlich für dich und deine Freunde oder eine Party gedacht. Es gibt zwar keinen Lobby-Timer, aber trotzdem können Spieler dem Host zeigen, dass sie bereit sind. Du kannst privaten Events nur beitreten, indem du Einladungen von Freunden annimmst. 
Du kannst andere Spieler zu beiden Arten von Online-Events einladen oder leere Fahrerplätze mit KI-Gegnern auffüllen. 
Du bist nicht zufrieden mit der Strecke, die der Host ausgewählt hat? Dann starte eine Abstimmung, um ihn dazu zu zwingen, seine Auswahl zu ändern! 
Was Project CARS einzigartig macht, ist die Möglichkeit, nicht nur einzelne Rennen, sondern auch ganze Rennwochenenden zu erstellen, also jede erdenkliche Kombination aus Training, Qualifying, fliegendem Start oder Warmup-Runden. Einer deiner Freunde ist ein wenig zu spät dran für dein Spiel? Du kannst auch die Zeiten für die Sitzungen vor dem Rennen festlegen, loslegen und sie dann mitten in der Sitzung dazuholen. 
Und natürlich versteht sich von selbst, dass auch hier jeder Wagen, jede Strecke und jede Kombination aus Tageszeit und Wetter möglich ist – zusätzlich zu der Möglichkeit, Beschränkungen bezüglich bestimmter Fahrhilfen, Kameras und Getriebe festzulegen. Wir können es kaum erwarten, zu sehen, wie viele verschiedene Spiele ihr erstellt. 



 
Spieleranpassung
Project CARS ist zwar eine technisch anspruchsvolle, authentische Motorsportsimulation, aber wir haben dennoch dafür gesorgt, dass du das Spiel an deine eigene Spielstärke und Vorlieben anpassen kannst.
Die Spieleranpassung behandelt daher alle Aspekte vom Handling-Modell oder Fahrhilfen über Schaden und Abnutzung bis hin zu Regeln und Gegnerstärke, sodass du die für dich am besten geeignete Voreinstellung erhältst – die sich später problemlos wieder ändern lässt. 
Gameplay & Authentizität
Hier kannst du den Authentizitätsgrad des Spiels einstellen: die Fahrhilfen, die du nutzen möchtest, die Strenge der Motorsportregeln, die Abnutzung von Reifen und den Verbrauch von Treibstoff sowie visuelle Hilfen wie Ideallinie und Rundenanzeige, die du während des Rennens siehst. 
Steuerung
Project CARS unterstützt eine Vielzahl von Controllern und Lenkrädern. Hier kannst du sie konfigurieren und kalibrieren sowie Tastenzuweisungen ändern. 
Optik
Hier kannst du das optische Erscheinungsbild des Spiels anpassen, z. B. Regentropfen auf der Kamera, Sonnenreflexion, Hitzeflimmern und vieles mehr. 
Kamera
Project CARS verwendet eine Reihe stilistischer Effekte, um eine überzeugende Darstellung von Geschwindigkeit zu vermitteln.
Hier kannst du das Sichtfeld basierend auf deiner Entfernung zum Bildschirm einstellen und wie es sich verändert, wenn du mit hoher Geschwindigkeit fährst, aber auch wie sich die Kamera und die Helmkamera in bestimmten Situationen verhalten. 
Audio
Hier kannst du die verschiedenen Bereiche des Sounds im Spiel einstellen.
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• 9/21/2015

Project CARS PS4 Help - Italian

Aiuto
Contents[show]Centro gare
Il Centro gare è l'hub che ti permette di accedere a tutte le caratteristiche di Project CARS. Le sezioni del gioco si dividono in Carriera, Da Solo, Online e Rete piloti nella scheda Gioca ora, con Il mio garage, Il mio profilo, le preferenze personali e qualunque add-on disponibile nella scheda My Home. 
GIOCA ORA
Qui puoi iniziare una nuova carriera, caricarne una salvata precedentemente (per un massimo di dieci salvataggi) o continuare semplicemente quella che stai giocando. 
La Settimana di gara veloce ti permette di creare un evento individuale in cui potrai decidere tracciato e veicolo, condizioni della pista, sessione pre-gara e molto altro. Tutti gli elementi saranno già sbloccati dall'inizio. In alternativa, scegli le Prove libere e fai pratica in un luogo specifico, in un ambiente non competitivo senza essere ostacolato dagli avversari. 
Online metterai alla prova la tua abilità contro amici e altri giocatori di tutto il mondo. Cerca un particolare tipo di evento, partecipa alla prossima partita disponibile o creane una tutta tua: dipende solo da te. 
La Rete piloti connette tra loro tutti i giocatori di Project CARS; partecipa agli Eventi community organizzati regolarmente per ottenere diritti e potenziali premi reali oppure sfida gli altri piloti in una Prova a tempo asincrona. Vuoi sapere come quel pilota è riuscito a realizzare quel tempo pazzesco? Scarica il suo Fantasma per scoprirlo e potrai migliorare il tuo! 
MY HOME
Da qui puoi accedere alle auto presenti nel tuo garage, avere maggiori informazioni, scattare foto e creare messe a punto specifiche. 
Puoi anche accedere al tuo Profilo Rete piloti che monitora il tuo stile di gioco e tutto ciò che preferisci, registra i tuoi progressi in carriera e conserva i Momenti migliori di cui vai più orgoglioso. 
Project CARS è stato ideato per essere accessibile da chiunque; tramite Opzioni e aiuto puoi personalizzare completamente la tua esperienza di gioco in base al livello di abilità e alle preferenze. È anche il posto dove trovi questa guida, perciò continua a leggere se hai ancora bisogno di aiuto! ;-) 
Infine, PlayStation®Store è il posto giusto per scoprire i nuovi fantastici add-on che aggiungeremo a Project CARS periodicamente: auto iconiche, nuovi luoghi, aggiornamenti basati sui commenti della community e nuove emozionanti caratteristiche! 



 
Carriera
INIZIARE UNA CARRIERA
La tua carriera in Project CARS è stata creata in base alle esperienze di piloti reali. Inizia creando il personaggio che tutti conosceranno: nome, approccio ai social media, nazionalità e numero preferito per l'auto. 
Poi scegli il punto di partenza. Hai a disposizione tre Imprese in Project CARS ispirate alle glorie passate di piloti leggendari... 
-        In "Dalle stalle alle stelle" dovrai vincere l’LMP1 World Championship entro dieci stagioni dopo aver iniziato nel mondo dei kart. Se sei abituato alla progressione tradizionale di altri giochi di corse, allora questo è l'obiettivo più appropriato. 
-        In "Campione in carica" il tuo coraggio verrà messo alla prova e dovrai vincere lo stesso titolo per tre anni consecutivi. Se sei abituato a giocare a giochi di corse monomarca, allora questo obiettivo è fatto su misura per te. 
-        "Tre corone" è l'obiettivo adatto a quelli che non hanno ancora scoperto il loro tipo di automobile o di disciplina preferito. Prova a vincere tre campionati diversi per raggiungere questo obiettivo. 
Puoi affrontare le tre Imprese nell'ordine che preferisci, simultaneamente o decidere di ignorarle. Se le completerai però, sarai sulla buona strada per ottenere il tuo posto nella Hall of Fame! 
Scegli il tuo punto di partenza in base all'Impresa che preferisci affrontare per prima, poi firma un contratto con uno dei team di benvenuto. 
BACHECA CARRIERA 
Grazie alla Bacheca carriera potrai leggere le notizie relative al mondo dei motori e vedere i commenti dei tuoi fan sulla tua crescita attraverso la FanChat. 
Nella tua casella di posta In arrivo riceverai i messaggi del tuo team e degli ingegneri di pista, le proposte degli osservatori interessati, potenziali offerte di contratto e inviti per eventi emozionanti organizzati da altre società e scuderie. 
La scheda Risultati mostra le classifiche piloti e costruttori per tutte le discipline in Calendario. Controlla sempre queste informazioni, così saprai quali sono le scuderie più prestigiose che un giorno potrebbero essere interessate a te. 
Per finire, potrai riguardare il video della disciplina che hai scelto e controllare il suo formato e le regole. Potrai verificare la tua posizione nel Livello che hai scelto consultando la scheda Riepilogo. 
CALENDARIO 
Il calendario ti servirà per sapere quando si svolgeranno i prossimi eventi della serie o del campionato a cui stai partecipando. Seleziona la data che ti interessa sul calendario per ottenere maggiori informazioni, poi scorri la lista degli eventi di oggi. Da qui puoi accedere a un determinato evento o simularlo. Se hai poco tempo, puoi decidere di ridurre la lunghezza della sessione a una percentuale del suo totale. 



 
Weekend di gara veloce
A seconda della disciplina, un weekend di gara veloce può prevedere prove libere, qualificazioni, warmup/giri di formazione e una gara singola o due gare.
I BOX 
Nei Box ti prepari per affrontare il tracciato in una sessione pre-gara. Varie opzioni ti permettono di scegliere e prepararti al meglio per la gara... 
-        L’opzione Osserva ti permette di vedere le altre auto in pista sia tramite le trasmissioni in diretta, sia grazie alla telecamera di bordo. Puoi anche visualizzare la telemetria dell'auto che stai osservando e avere una panoramica più ampia della sessione con una mappa del tracciato live e informazioni sui tempi. 
-        L'opzione Assetto auto ti permette di mettere a punto la vettura in maniera specifica in base al tracciato. Modifica l'altezza da terra e i rapporti della trasmissione, la rigidità degli ammortizzatori e gli angoli di caster, poi scendi in pista e prova. 
-        L'opzione Strategia box ti permette di avere il controllo completo sulle potenziali tattiche da usare nella prossima sessione di gara. Imposta i livelli di carburante in base alla lunghezza del tracciato e al numero potenziale di soste ai box necessarie e scegli se cambiare le gomme o riparare i danni in situazioni specifiche. 
-        Nelle sessioni online puoi anche accedere alla Sala d'attesa online per comunicare con altri piloti e invitare gli altri nella tua sessione non di gara. 
Le sessioni non di gara possono essere giocate integralmente, essere accelerate fino a una velocità di 60x o saltate per giungere direttamente alla fine. 
Le classifiche finali della sessione vengono mostrate al suo termine, poi puoi decidere di passare a quella successiva o tornare al Centro gare o alla Bacheca carriera. 
CREARE I PROPRI WEEKEND DI GARA VELOCE 
Dal Centro gare è possibile creare i propri weekend di gara veloce. Tutte le auto e i tracciati sono sbloccati sin dall'inizio in Project CARS, perciò potrai creare qualunque combinazione auto/tracciato/orario/meteo/sessione che desideri. 
Puoi selezionare rapidamente tracciati e auto grazie alle Liste veloci, ma se preferisci scorrerli comodamente e accedere alle funzionalità aggiuntive, seleziona l'opzione Scorri luoghi. 
Per la tua gara puoi scegliere un massimo di 4 diversi cambiamenti delle condizioni meteo e avrai il controllo completo del ritmo della progressione. Analogamente puoi impostare l'ora del giorno e controllare la velocità del passare del tempo durante l'evento. 
Puoi anche scegliere la data in cui si svolgerà l'evento. Scegli una data specifica e il gioco cercherà di riprodurre storicamente quel giorno nella maniera più accurata possibile oppure prova le condizioni meteo attuali grazie ai dati online. 



 
Il mio garage
Tutte le auto sono disponibili sin dal primo giorno in Project CARS e sono tutte tue. Non avrai bisogno di accumulare denaro, punti esperienza o reputazione con una determinata "squadra". Puoi scorrere la lista delle auto, leggere statistiche e informazioni e portarle in pista in modalità Da Solo, Online e Rete piloti.
Puoi anche creare minuziose messe a punto per ogni veicolo, per rendere le auto adatte ad affrontare località specifiche o più gare con le stesse caratteristiche. 
ASSETTO MESSA A PUNTO 
Ritoccando e impostando i parametri delle parti installate sulla tua auto puoi massimizzarne le prestazioni, il potenziale e le caratteristiche in base al tracciato che affronterai. Le aree comuni a cui prestare attenzione, in base alla lunghezza del tracciato e dell'evento e alla complessità delle curve, includono il bilanciamento della velocità massima in relazione all'accelerazione in uscita dalle curve, sottosterzo e sovrasterzo del veicolo nei vari scenari, stabilità in accelerazione e frenata ed equilibrio tra la parte anteriore e posteriore del veicolo. Note sui parametri modificabili e consigli per risolvere i problemi da parte del tuo ingegnere di pista sono presenti all'interno del gioco. 



 
Il mio profilo
Il tuo Profilo Rete piloti descrive il viaggio che hai intrapreso in Project CARS.
PROFILO RETE PILOTI 
Il Profilo Rete piloti registra il tuo modo di giocare: le ore che hai trascorso online e le aree che preferisci. Ti piace sederti subito dietro il volante nei giochi online o preferisci sporcarti le mani con il grasso del motore? 
Potrai anche osservare la tua affinità con veicoli specifici e discipline, quelle che ami affrontare, ma in cui potresti dare di più e quelle in cui sei un asso. Il Profilo Rete piloti indica anche la tua auto personalizzata, il luogo preferito e la preferenza realismo che ami maggiormente. L'Affinità definisce il tipo di pilota che sei offline. 
Quando giochi online, Project CARS monitora continuamente sia la tua prestazione, sia la tua reputazione. Quello che conta non sono solo le vittorie, i podi e la media dei piazzamenti, ma anche la tua volontà di portare a termine gli eventi nonostante la rabbia, la tua condotta in base alle bandiere gialle o alle penalità ricevute e le squalifiche che ti vengono notificate. Project CARS cerca di accoppiare i piloti con competenza e comportamento simili, perciò queste statistiche sono importanti per i giocatori e vanno tenute d'occhio. 
CARRIERA 
La scheda Carriera mostra i tuoi progressi nella carriera che hai caricato. 
I progressi nelle Imprese sono elencati qui, insieme alla posizione nella Hall of Fame. 
Quando vinci un campionato o una serie ottieni un premio. I premi sono divisi in categoria oro, argento e bronzo in base alla classe della disciplina a cui appartengono. Osservatori di altri team sono sempre alla ricerca dei piloti che hanno ottenuto premi specifici o che ne hanno accumulato una discreta quantità, perciò sta a te scegliere se spingere per ottenere un premio d'oro o accumularne due d'argento. 
Le sponsorizzazioni sono dei riconoscimenti da parte di marchi e società e si ottengono portando a casa un certo numero di premi d'oro. Inizia a vincere e far crescere la tua reputazione e le persone verranno a bussare alla tua porta desiderose di legarsi a te in qualche modo(!) 
Man mano che la tua fama cresce e le tue abilità in pista diventano una certezza, riceverai degli inviti a partecipare a eventi al di fuori di quelli normalmente presenti in calendario. Vuoi partecipare alla ricreazione di una gara storica o provare una supercar per un produttore? Queste sono le opportunità che vengono offerte a un vero pilota di corse e dipende solo da te trovare loro un posto tra gli impegni stagionali ;-) 
ARCHIVIO DEI MOMENTI MIGLIORI 
L'Archivio dei momenti migliori contiene i replay salvati e le foto scattate, sia in pista che ne Il mio garage. Perché non mandi in streaming un evento usando Twitch o condividi un momento particolarmente importante con SHARE? Visita gli account di YouTube e Flickr per visualizzare i momenti migliori condivisi con la community della Rete piloti! 



 
Rete piloti
EVENTI COMMUNITY
Si tratta di opportunità programmate regolarmente che permettono ai giocatori di gareggiare in località specifiche, provare a scalare le classifiche e ottenere diritti e, in alcuni casi, premi veri! 
PROVA A TEMPO 
La Prova a tempo permette ai giocatori di sfidarsi in momenti diversi per far segnare il tempo migliore. Se hai bisogno di aiuto su come migliorare o se vuoi assolutamente vedere come un certo giocatore ha ottenuto il suo tempo, scegli di visualizzare il suo Fantasma Rete piloti (puoi includerne solo uno) e prova a guadagnare secondi e a batterlo usando la sua stessa tattica ;-) 
Online
Oltre a cercare un particolare tracciato, una certa auto o tuffarti nel prossimo evento disponibile, puoi anche creare eventi personalizzati con un numero diverso di stili.
Agli eventi pubblici può accedere chiunque. La loro sala d'attesa è dotata di un timer automatico che segna il conto alla rovescia e di un meccanismo "Vota per iniziare la sessione" per fare in modo che i giocatori partecipino rapidamente all'evento senza dipendere dalla volontà di un singolo giocatore. Gli eventi possono essere trovati da tutti i giocatori del mondo. 
Gli eventi privati, tuttavia, sono stati pensati per te e i tuoi amici o per il tuo gruppo. Non c'è un timer nella sala d'attesa, ma i giocatori possono indicare all'host di essere pronti. È possibile partecipare agli eventi privati solo accettando l'invito di un amico. 
Puoi sempre decidere di invitare altri giocatori a entrambi gli eventi online o scegliere di riempire gli spazi vuoti dei piloti con avversari gestiti dall'IA. 
Non ti piace il tracciato che l'host ha scelto? Puoi persino votare per farlo cambiare! 
Solo con Project CARS puoi creare non solo gare, ma interi weekend di gara combinando come vuoi prove libere, qualificazioni, partenze lanciate o warmup. Hai un amico un po' in ritardo per la gara? Puoi persino impostare gli orari per queste sessioni pre-gara, iniziare e far partecipare i tuoi amici anche nel bel mezzo della sessione! 
Ovviamente sono possibili tutte le combinazioni di auto, tracciati, orari e condizioni meteo e puoi impostare limitazioni o particolari aiuti di guida, visuali e tipi di cambio. Siamo ansiosi di vedere tutto quello che riuscirai a creare sfruttando queste possibilità. 



 
A misura di giocatore
Anche se Project CARS è tecnicamente molto avanzato, un'autentica simulazione delle vere gare motoristiche, avrai la possibilità di personalizzare il gioco in base al tuo livello di esperienza e di sicurezza.
L'opzione A misura di giocatore ti permette di toccare tutti gli aspetti della gestione e degli aiuti alla guida, dei danni e dell'usura, delle regole e del grado di sfida degli avversari, fino all'assetto che senti più adatto a te e tutto può essere modificato in ogni momento. 
Gioco e autenticità
Qui puoi impostare il grado di autenticità del gioco: aiuti alla guida che desideri attivare, la severità delle regole della disciplina scelta, il consumo del carburante e l'usura delle gomme oltre a tutti gli aiuti su schermo come le traiettoria guida e gli indicatori di direzione che puoi decidere di visualizzare durante la gara. 
Comandi
Project CARS supporta un'ampia gamma di controller e volanti. Qui puoi configurarli, calibrarli e assegnare i comandi corrispondenti a determinati pulsanti. 
Grafica
Qui puoi personalizzare la parte estetica del gioco: attivare o disattivare le gocce di pioggia, il riflesso del sole, la foschia da calore e molto altro. 
Visuale
Project CARS utilizza varie tecniche stilistiche per creare una sensazione di velocità credibile.
Qui puoi modificare il campo di visuale in base alla tua vicinanza allo schermo del televisore e come cambia quando guidi a velocità elevate, il movimento della telecamera in determinate situazioni e mentre usi la visuale dal casco. 
Audio
Puoi modificare i suoni ambientali del gioco nelle singole aree.
0 0
• 9/21/2015

Project CARS PS4 Help - Neutral Spanish

Ayuda
Contents[show]Central de carreras
La Central de carreras es el núcleo desde el cual puedes acceder a todas las opciones de Project CARS. Estas se dividen en Historia, Individual, En línea y Red de pilotos, dentro de la pestaña Juega Ahora; y Mi garaje, Mi perfil, los ajustes personales y los complementos de los que dispongas, dentro de la pestaña Mi inicio. 
JUEGA AHORA
Aquí podrás iniciar una nueva partida, cargar las que hayas guardado (diez como máximo) o simplemente continuar con la partida que hayas dejado a medias. 
En el Fin de semana de carreras rápidas puedes crear tus propias pruebas y elegir el circuito, el vehículo, las condiciones del circuito, las sesiones previas y otras opciones. Dispondrás de todo el contenido desbloqueado desde el primer momento. Por otro lado, puedes jugar en Práctica libre para familiarizarte con un circuito en concreto sin tener que preocuparte por hacer frente a ningún rival. 
En el modo En línea deberás demostrar tus habilidades compitiendo contra tus amigos y rivales de cualquier rincón del mundo. Busca un tipo de prueba, participa en la próxima partida que veas disponible o crea la tuya. ¡Tú eliges! 
La Red de pilotos es el lugar de encuentro de los jugadores de Project CARS. Participa en las Pruebas de la comunidad para poder presumir y llevarte algún premio real, o compite contra otros pilotos en el modo asincrónico Contrarreloj. ¿Quieres saber cómo logró un piloto registrar una marca imbatible? ¡Descárgate su fantasma para descubrirlo y tratar de seguir sus pasos! 
MI INICIO
Aquí podrás ver los autos que tienes en el garaje, saber más de ellos, sacarles fotos y crear configuraciones de reglaje. 
También podrás entrar en tu perfil de la Red de pilotos, el cual controla tus hábitos de juego y preferencias, registra tus progresos en el modo Historia y almacena tus mejores momentos. 
Project CARS es un juego accesible a todo tipo de público, así que podrás editar y ajustar tu experiencia de juego según tus habilidades y preferencias desde el menú Opciones y ayuda. Desde él accediste a esta sección de ayuda, así que sigue leyendo si necesitas que te demos una mano. 
Por último, la PlayStation®Store es el espacio donde encontrarás contenido adicional que iremos añadiendo a Project CARS cada cierto tiempo, como autos emblemáticos, nuevos escenarios, mejoras en la comunidad y otras novedades. 



 
Historia
EMPEZAR EL MODO HISTORIA
Tu historia en Project CARS comenzó y seguirás los pasos de un piloto de carrera profesional. Empieza por crear al personaje con el que quieres llegar a la fama. Introduce tu nombre, apodo, nacionalidad y número de auto favorito. 
A continuación, deberás elegir un punto inicial. En Project CARS podrás cumplir tres hitos históricos inspirados en las victorias de legendarios pilotos de carreras... 
-        Para alcanzar el hito «Al estrellato», deberás ganar el Campeonato Mundial de LMP1 en 10 temporadas tras haber comenzado desde abajo como piloto de karts. Este modo es tal vez el más indicado para los que están acostumbrados a una historia con un avance tradicional. 
-        Para ganar «Defensa de campeonato», deberás poner a prueba tu coraje, defendiendo el título de líder de campeonato durante tres años seguidos. Si sueles jugar a juegos de carreras de una sola licencia, este modo es el indicado para ti. 
-        «Triple corona» es perfecto para los que no tienen claro el tipo de auto o disciplina automovilística que prefieren. Trata de ganar tres campeonatos distintos para conseguir este hito. 
Los tres Hitos históricos se pueden conseguir en cualquier orden o simultáneamente. También puedes optar por no conseguir ninguno. Ahora bien, si completas los tres, estarás más cerca de conseguir un lugar en el Salón de la fama. 
Elige tu Punto inicial en función del hito histórico que quieras conseguir antes y firma un contrato con uno de los equipos de bienvenida. 
TU PANEL CENTRAL 
En el Panel central podrás consultar las últimas noticias de las disciplinas automovilísticas de todo el mundo, y ver los comentarios que hagan tus fans sobre tus logros en el historial del FanChat. 
En tu buzón recibirás los mensajes de tu equipo y de tu ingeniero de pista, además de las propuestas de cazatalentos interesados, posibles ofertas de contrato e invitaciones de otras compañías y equipos a las pruebas más emocionantes. 
La pestaña Resultados muestra información del puesto que han ocupado los pilotos y los equipos en todas las disciplinas automovilísticas que se hayan registrado en el Calendario, hasta ese momento. Presta atención a esto para descubrir buenos equipos que puedan interesarte. 
Por último, en la pestaña Información general podrás ver de nuevo la introducción de tu actual disciplina automovilística, comprobar su formato y reglas, y echar un vistazo en la pestaña Resumen al puesto actual del nivel que ocupes. 
CALENDARIO 
En el calendario podrás ver las próximas pruebas de la serie o campeonato en el que estés participando. Para consultar más detalles sobre una fecha en particular, basta con seleccionarla en el calendario y luego recorrer la lista de Pruebas de hoy. Desde aquí podrás acceder a una prueba en concreto o simularla. Si no tienes mucho tiempo, también puedes reducir la duración de la sesión por un porcentaje equivalente a su duración total. 



 
Fin de semana de carreras rápidas
El fin de semana de carrera puede incluir, según la disciplina automovilística, sesiones de práctica, clasificatorias, vueltas de calentamiento o formación, y una carrera individual o dos carreras.
BOXES 
Los boxes son el lugar en el que podrás prepararte para salir a la pista antes de la carrera. En ellos dispondrás de varias opciones para tomar las mejores decisiones y prepararte como es debido antes de la carrera. 
-        La función Control te permite ver a cualquier otro auto que haya en la pista desde la vista de retransmisión o de a bordo. También puedes mostrar la telemetría del auto que estés viendo y tener una visión más global del transcurso de la sesión, con un mapa del circuito en directo e información de los tiempos. 
-        En Ajustes del auto, podrás adaptar tu auto en función del circuito. Cambia todo, desde la altura o la relación de las marchas, hasta la rigidez de los amortiguadores y los ángulos de pivote. Luego sal a la pista y pon tu auto a prueba. 
-        El Gestor de estrategia de parada en boxes te permitirá controlar las tácticas que quieras poner a prueba en la próxima sesión. Ajusta los niveles de combustible en función de la duración de la prueba y el número previsto de paradas en boxes, y decide si cambiar los neumáticos o arreglar los daños en algunos escenarios. 
-        En las sesiones en línea podrás acceder a la sala de boxes, en la que podrás chatear con otros pilotos o invitar a quien quieras a tu sesión sin carrera. 
Las sesiones sin carrera se pueden jugar enteras, acelerar a 60x o saltar hasta el final. 
Al terminar la sesión se mostrarán los puestos finales, entonces podrás continuar a la siguiente sesión o volver a la Central de carreras o al Panel central. 
CREAR TUS PROPIOS FINES DE SEMANA DE CARRERAS RÁPIDAS 
Podrás crear tu Fin de semana de carreras rápidas desde la Central de carreras. Ten en cuenta que en Project CARS dispondrás de todos los autos y circuitos desde el primer momento, así que podrás combinar el auto, circuito, hora del día, estado del tiempo y sesión que prefieras. 
Los circuitos y autos se pueden elegir de forma rápida utilizando las Listas rápidas iniciales, pero si prefieres explorar las opciones detenidamente y acceder a funciones adicionales, solo tienes que seleccionar la opción Explorar. 
Puedes cambiar el estado del tiempo, durante el fin de semana de carrera, hasta 4 veces y controlar por completo el progreso de dichos cambios. Asimismo, puedes elegir una hora del día y controlar qué tan rápido quieres que pase el tiempo. 
También puedes fijar la fecha del evento. Elige una fecha específica y el juego tratará de reproducir de la forma más precisa las condiciones reales de esa fecha o del día actual, consultando la información en línea. 









 
Mi garaje
En Project CARS dispondrás de todos los autos desde el primer momento sin tener que ganar dinero, desbloquearlos acumulando experiencia, ni ganar reputación con un equipo en concreto. Podrás echarle un vistazo a sus estadísticas y detalles de venta, y ponerte al volante del que quieras en los modos Individual, En línea y Red de pilotos.
También puedes crear configuraciones de reglaje específicas para cada vehículo, que sirvan para un escenario en concreto o para varios lugares con una temática común. 
CONFIGURACIONES DE REGLAJE 
Al configurar y ajustar los parámetros de las piezas instaladas en tu auto, podrás sacarle el máximo partido a su rendimiento, potencial y características para el circuito que quieras afrontar. Las opciones comunes que podrás ajustar en función de la longitud del circuito, la prueba y la complejidad de las curvas incluyen: equilibrio de velocidad máxima frente a aceleración tras girar curvas, subviraje del auto frente a sobreviraje en varios escenarios, estabilidad al acelerar y frenar, y equilibrio entre la parte delantera del auto y la trasera. Dispondrás de información sobre cada parámetro ajustable, además de consejos para solucionar problemas, directamente en el juego gracias a tu Ingeniero de pista. 



 
Mi perfil
Tu Perfil de la Red de pilotos muestra tu progreso en Project CARS.
TU LICENCIA DE PROJECT CARS 
Tu licencia de Project CARS muestra tus hábitos de juego: las horas que has iniciado sesión y las zonas que sueles visitar. ¿Te gusta salir a la pista en las partidas en línea o prefieres examinar el auto junto al equipo de ingeniería? 
En la licencia también verás tu afinidad con ciertos autos, circuitos y disciplinas automovilísticas, las disciplinas en las que sueles competir, pero que podrías mejorar, o aquellas que dominas por completo. También aparecerán aquí tu Auto insignia, Escenario favorito y Realismo preferido. Tu afinidad define, por lo tanto, el tipo de piloto que eres al jugar partidas sin conexión. 
Al jugar partidas en línea, Project CARS controla continuamente tanto tu rendimiento como tu reputación. No solo tus victorias, podios y posición final media son importantes, sino también tu dedicación a la hora de completar pruebas, en lugar de abandonarlas si no ganas, tu comportamiento en cuanto a número de banderas amarillas o penalizaciones que hayas acumulado y las veces que te hayan descalificado. En Project CARS queremos agrupar a los pilotos que tengan competencias y comportamientos similares, así que estas estadísticas son algo en lo que los jugadores más entregados deberían fijarse. 
HISTORIA 
La pestaña Historia muestra tus avances en la partida que hayas cargado. 
Aquí verás los progresos totales para lograr tus hitos históricos y para hacerte un lugar en el Salón de la fama. 
Ganarás una medalla por cada torneo o serie que ganes en este modo. Estas medallas pueden ser de oro, plata y bronce según el nivel de la disciplina a la que pertenezcan. Los cazatalentos de otros equipos estarán atentos, en todo momento, a los pilotos que hayan logrado ciertas medallas o que tengan acumulada una determinada cantidad de ellas, así que tú eliges si quieres esforzarte por conseguir una de oro o dos de plata. 
Los contratos publicitarios son muestras de reconocimiento de varias marcas y compañías, que conseguirás al cumplir ciertos logros y ganar medallas de oro. Acumula victorias y logra una buena reputación para que te lluevan ofertas de otros equipos. 
A medida que ganes popularidad y demuestres tus habilidades al volante, también recibirás invitaciones a pruebas especiales que se celebren fuera del calendario normal. ¿Quieres participar en la recreación de una carrera histórica o probar el último y flamante auto de uno de los fabricantes? Estas son algunas de las oportunidades con las que se encuentra un verdadero piloto. De ti dependerá encontrar tiempo para participar en ellas sin dejar de lado el resto de la temporada. 
CARRETE DE MEJORES MOMENTOS 
Tu carrete de mejores momentos incluye los videos que has guardado y las fotos que has sacado tanto al correr en pista como en tu garaje. ¿Por qué no mandas una prueba por stream a través de Twitch o compartes tus momentos favoritos usando SHARE? Visita nuestras cuentas de YouTube y Flickr para ver los mejores momentos de la comunidad de la Red de pilotos. 



 
Red de pilotos
PRUEBAS DE LA COMUNIDAD
Estas pruebas están programadas cada cierto tiempo y te permiten competir en determinados escenarios, tratar de escalar puestos en la clasificación y poder presumir, para de paso ganar algún que otro premio real. 
CONTRARRELOJ 
El modo Contrarreloj permite a los jugadores competir de forma asincrónica para conseguir el mejor tiempo. Si necesitas algo de ayuda para mejorar o te mueres por saber cómo tu rival consiguió ese mejor tiempo, puedes mostrar su Fantasma de la Red de pilotos, mientras corres (puede haber solo 1 en la pista) para intentar ganar algunos segundos y batir la mejor marca. 
En línea
Además de buscar una combinación de circuito y auto, o ir a la próxima prueba disponible, también podrás crear una prueba personalizada con varios estilos distintos.
Las pruebas públicas están abiertas a todos los jugadores e incluyen un cronómetro de cuenta atrás y una función de votación para que el evento dé comienzo. Así los participantes podrán comenzar la prueba rápidamente y no dependerán de la decisión de un solo jugador. Estas pruebas están a la vista de jugadores de todas partes del mundo. 
Las pruebas privadas, sin embargo, son para ti y para tus amigos o miembros de un Grupo. No habrá ninguna cuenta atrás para que estas pruebas empiecen, aunque los jugadores podrán indicar cuándo están listos. Solo puedes unirte a estas pruebas al aceptar una invitación de un amigo. 
En ambos tipos de pruebas, podrás invitar a otros jugadores o llenar los puestos vacíos con rivales de la IA. 
¿No te gusta el circuito que eligió el anfitrión? ¡Puedes votar para que lo cambie! 
En Project CARS podrás crear no solo carreras individuales, sino fines de semanas completos en los que podrás incluir sesiones de práctica, clasificatorias, salidas paradas o vueltas de calentamiento. ¿Alguno de tus amigos suele presentarse tarde a las carreras? Puedes fijar la hora de las sesiones previas, comenzar a jugar y dejar que este se una a mitad de la sesión. 
Y por supuesto, podrás elegir cualquier auto, circuito, hora o condición meteorológica, además de fijar restricciones en algunas funciones de asistencia de conducción, ángulos de cámara y marchas. ¡No te imaginas la variedad de posibilidades que tienes a tu alcance! 



 
Ajustes del jugador
Aunque Project CARS es un simulador de carreras realista que cuenta con la tecnología más avanzada, también nos hemos asegurado de que nuestros jugadores puedan editar y personalizar el juego a su gusto y experiencia.
En Ajustes del jugador, podrás fijar todos los aspectos del modelo de control y asistencias, el daño y el deterioro del vehículo, las reglas y la dificultad de tus rivales al nivel predeterminado más apto para ti. Estos ajustes podrán cambiarse en cualquier momento. 
Mecánica de juego y autenticidad
Aquí puedes fijar la autenticidad del juego: las asistencias y ayudas para la conducción que quieras activar, la rigurosidad de las reglas y normas de las disciplinas automovilísticas, el consumo de combustible y el desgaste de los neumáticos, además de las guías visuales (como líneas de guía o indicadores de curva) que quieras ver mientras corres. 
Controles
Project CARS es compatible con una gran variedad de controles y volantes. Aquí podrás configurarlos y calibrarlos, además de asignar la función a los botones. 
Aspectos visuales
Aquí podrás personalizar los aspectos visuales del juego: activar la visión de gotas de lluvia en la cámara, el reflejo del sol, la distorsión por calor y mucho más. 
Cámara
Project CARS utiliza un gran número de técnicas estilísticas para ofrecer una sensación de velocidad convincente.
Aquí podrás ajustar el campo de visión según lo cerca que estés de la pantalla del televisor y los cambios que se produzcan al conducir a toda velocidad, además del modo en que la cámara se mueve en ciertas ocasiones y al usar la Cámara para casco. 
Sonido
Te permite ajustar los diferentes aspectos sonoros del juego.
0 0
• 9/21/2015

Project CARS PS4 Help - Polish

Pomoc
Contents[show]Centrala wyścigów
Centrala wyścigów to miejsce, które umożliwia dostęp do wszystkich funkcji gry Project CARS. Elementy gry są podzielone według kategorii: Kariera, Pojedynczo, Online i Strefa kierowcy w zakładce Graj; oraz Mój garaż, Mój profil, osobiste preferencje oraz dodatki w zakładce Strona główna. 
GRAJ
Tu rozpoczynasz nową karierę albo wczytujesz wcześniejszy zapis (dostępnych jest maksymalnie dziesięć pól zapisu). Można również kontynuować bieżącą rozgrywkę. 
Weekend wyścigowy umożliwia tworzenie własnych wyścigów dla pojedynczego gracza i zapewnia pełną kontrolę m.in. nad wyborem toru i pojazdu, warunkami pogodowymi i sesjami przedwyścigowymi - wszystkie powyższe elementy są odblokowane już na samym początku. Można również skorzystać z Treningu, aby lepiej zaznajomić się z torem w spokojnych warunkach, bez konieczności rywalizacji z przeciwnikami. 
W rozgrywce online każdy ma szansę dowieść swoich umiejętności w rywalizacji ze znajomymi oraz graczami z całego świata. Wyszukaj konkretny wyścig i dołącz do kolejnej dostępnej gry albo stwórz własne zawody - wybór należy do Ciebie. 
Strefa kierowcy to miejsce łączące wszystkich graczy Project CARS - bierz udział w regularnie organizowanych wyścigach społecznościowych, a dzięki nim zyskasz sławę i szansę na zdobycie nagród rzeczowych. Możesz również rzucić wyzwanie innym graczom w Próbie czasowej. Chcesz sprawdzić, w jaki sposób określony gracz ustanowił tak niesamowity czas? Aby odkryć tę tajemnicę i sposób na poprawę własnej jazdy, wystarczy pobrać ducha! 
STRONA GŁÓWNA
W tym miejscu masz dostęp do garażu i samochodów, a także możesz zapoznać się z dodatkowymi informacjami, robić zdjęcia i tworzyć konfiguracje tuningowe. 
Można również przejść do Profilu strefy kierowcy, który monitoruje twoją grę i ulubione elementy, śledzi postępy w karierze i zachowuje najważniejsze nagrania i momenty. 
Założeniem gry Project CARS jest przystępność dla każdego użytkownika. Wybierając Opcje i pomoc możesz w pełni dostosować parametry rozgrywki i dowolnie spersonalizować ją pod kątem własnego poziomu umiejętności oraz preferencji. To właśnie tutaj skorzystałeś z niniejszej funkcji pomocy. Jeżeli wciąż potrzebujesz wskazówek, zapoznaj się z innymi materiałami znajdującymi się w tym miejscu! ;-) 
W PlayStation®Storemożna odkrywać nowe dodatki wzbogacające grę Project CARS - legendarne samochody, kolejne tory, aktualizacje sugerowane przez graczy oraz nowe, ciekawe funkcje! 



 
Kariera
ROZPOCZĘCIE KARIERY
Kariera w grze Project CARS opiera się na doświadczeniach prawdziwych kierowców wyścigowych. Rozpocznij od stworzenia osoby, w którą chcesz się wcielić. Wybierz imię i nazwisko, profil w mediach społecznościowych, narodowość i preferowany numer samochodu. 
Następnie należy wybrać Punkt startowy kariery. W Project CARS występują trzy cele historyczne, inspirowane dokonaniami z przeszłości i karierami legendarnych kierowców wyścigowych. 
-        Cel „Od zera do bohatera” polega na zdobyciu Mistrzostwa Świata w klasie LMP1 w ciągu dzięsięciu sezonów od rozpoczęcia kariery w wyścigach kartingowych. Jeżeli jesteś przyzwyczajony do tradycyjnej progresji kariery znanej z innych gier wyścigowych, ten cel powinien Ci odpowiadać. 
-        „Obrońca tytułu” to osiągnięcie, które można uzyskać za zdobycie trzy razy z rzędu tytułu mistrzowskiego w tej samej kategorii wyścigów. Jeżeli jesteś przyzwyczajony do gier wyścigowych rozgrywających się w jednej serii wyścigów, to osiągnięcie jest właśnie dla ciebie. 
-        „Potrójna korona” to cel dla tych wszystkich, którzy nie mogą się zdecydować, która z odmian sportów motorowych jest im najbliższa. Aby osiągnąć ten cel, należy zdobyć tytuł mistrzowski w trzech różnych odmianach sportów motorowych. 
Wszystkie trzy cele historyczne mogą być realizowane w dowolnej kolejności i równocześnie. Gracze mogą również w ogóle z nich zrezygnować. Osiągając wszystkie trzy cele z pewnością trafisz do Panteonu Sław! 
Wybierz Punkt startowy, biorąc pod uwagę cel historyczny, który zamierzasz osiągnąć jako pierwszy, a następnie podpisz kontrakt z jednym z zespołów wyścigowych. 
PANEL KARIERY 
Panel kariery umożliwia przeglądanie aktualnych wiadomości ze świata sportów motorowych i obserwowanie opinii fanów na temat postępów Twojej kariery (FanChat). 
Skrzynka odbiorcza pozwala na odbieranie wiadomości od zespołu oraz inżyniera wyścigowego, a także zapytań od zainteresowanych wysłanników terenowych, potencjalnych propozycji kontraktów oraz zaproszeń od firm i zespołów do uczestnictwa w ciekawych wydarzeniach. 
Zakładka Wyniki pokazuje aktualną klasyfikację kierowców i zespołów we wszystkich sportach motorowych, które do tej pory były dostępne z poziomu Kalendarza. Warto ją obserwować, gdyż pomaga znaleźć zespoły, które mogą być zainteresowane zatrudnieniem Cię w charakterze kierowcy. 
Można również ponownie obejrzeć wstęp związany z aktualnie wybranym sportem motorowym, zapoznać się z zasadami i wskazówkami rywalizacji oraz sprawdzić swoją aktualną pozycję w klasyfikacji w zakładce Przegląd. 
KALENDARZ 
W Kalendarzu możesz przeglądać nadchodzące wyścigi w sezonie lub w mistrzostwach, w których bierzesz udział. Więcej informacji dotyczących określonej daty można uzyskać poprzez zaznaczenie danego dnia w Kalendarzu i przejrzenie listy Dzisiejszych Zawodów. Z tego miejsca możesz przystąpić do rywalizacji w określonym wyścigu lub przeprowadzić jego symulację. Jeżeli nie masz zbyt wiele czasu, możesz również skrócić długość sesji, wybierając określoną wartość procentową. 



 
Weekend wyścigowy
W zależności od wybranego sportu motorowego weekend wyścigowy może składać się z treningu, kwalifikacji, rozgrzewki/okrążeń formujących i obejmować jeden lub dwa wyścigi.
BOKS 
Boks jest miejscem, w którym przygotowujesz się do walki na torze w sesji przedwyścigowej. Szereg zawartych tu elementów pozwala na podjęcie najlepszych decyzji i właściwe przygotowanie się do rywalizacji w wyścigu. 
-        Opcja Monitoruj pozwala obserwować inne auta na torze zarówno z kamery telewizyjnej, jak i z kamer pokładowych. Można również sprawdzić telemetrię obserwowanego pojazdu i uzyskać szerszy wgląd w dotychczasowe dokonania kierowcy za pomocą aktualizowanej na żywo mapy toru oraz tabeli czasów. 
-        Ustawienia samochodu pozwalają na modyfikacje ustawień pojazdu w celu dostosowania go do specyfiki określonego toru. Można zmienić wszystko, poczynając od wysokości prześwitu i przełożeń skrzyni biegów po sztywność amortyzatorów i kąt wyprzedzenia sworznia zwrotnicy, a potem wyjechać na tor i wypróbować zastosowane modyfikacje. 
-        Strategia postoju zapewnia pełną kontrolę nad taktyką stosowaną podczas wyścigu. Ustaw poziom paliwa w oparciu o długość wyścigu i liczbę potencjalnych wizyt w boksie i określ, w jakich okolicznościach zmieniane będą opony i naprawiane uszkodzenia. 
-        W sesjach online gracze mają również dostęp do Poczekalni Online, w której mogą porozmawiać z innymi kierowcami i zaprosić ich do własnej sesji niewyścigowej. 
Sesje niewyścigowe mogą być rozgrywane w całości, przyspieszane (x240) albo pominięte. 
Po zakończeniu wyświetlana jest ostateczna klasyfikacja w sesji i można przejść do kolejnej fazy albo powrócić do Centrali wyścigów lub Panelu kariery. 
TWORZENIE WŁASNYCH WEEKENDÓW WYŚCIGOWYCH 
W Centrali wyścigów możesz tworzyć własne wyścigi w ramach Weekendów wyścigowych. Wszystkie samochody i tory w Project CARS są odblokowane już od samego początku. W tym miejscu gracze mogą stworzyć własną sesję wyścigową opartą na dowolnej kombinacji parametrów samochodu/toru/pory dnia/pogody. 
Szybki wybór toru pozwala na błyskawiczny wybór toru i samochodu, a jeżeli ktoś chce bez pośpiechu zapoznać się z dostępnymi możliwościami i dodać kolejne elementy, wystarczy wybrać opcję Przeglądaj. 
Istnieje możliwość zastosowania czterech różnych zmian pogody podczas weekendu wyścigowego, a gracz ma pełną kontrolę nad ich tempem. W podobny sposób można wybrać porę dnia i szybkość jej zmiany w trakcie wyścigu. 
Gracz ma także wpływ na datę rozegrania wyścigu. W grze można wybrać dowolną datę, a zastosowane zostaną jak najdokładniejsze warunki pogodowe, oparte na informacjach historycznych i obecnych danych internetowych. 



 
Mój garaż
Wszystkie samochody w Project CARS są odblokowane od samego początku i dostępne do jazdy natychmiast. Nie potrzeba gotówki, punktów doświadczenia ani reputacji w określonej ekipie. Wszystkie samochody można przeglądać łącznie z ich statystykami oraz informacjami. Każdy z nich można poprowadzić na torze w trybie Pojedczyno, Online lub w Strefie kierowcy.
Dla każdego pojazdu można stworzyć konfigurację tuningu, dostosowaną do charakterystyki określonego toru lub grupy torów. 
KONFIGURACJE TUNINGU 
Modyfikując i ustawiając parametry części zainstalowanych w samochodzie możesz zwiększyć osiągi, potencjał i dostosować charakterystykę pojazdu do toru, na którym odbywa się rywalizacja. Podstawowe obszary modyfikacji to elementy związane z długością toru/wyścigu i charakterystyką zakrętów. Chodzi o odpowiednie zrównoważenie prędkości maksymalnej i przyspieszenia podczas wychodzenia z zakrętów, podsterowności i nadsterowności pojazdu w różnych okolicznościach, stabilności podczas przyspieszania i hamowania oraz balansu pomiędzy przodem i tyłem pojazdu. Uwagi dotyczące każdego podlegającego modyfikacji parametru oraz porady inżyniera wyścigowego umożliwiające rozwiązywanie problemów znajdują się bezpośrednio w grze. 



 
Mój profil
Profil strefy kierowcy przedstawia wszystkie twoje dokonania w grze Project CARS.
PROFIL STREFY KIEROWCY 
Profil strefy kierowcy pokazuje w jaki spsób przebega Twoja rozgrywka - wskazuje liczbę godzin spędzonych podczas gry oraz najczęściej odwiedzane obszary. To tutaj możesz sprawdzić, czy preferujesz szybkie dołączenie do gry online, czy może wolisz spędzić więcej czasu na modyfikacji ustawień i charakterystyki pojazdu. 
W tym miejscu można również sprawdzić swoje przywiązanie: najczęściej używane pojazdy, tory i sporty motorowe - zarówno te, w których często bierzesz udział, ale nie odnosisz w nich wielkich sukcesów, jak i te, w których dominujesz. Wśród zgromadzonych informacji jest także ulubione auto, ulubiona trasa oraz preferowany realizm. Przywiązanie do określonych elementów pokazuje, jakim jesteś kierowcą w rzeczywistym świecie. 
Kiedy grasz online, Project CARS stale monitoruje Twoją rozgrywkę i reputację. Nie liczą się wyłącznie zwycięstwa, miejsca na podium i średnia pozycja na mecie, ale również chęć ukończenia rywalizacji, respektowanie żółtych flag na torze, nałożone kary, a także dyskwalifikacje. Gra Project CARS grupuje w rozgrywkach kierowców o podobnym poziomie profesjonalizmu i zachowań, dlatego najzagorzalsi gracze na pewno będą zwracać uwagę na powyższe statystyki. 
KARIERA 
Zakładka Kariera pokazuje postępy w aktualnie wczytanej karierze. 
W tym miejscu możesz sprawdzić swoje postępy w realizacji celów historycznych, a także wszelkie dokonania mające wpływ na Twój status w Panteonie Sław. 
Za zdobycie tytułu mistrzowskiego lub wygranie serii gracze zdobywają Odznaki. W zależności od poziomu rywalizacji Odznaki są podzielone na złote, srebrne i brązowe. Wysłannicy innych zespołów szukają kierowców, którzy zdobyli wybrane Odznaki albo określoną ich liczbę, dlatego tylko od ciebie zależy, czy chcesz dążyć do zdobycia jednej złotej, czy dwóch srebrnych odznak. 
Umowy reklamowe są dowodem uznania różnych marek i firm. Gracze uzyskują je dzięki określonym osiągnięciom, związanym ze zdobywaniem złotych odznak. Gdy tylko zaczniesz wygrywać, a Twoje nazwisko stanie się sławne, do drzwi z pewnością zapuka mnóstwo osób, które będą chciały być z tobą kojarzone (!) 
Gdy zdobędziesz jeszcze większą sławę i dowiedziesz swoich umiejętności na torze, zaczniesz także otrzymywać zaproszenia do wyścigów specjalnych, organizowanych poza normalnym kalendarzem wyścigowym. Chcesz uczestniczyć w odtworzeniu historycznego wyścigu lub przetestować supersamochód dla producenta? Są to okazje, z których korzystają prawdziwi kierowcy wyścigowi i tylko od Ciebie zależy, czy uda Ci się zmieścić je w kalendarzu podczas regularnego sezonu wyścigowego ;-) 
NAGRANIA 
W tym miejscu znajdują się wszystkie zapisane powtórki i zrobione zdjęcia - zarówno te wykonane na torze, jak i w garażu. Możesz również zechcieć streamować wydarzenie na kanale Twitch albo udostępnić swój najważniejszy moment kariery za pomocą SHARE. Na naszych kontach w serwisach YouTube i Flickr można znaleźć najlepsze momenty udostępnione przez społeczność Strefy kierowcy! 



 
Strefa kierowcy
WYDARZENIA SPOŁECZNOŚCI
Są to regularnie organizowane wyścigi, będące okazją do rywalizacji w określonych warunkach, awansu w rankingach i zyskania sławy, a w niektórych przypadkach nawet do zdobycia nagród rzeczowych! 
PRÓBA CZASOWA 
Podczas Próby czasowej gracze rywalizują na odległość w walce o ustanowienie najlepszego czasu okrążenia. Jeżeli starasz się poprawić elementy techniki jazdy albo koniecznie chcesz sprawdzić, w jaki sposób jeden z graczy osiągnął swój czas, wystarczy skorzystać z funkcji wyboru ducha w Strefie kierowcy (tylko jeden duch) i spróbować w ten sposób zyskać ułamki sekund i pokonać rywali w ich własnej grze ;-) 
Online
Oprócz możliwości wyszukania określonej kombinacji toru i pojazdu, czy dołączenia do kolejnego dostępnego wydarzenia, można również stworzyć własne wydarzenie, dostosowane do określonych preferencji.
W wyścigach publicznych mogą brać udział wszyscy gracze. Obowiązuje automatyczny zegar odliczania i „głosowanie za rozpczęciem”, dzięki której gracze mogą szybko rozpocząć grę i nie są uzależnieni od decyzji pojedynczego kierowcy. Mogą je znaleźć wszyscy gracze z całego świata. 
Z kolei wyścigi prywatne są przeznaczone dla Ciebie i Twoich znajomych lub dla grupy, której jesteś członkiem. Chociaż nie ma tutaj zegara w poczekalni, gracze w inny sposób zgłaszają hostowi swoją gotowość do rywalizacji. Do wyścigów prywatnych można dołączyć tylko poprzez zaakceptowanie zaproszenia od znajomego. 
Niezależnie od rodzaju wyścigu online, możesz wysłać zaproszenie do innych graczy albo wypełnić wolne miejsca kierowcami SI. 
Nie podoba ci się tor wybrany przez hosta? Możesz głosować, aby zmusić go do zmiany! 
Unikalną funkcją w Project CARS jest możliwość tworzenia nie tylko wyścigów, ale również pełnych weekendów wyścigowych. Dostępne są dowolne kombinacje treningu, kwalifikacji, startu lotnego oraz okrążeń podczas rozgrzewki. Twój znajomy spóźnia się na grę? Ustal czas sesji przedwyścigowych, rozpocznij jazdę i czekaj na dołączenie pozostałych kierowców w jej trakcie! 
Oczywiście nie trzeba dodawać, że możliwa jest każda kombinacja samochodu, toru, pory dnia i pogody, a także ustawienie określonych widoków kamery i opcji biegów oraz wprowadzenie ograniczeń na wspomaganie jazdy. Już nie możemy doczekać się, jak ciekawe gry uda się Wam stworzyć. 



 
Personalizacja gracza
Chociaż gra Project CARS jest niezwykle zaawansowana technicznie i stanowi autentyczną symulację prawdziwych wyścigów, dostępne są również opcje modyfikacji i personalizacji, dzięki którym można dopasować rozgrywkę do własnych preferencji i poziomu komfortu.
Personalizacja gracza pozwala dostosować wszystkie aspekty modelu prowadzenia pojazdu, wspomaganie jazdy, uszkodzenia, zużycie paliwa, przepisy i poziom umiejętności przeciwników do własnych upodobań. Wszystkie powyższe elementy można indywidualnie zmienić w dowolnym momencie. 
Rozgrywka i realizm
W tym miejscu można określić realizm gry i ustawić parametry rozgrywki, takie jak elementy wspomagania podczas jazdy, poziom surowości w stosowaniu przepisów, zużycie paliwa i opon, a także wszystkie elementy wspomagające pojawiające się na ekranie, takie jak prawidłowa linia wyścigowa oraz wskaźniki zakrętów, które mają być widoczne podczas jazdy. 
Sterowanie
Gra Project CARS obsługuje szeroki wachlarz kontrolerów i kierownic. W tym miejscu można je skonfigurować, skalibrować i zmienić schemat przycisków. 
Wygląd
Tutaj można dokonać personalizacji estetyki wizualnej gry, przykładowo włączyć krople deszczu na kamerze, efekt flary słonecznej lub efekt gorącego powietrza. 
Kamera
Gra Project CARS wykorzystuje szereg technik wizualnych, zapewniających wiarygodne uczucie dużej prędkości.
Tutaj można dostosować pole widzenia (w oparciu o odległość oczu od ekranu monitora), tempo jego zmiany podczas szybkiej jazdy oraz sposób poruszania się kamery w określonych sytuacjach, w tym również podczas korzystania z kamery zainstalowanej na kasku. 
Dźwięk
Opcja umożliwia dostosowanie poszczególnych obszarów udźwiękowienia gry.
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• 9/21/2015

Project CARS PS4 Help - Russian

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Contents[show]Центр автоспорта
В Центре автоспорта вы можете получить доступ ко всем возможностям Project CARS. Игровые режимы распределены на вкладке Играть по категориям: Карьера, Одиночная, Онлайн и Соревнования сообщества. Доступ к гаражу, профилю, своим настройкам и дополнениям вы можете получить на вкладке Главная. 
ИГРАТЬ
Здесь вы можете продолжить текущую карьеру, начать новую или загрузить сохраненную ранее (всего можно сохранить до 10). 
Быстрый гоночный уик-энд позволяет вам создавать одиночные соревнования, выбирая трассу, ее состояние, автомобиль, предварительные сессии и так далее. Все эти возможности доступны с самого начала. Также вы можете перейти к Свободным заездам, чтобы спокойно ознакомиться с какой-либо трассой без соперников. 
В сетевых играх вам предстоит испытать свои навыки в соревнованиях с друзьями и другими игроками со всего мира. Выполните поиск определенного соревнования, перейдите к следующей доступной игре или создайте собственное соревнование — решать вам. 
Сеть водителей объединяет всех игроков Project CARS. Участвуйте в регулярных Соревнованиях сообщества, чтобы испытать свои навыки и выиграть настоящие призы, или бросьте вызов другим водителям в заездах на время. Хотите узнать, как тот или иной водитель смог добиться столь впечатляющего результата? Просто загрузите его копию и, основываясь на ее показателях, улучшите свой результат! 
ГЛАВНАЯ
Здесь вы можете найти автомобили своего гаража, более подробно ознакомиться с ними, сделать их фотографии, а также подготовить настройки тюнинга. 
Кроме того, здесь вы можете открыть свой профиль Сети водителей. В нем содержится информация о ваших успехах и предпочтениях в игре, а также о вашем продвижении в режиме карьеры и самые яркие моменты. 
Project CARS призвана удовлетворить требования игроков любого уровня, поэтому в разделе Опции и помощь вы можете полностью настроить игровой процесс в соответствии с вашими навыками и предпочтениями. Плюс ко всему, в нем вы можете получить доступ к этой справочной информации, так что читайте дальше, если вам по-прежнему нужна помощь! ;-) 
И, наконец, PlayStation®Store. Здесь вы можете получить доступ к новым дополнениям, которые будут постепенно добавляться — например, культовые автомобили, новые трассы, обновления от сообщества и новые возможности! 



 
Карьера
НАЧАЛО ВАШЕЙ КАРЬЕРЫ
Ваша карьера в Project CARS строится на основе опыта настоящих водителей. Начните с создания своего персонажа. Подберите ему имя, профили в социальных сетях, национальность и предпочтительный номер машины. 
Затем вам нужно выбрать начальную точку. В Project CARS есть три исторических цели, каждая из которых вдохновлена легендарными пилотами… 
-        Из грязи в князи: требует выиграть чемпионат мира LMP1 в течение 10 сезонов, начав с чемпионата по картингу. Если вы знакомы с принципом прохождения других гоночных игр, этот вариант будет для вас наиболее предпочтителен. 
-        Защита звания чемпиона: здесь вам предстоит доказать свою силу, выиграв один чемпионат три года подряд. Если вы привыкли играть в гоночные игры с одиночной лицензией, рекомендуем вам выбрать этот вариант. 
-        Тройная корона: этот вариант лучше всего подходит тем, кто еще не решил, какой автоспорт предпочитает. Попробуйте выиграть три разных чемпионата, чтобы добиться этой цели. 
Все три исторические цели можно завоевывать в любом порядке, даже параллельно, или не стремиться к ним вовсе. Но если вам удастся их заработать, вы получите хороший шанс попасть в Зал славы! 
Выберите начальную точку в зависимости от того, к какому историческому достижению вы стремитесь в первую очередь, и подпишите контракт с одной из команд. 
ВАША ПАНЕЛЬ КАРЬЕРЫ 
Панель карьеры позволяет читать местные новости об автоспорте и узнавать, что думают о вас и о вашей карьере фанаты, с помощью фан-чата. 
В раздел Входящие будут помещаться сообщения от вашей команды и техников, запросы от заинтересованных скаутов, предложения по контрактам и приглашения от других компаний и команд принять участие в увлекательных соревнованиях. 
На вкладке Результаты размещается информация о турнирном положении пилота и команды во всех гонках гоночного Календаря. Следите за этим разделом, чтобы вовремя узнавать о проявленном к вам интересе со стороны профессиональных команд. 
Также вы можете повторно просмотреть вводные данные по текущему автоспорту, ознакомиться с его форматом и правилами, определить вашу текущую позицию в уровневой структуре на вкладке Обзор. 
КАЛЕНДАРЬ 
В разделе Календарь вы можете просмотреть предстоящие соревнования, составляющие серию или чемпионат, в которых вы сейчас участвуете. Дополнительную информацию о конкретной дате вы можете получить, выбрав ее в календаре и просмотрев список Сегодняшние соревнования. Здесь вы можете принять участие в каком-либо соревновании или просто симулировать его. Если у вас мало времени, вы можете сократить длительность сессии до определенного процента. 
Быстрые гоночные уик-энды
В зависимости от автоспорта, гоночный уик-энд может включать в себя тренировку, квалификацию, прогревочные круги в одногоночном или двухгоночном формате.
ПИТ-БОКС 
В пит-боксе вы проводите подготовку к следующей гонке. Здесь различные возможности позволяют вам принять оптимальные решения и провести необходимую подготовку… 
-        Функция Слежения позволяет просматривать другие автомобили на трассе с любого ракурса или с бортовых камер. Вы даже можете ознакомиться с данными телеметрии просматриваемого автомобиля и получить более широкий обзор текущей сессии с актуальной информацией о времени и положении на трассе. 
-        Конфигурация автомобиля позволяет настроить его в соответствии с параметрами определенной трассы и участвующих в заезде автомобилей. Здесь вы можете изменить множество параметров, от клиренса и жесткости амортизаторов до параметров передач и касторов, а затем проверить автомобиль на трассе. 
-        Менеджер стратегий пит-стопов позволяет определить потенциальную тактику на следующий заезд. Настройте уровни топлива в зависимости от длительности гонки и потенциального количества обязательных пит-стопов, и укажите, следует ли менять резину или устранять неисправности в том или ином случае. 
-        В онлайн играх вы также будете иметь доступ к пит-лобби, где сможете пообщаться с другими водителями и пригласить их принять участие в ваших внегоночных сессиях. 
Внегоночные сессии можно проезжать до конца, ускорять до 60 раз и пропускать до конечного участка. 
Итоговые результаты сессии будут показаны после ее завершения. Вы сможете перейти к следующей сессии или вернуться в Центр автоспорта или к Панели карьеры. 
СОЗДАНИЕ БЫСТРЫХ ГОНОЧНЫХ УИК-ЭНДОВ 
В Центре автоспорта вы можете создавать собственные быстрые гоночные уик-энды. Все автомобили и трассы в Project CARS доступны с самого начала, поэтому здесь вы можете задать любую комбинацию автомобилей, трасс, времени дня, погоды и сессий. 
Трассы и автомобили можно выбрать, используя Быстрый выбор места. Если вы предпочитаете более вдумчивый выбор с дополнительными возможностями, выберите Обзор. 
Для гоночного уик-энда вы можете выбрать до 4 изменений погоды. Вы также можете управлять их динамикой. Также вы можете выбрать время суток и задать динамику перехода к следующему времени суток в процессе гонки. 
Ещё вы можете изменить дату соревнования. Укажите конкретную дату, и игра постарается максимально точно ее симулировать (по архивным данным или в соответствии с текущими условиями). 







 
Мой гараж
Все автомобили в Project CARS доступны с самого начала. Вам не нужно на них зарабатывать, набирать опыт или репутацию в какой-либо группе. Все автомобили можно просмотреть, узнать их статистические и демонстрационные данные. Вы без ограничений можете использовать их на трассе в одиночной, онлайн игре и в игровых режимах Сети водителей.
Кроме того, для каждого автомобиля вы можете разработать настройки тюнинга, чтобы подготовиться к определенным трассам или группам локаций. 
НАСТРОЙКИ ТЮНИНГА 
Настраивая параметры компонентов вашего автомобиля, вы можете добиться от него максимальной эффективности на определенной трассе. Как правило, следует обращать внимание на длину трассы и длительность соревнований, сложность углов с учетом баланса между скоростью и ускорением при выходе из поворотов, снос передней и задней оси в различных условиях, устойчивость при ускорении и торможении, соотношение между передней и задней частью автомобиля. Примечания по каждому изменяемому параметру и рекомендации по устранению неполадок ваш техник предложит вам непосредственно в игре. 



 
Мой профиль
Ваш профиль Сети водителей содержит информацию о вашем путешествии в мире Project CARS.
ВАШ ПРОФИЛЬ СЕТИ ВОДИТЕЛЕЙ 
Ваш профиль определяет как вы играете. Он указывает сколько часов вы провели в игре и какие разделы посещали наиболее часто. Вы предпочли сразу же сесть за руль и выехать на трассу в онлайн-заездах? Или, может быть, вам по нраву сначала настроить автомобиль, и только потом сесть в его кабину? 
Также профиль указывает любимые автомобили, трассы и дисциплины автоспорта; в каких из них у вас дела идут хорошо, и в каких вам нужно больше над собой поработать. Там представлен ваш любимый автомобиль, любимое место и предпочитаемый уровень реализма. Параметр Мастерство определяет, к какому типу водителей вы относитесь в одиночных гонках. 
При игре онлайн Project CARS постоянно отслеживает вашу эффективность и репутацию. Значение имеют не только победы, места на подиумах и средний результат. Учитывается и то, насколько часто вы в ярости выходите из гонки до ее завершения, ваше поведение в соответствии с количеством желтых флагов и штрафов, а также случаи дисквалификации. Project CARS стремится свести вместе гонщиков со схожим поведением и уровнем опыта, поэтому серьезным игрокам следует уделить этим показателям внимание. 
КАРЬЕРА 
На вкладке Карьера представлен ваш прогресс по карьерной лестнице. 
Здесь указано, насколько вы близки к историческим целям и вхождению в Зал славы. 
Выиграв в рамках карьеры чемпионат или серию, вы получаете заслугу. Заслуги подразделяются на золотые, серебряные и бронзовые в зависимости от их уровня в автоспорте. Скауты других команд ищут водителей, получивших определенную заслугу или несколько заслуг. Поэтому вам предстоит выбрать, что для вас лучше — одна золотая заслуга или две серебряных. 
Эндорсинг — знак признания определенными брендами и компаниями. Для получения эндорсинга необходимо достичь определенного этапа на пути к золотой заслуге. Начните побеждать и заработайте себе имя — и к вам тут же потянутся люди, желающие продемонстрировать, что они имеют к вам прямое отношение(!) 
Зарабатывая популярность и доказывая свою квалификацию на трассе, вы будете получать приглашения на различные соревнования в регулярном календаре. Хотите принять участие в реконструкции исторического заезда или протестировать суперкар одного из производителей? Все это доступно для настоящего пилота! Вам решать, не помешают ли эти мероприятия гонкам регулярного чемпионата ;-) 
ЯРКИЕ МОМЕНТЫ 
Раздел Яркие моменты содержит сохраненные видеоповторы и снятые фотографии — как на трассе, так и в гараже. Почему бы не выполнить потоковую передачу соревнования через Twitch и не поделиться своим триумфом, используя SHARE? Посетите наши страницы на YouTube и Flickr, чтобы просмотреть яркие моменты из гонок, снятые участниками нашего сообщества Сети водителей! 
Сеть водителей
СОРЕВНОВАНИЯ СООБЩЕСТВА
В регулярно проводимых Соревнованих сообщества игроки могут испытать себя в различных условиях, подняться вверх в таблице лидеров и потешить свое самолюбие, а иногда даже выиграть настоящие призы! 
ЗАЕЗД НА ВРЕМЯ 
Заезд на время позволяет игрокам бросить друг другу вызов, соревнуясь за рекорд по времени. Если вы хотите улучшить свои навыки или вам не терпится узнать, как какой-либо игрок добился своего результата, возьмите на трассу копию этого игрока из Сети водителей (всего можно взять одну). Так вы сможете сразиться с ними и победить, улучшив их способ прохождения ;-) 
Онлайн
Вы можете не только выполнять поиск трасс и автомобилей и участвовать в соревнованиях, но и создавать собственные соревнования на основе ряда параметров.
В открытых соревнованиях могут участвовать все игроки. Используйте автоматический таймер в лобби и функцию «проголосовать за начало», чтобы игроки могли быстро начать без необходимости ожидания недостающего игрока. Эти соревнования доступны для поиска игрокам со всего мира. 
Закрытые соревнования предназначены для вас, ваших друзей, а также для вашей команды. Таймера здесь нет, но игроки могут сообщить организатору о своей готовности начать гонку. К закрытым соревнованиям можно присоединиться только после принятия приглашения от друга. 
Вы можете приглашать других игроков в соревнования обоих типов. Также за руль других автомобилей можно усадить искусственный интеллект. 
Вам не нравится трасса, выбранная организатором? Вы можете проголосовать за ее принудительную смену! 
Project CARS предлагает вам уникальную возможность: вы можете создавать не только гонки, но и полноценные гоночные уик-энды с любым сочетанием тренировок, квалификаций, прогревочных кругов и стартов с хода. Ваш друг немного не успевает принять участие в игре? Вы можете задать время предварительных сессий и начать гонку, а он присоединится к вам во время сессии! 
И, конечно, само собой разумеется, что здесь допустимы сочетания любых автомобилей, трасс, погодных условий и времени суток. Также вы можете установить ограничения на использование вспомогательных средств, ракурсов камеры и переключения передач. Нам не терпится увидеть, какие игры вы создадите. 



 
Настройка игрока
Хотя Project CARS и является технически продвинутым приближенным к реальности гоночным симулятором, мы позаботились о том, чтобы каждый мог настроить игру в соответствии со своими навыками и требованиями.
Настройка игрока учитывает все аспекты управления и вспомогательных средств, повреждения и ухудшение характеристик, правила и уровень противников на основе ваших предпочтений. Настройки можно изменить в любой момент. 
Игровой процесс и подлинность
Здесь вы можете настроить подлинность игры: выбрать вспомогательные средства, строгость соблюдения гоночных правил и норм, настроить затраты топлива и износ шин, а также подсказки на экране (маршрутные линии и индикаторы поворотов). 
Управление
Project CARS поддерживает широкий спектр геймпадов и рулей. Здесь вы можете настроить и откалибровать их, а также изменить настройки кнопок. 
Визуальные настройки
Здесь вы можете настроить визуальную эстетику игры — включить капли дождя на камере, блики солнечного света, марево и многое другое. 
Камера
Project CARS использует целый ряд стилистических приемов, чтобы дать игроку почувствовать настоящую скорость.
Здесь вы можете настроить поле обзора в зависимости от расстояния до экрана ТВ, его изменение при скоростном движении, а также перемещение камеры в определенных ситуациях и при обзоре с камеры на шлеме. 
Звук
Позволяет настраивать отдельные аспекты звука в игре.
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• 9/21/2015

Project CARS PS4 Help - Spanish

Ayuda
Contents[show]Central de carreras
La central de carreras es el núcleo desde el que acceder a todas las opciones de Project CARS. Estas se dividen en Historia, Individual, Online y Red de pilotos, dentro de la pestaña Jugar Ahora; y Mi garaje, Mi perfil, los ajustes personales y los complementos de que dispongas, dentro de la pestaña Mis cosas. 
JUGAR
Aquí puedes iniciar una nueva partida, cargar las que hayas guardado (de un máximo de diez) o simplemente continuar con la partida que hayas dejado a medias. 
Los fines de semana de carreras rápidas te permiten crear tus propias pruebas y elegir el circuito, el vehículo, las condiciones del circuito, las sesiones previas y otras opciones. Dispondrás de todo el contenido desde el primer momento. Por otro lado, puedes jugar en Práctica libre para familiarizarte con un circuito en concreto sin tener que preocuparte por hacer frente a ningún rival. 
En el modo Online, deberás demostrar tus dotes compitiendo contra tus amigos y rivales de cualquier rincón del mundo. Busca un tipo de prueba y participa en la próxima partida que veas disponible, o crea la tuya propia. ¡Tú eliges! 
La Red de pilotos es el lugar de encuentro de los jugadores de Project CARS. Participa en las pruebas de la comunidad que se celebran regularmente para poder fardar y llevarte algún premio real, o compite contra otros pilotos en el modo asincrónico Contrarreloj. ¿Quieres saber cómo ha logrado un piloto registrar una marca imbatible? ¡Pues descárgate su fantasma para descubrirlo y tratar de seguir sus pasos! 
MIS COSAS
Aquí podrás ver los coches que tienes en el garaje, saber más de ellos, hacerles fotos y crear configuraciones de reglaje. 
También podrás entrar en tu perfil de la Red de pilotos, el cual controla tus hábitos de juego y preferencias, registra tus progresos en el modo Historia y almacena tus mejores momentos. 
Project CARS es un juego accesible a todo tipo de público, así que podrás editar y ajustar tu experiencia de juego según tus habilidades y preferencias en el menú Opciones y ayuda. Desde él accediste a esta sección de ayuda, así que sigue leyendo si aún necesitas que te echemos una mano. 
Por último, la PlayStation®Store es el espacio donde encontrarás los complementos que iremos añadiendo a Project CARS cada cierto tiempo, como coches emblemáticos, nuevos escenarios, mejoras sugeridas por la comunidad y otras muchas novedades. 



 
Historia
EMPEZAR EN EL MODO HISTORIA
Tu historia en Project CARS ha dado comienzo y seguirá las pautas de la carrera profesional de un piloto. Comienza por crear al personaje con el que quieres llegar a la fama introduciendo tu nombre, apodo, nacionalidad y número de coche favorito. 
A continuación, deberás elegir un punto inicial. En Project CARS podrás cumplir tres hitos históricos inspirados en las viejas glorias del volante... 
-        Para alcanzar el hito «Al estrellato», deberás ganar el Campeonato Mundial de LMP1 en 10 temporadas o menos tras haber comenzado desde abajo como piloto de karts. Este modo es tal vez el más indicado para los que están acostumbrados al avance tradicional en otros juegos de carreras. 
-        Para ganar «Defensa de campeonato», deberás poner a prueba tu valía defendiendo el título de líder en el mismo campeonato durante tres años seguidos. Si sueles jugar a juegos de carreras de una sola licencia, este es tu modo. 
-        «Triple corona» es perfecto para los que no tengan claro el tipo de coche o disciplina automovilística que prefieren. Trata de ganar tres campeonatos distintos para conseguir este hito. 
Los tres hitos históricos se pueden conseguir en cualquier orden o simultáneamente. También puedes optar por no ir a por ninguno. Ahora bien, si los completas todos estarás más cerca de hacerte un hueco en el salón de la fama. 
Elige tu punto inicial en función del hito histórico que quieras conseguir antes y firma un contrato con uno de los equipos de bienvenida. 
TU PANEL CENTRAL 
En el panel central podrás consultar las últimas noticias de las disciplinas automovilísticas de todo el mundo, y ver los comentarios que hagan tus fans sobre tus logros en el historial de FanChat. 
En el buzón recibirás los mensajes de tu equipo y de tu ingeniero de pista, además de las propuestas de cazatalentos interesados, posibles ofertas de contrato e invitaciones de otras empresas y equipos a las pruebas más emocionantes. 
La pestaña Resultados muestra información del puesto que ocupan tanto pilotos como equipos en todas las disciplinas automovilísticas que hayan tenido lugar en el calendario. Presta atención a esto para descubrir buenos equipos que puedan estar interesados en ti. 
Por último, en la pestaña Información general podrás ver la introducción sobre tu disciplina automovilística de nuevo, comprobar su formato y reglas, y echar un vistazo a tu puesto en su estructura de niveles. 
CALENDARIO 
En el calendario podrás ver las próximas pruebas del torneo o campeonato en el que estés participando. Para consultar más detalles sobre una fecha en particular, basta con seleccionarla en el calendario y luego recorrer la lista de pruebas de hoy. Desde aquí podrás acceder a una prueba en concreto o simularla. Si no tienes mucho tiempo, también puedes reducir la duración de la sesión a un porcentaje de su duración total. 



 
Fin de semana de carreras rápidas
Los fines de semana de carreras rápidas pueden incluir, según la disciplina automovilística, sesiones de práctica, clasificatorias, vueltas de calentamiento o formación, y una carrera individual o dos carreras.
BOXES 
Los boxes son el lugar en el que podrás prepararte para salir a pista antes de la carrera. En ellos dispondrás de varias opciones para tomar las mejores decisiones y prepararte como es debido... 
-        La función Control te permite ver a uno de los coches que haya en pista desde la vista de retransmisión o de a bordo. También puedes mostrar la telemetría del coche que estés viendo y tener una visión más global del transcurso de la sesión con un mapa del circuito en directo e información de los tiempos. 
-        En Ajustes del coche podrás adaptar tu coche en función de la combinación de circuito y coche. Cámbialo todo: desde la altura o la relación de las marchas, hasta la rigidez de los amortiguadores y los ángulos de pivote. Luego sal a la pista y pon tu coche a prueba. 
-        El gestor de estrategia de parada en boxes te permitirá controlar las tácticas que quieras poner en práctica en la próxima sesión. Ajusta los niveles de combustible en función de la duración de la prueba y el número previsto de paradas en boxes, y decide si cambiar los neumáticos o arreglar los daños en función de la situación. 
-        En las sesiones online podrás acceder a la sala de boxes, donde tendrás la oportunidad de comunicarte con otros pilotos o invitar a quien quieras a tu sesión sin carrera. 
Las sesiones sin carrera se pueden jugar enteras, acelerar hasta 60x o saltar hasta el final. 
Al final de la sesión se mostrará la clasificación final, y podrás entonces continuar a la siguiente sesión o volver a la central de carreras o al panel central. 
CREAR TU FIN DE SEMANA DE CARRERAS RÁPIDAS 
Podrás crear tu fin de semana de carreras rápidas en la central de carreras. Ten en cuenta que en Project CARS dispondrás de todos los coches y circuitos desde el primer momento, así que podrás combinar el coche, circuito, hora del día, meteorología y sesión que prefieras. 
Los circuitos y coches se pueden elegir rápidamente usando las listas rápidas iniciales, pero también puedes recorrer con más detenimiento las opciones y acceder a otras funciones seleccionando la opción Explorar. 
Puedes seleccionar hasta 4 cambios de meteorología para el fin de semana y controlar por completo el progreso de dichos cambios. Asimismo, puedes elegir una hora del día y controlar cómo de rápido quieres que pase el tiempo. 
También es posible fijar la fecha del evento. Elige una fecha en concreto y el juego tratará de reproducir de la forma más precisa las condiciones reales de esa fecha, o del día actual, tomando como base la información disponible en línea. 



 
Mi garaje
En Project CARS dispondrás de todos los coches desde el primer momento sin tener que pulirte la pasta para tenerlos disponibles, desbloquearlos acumulando XP, ni ganar reputación con un equipo en concreto. Podrás echarles un vistazo y consultar sus estadísticas e información de venta, además de ponerte al volante del que quieras en los modos Individual, Online y Red de pilotos.
También puedes crear configuraciones de reglaje específicas para cada vehículo, que sirvan para un escenario en concreto o para varios lugares con una temática común. 
CONFIGURACIONES DE REGLAJE 
Al configurar y ajustar los parámetros de las piezas instaladas en tu coche, podrás sacarle el máximo partido a su rendimiento, potencial y características para el circuito que quieras afrontar. Las opciones comunes que podrás ajustar en función de la longitud del circuito, la prueba y la complejidad de las curvas incluyen: equilibrio de velocidad máxima frente a aceleración tras las curvas, subviraje del coche frente a sobreviraje en varios circuitos, estabilidad al acelerar y frenar, y equilibrio entre la parte delantera del coche y la trasera. Dispondrás de información sobre cada parámetro ajustable, además de consejos para solucionar problemas, directamente en el juego gracias a tu ingeniero de pista. 



 
Mi perfil
Tu perfil de la Red de pilotos muestra tu recorrido trazado en Project CARS.
PERFIL DE LA RED DE PILOTOS 
Tu perfil de la Red de pilotos refleja tus hábitos de juego: las horas que has iniciado sesión y las zonas que sueles visitar. ¿Te gusta salir a pista en las partidas online o prefieres trastear con el coche junto al equipo de ingeniería? 
En el perfil también verás tu afinidad con ciertos coches, circuitos y disciplinas automovilísticas, las disciplinas en las que sueles competir pero necesitas mejorar, o aquellas que dominas por completo. También aparecerán aquí tu coche insignia, escenario favorito y realismo preferido. Tu afinidad define por lo tanto el tipo de piloto que eres al jugar partidas sin conexión. 
Al jugar partidas online, Project CARS controla continuamente tanto tu rendimiento como tu reputación. No solo las victorias, podios y posición final media son importantes, sino también tu dedicación a la hora de completar pruebas en lugar de abandonarlas si no ganas, tu comportamiento en cuanto a número de banderas amarillas o penalizaciones que hayas acumulado y las veces que te hayan descalificado. En Project CARS queremos agrupar a los pilotos que tengan competencias y comportamientos similares, así que estas estadísticas son algo en lo que los jugadores más entregados deberían fijarse. 
HISTORIA 
La pestaña Historia muestra tus avances en la partida que hayas cargado. 
Aquí verás los progresos totales para lograr tus hitos históricos y para hacerte un hueco en el salón de la fama. 
Ganarás una medalla por cada torneo o campeonato que ganes en este modo. Estas medallas pueden ser de oro, plata y bronce según el nivel de la disciplina a la que pertenezcan. Los cazatalentos de otros equipos estarán atentos en todo momento a los pilotos que hayan logrado ciertas medallas o que tengan acumulado un determinado número de ellas, así que tú eliges si quieres esforzarte por conseguir una medalla de oro o ir a por dos de plata. 
Los contratos publicitarios son muestras de reconocimiento de varias marcas y empresas que conseguirás al cumplir ciertos logros y ganar medallas de oro. Acumula victorias y fama para que no paren de lloverte ofertas de otros equipos. 
A medida que ganes en popularidad y demuestres tus dotes al volante, también recibirás invitaciones a pruebas especiales que se celebren fuera del calendario normal. ¿Quieres participar en la recreación de una carrera histórica o probar el último y flamante coche de uno de los fabricantes? Estas son algunas de las oportunidades con las que se encuentran los pilotos de verdad y de ti dependerá encontrar tiempo para participar en ellas sin dejar de lado el resto de la temporada. 
CARRETE DE MEJORES MOMENTOS 
Tu carrete de mejores momentos incluye los vídeos que has guardado y las fotos que has hecho tanto al correr en pista como en el garaje. ¿Por qué no transmites una prueba a través de Twitch o compartes tus momentos favoritos usando SHARE? Echa un vistazo también a nuestras cuentas de YouTube y Flickr para ver los mejores momentos de la comunidad de la Red de pilotos. 



 
Red de pilotos
PRUEBAS DE LA COMUNIDAD
Estas pruebas se programan cada cierto tiempo y te permiten competir en determinados escenarios, tratar de escalar puestos en la clasificación y poder fardar... Y, de paso, ¡llevarte a veces algún que otro premio real! 
CONTRARRELOJ 
El modo Contrarreloj permite a los jugadores competir de forma asincrónica para conseguir el mejor tiempo. Si necesitas algo de ayuda para mejorar o te mueres por saber cómo consiguió tu rival ese mejor tiempo, puedes mostrar su fantasma de la Red de pilotos mientras corres (solo un fantasma a la vez) para intentar ganar algunos segundos y batir la mejor marca. 
Online
Además de buscar una combinación de circuito y coche o ir a la próxima prueba disponible, también podrás crear una prueba personalizada con varios estilos distintos.
Las pruebas públicas están abiertas a todos los jugadores e incluyen un cronómetro de cuenta atrás y una función de votos para que el evento dé comienzo. Así los participantes podrán comenzar la prueba rápidamente y no dependerán de la decisión de un solo jugador. Estas pruebas están a la vista de jugadores de todas las partes del mundo. 
Las pruebas privadas, sin embargo, son para ti y para tus amigos o miembros de tu grupo. No habrá ninguna cuenta atrás para que estas pruebas empiecen, aunque los jugadores podrán indicar cuándo están listos. Solo puedes unirte a estas pruebas al aceptar una invitación de un amigo. 
En ambos tipos de pruebas, podrás tanto invitar a otros jugadores como llenar los puestos vacíos con rivales de la IA. 
¿No te gusta el circuito que ha elegido el anfitrión? ¡Pues vota para que lo cambie! 
En Project CARS podrás crear no solo carreras individuales, sino fines de semanas de carreras completos en los que incluir sesiones de práctica, clasificatorias, salidas lanzadas o vueltas de calentamiento. ¿Alguno de tus amigos suele presentarse tarde a las carreras? Pues puedes incluso fijar la hora de las sesiones previas, comenzar a jugar y dejar que este se una a mitad de sesión. 
Y por supuesto, podrás elegir cualquier coche, circuito, hora o condición meteorológica, además de fijar restricciones en algunas funciones de asistencia de conducción, ángulos de cámara y marchas. ¡Ni te imaginas la de posibilidades que tienes a tu alcance! 



 
Ajustes del jugador
Aunque Project CARS es un simulador de carreras realista con la tecnología más avanzada, también nos hemos asegurado de que nuestros jugadores puedan editar y personalizar el juego a su gusto.
En Ajustes del jugador, podrás fijar todos los aspectos del modelo de control y asistencias, el daño y el deterioro del vehículo, las reglas y la dificultad de tus rivales al nivel predeterminado más apto para ti... Y estos ajustes podrán cambiarse de nuevo en cualquier momento. 
Mecánica de juego y autenticidad
Aquí podrás fijar la autenticidad del juego: las asistencias y ayudas a la conducción que quieras activar, la rigurosidad de las reglas y normas de las disciplinas automovilísticas, el consumo de combustible y el desgaste de los neumáticos, además de las guías visuales (como líneas de guía o indicadores de curva) que quieras ver mientras corres. 
Controles
Project CARS es compatible con una gran variedad de mandos y volantes. Aquí podrás configurarlos y calibrarlos, además de asignar la función de los botones. 
Aspectos visuales
Aquí podrás personalizar los aspectos visuales del juego: activar la visión de gotas de lluvia en la cámara, el reflejo del sol, la distorsión por calor y mucho más. 
Cámara
Project CARS se sirve de una gran cantidad de técnicas para ofrecer una sensación de velocidad convincente.
Aquí podrás ajustar el campo de visión según lo cerca que estés de la pantalla del televisor y los cambios que se produzcan al conducir a toda velocidad, además del modo en que la cámara se mueve en ciertas ocasiones y al usar la cámara de casco. 
Sonido
Te permite ajustar los diferentes aspectos sonoros del juego.
0 0
• 9/19/2015

Project Cars Force Feedback Help

Input Signals












The four front tire input signals are the component parts of the whole tire induced torque coming through the rack.












So if these are all scaled to the same thing (by convention 1.0), this is the same as straight rack torque.












The two rear tire signals are to enable the Seats of Pants concept. Neither of these go through rack geometry though, as there is no rear rack and steering wheel. 












These just go straight to the seat.












Finally, the G force signal is to enable the Gut physical simulation concept.
























Tire Force












This is simply an overall multiplier on all of the input tire forces. Note that G forces, the input to Gut, are not scaled with this parameter. 












Note that the other FFB parameter in the Controller section is the same as the scaling in the driver.












Reducing that does not help saturation, it simply reduces force.
























SpindleMasterScale

This is a multiplier on all of the front tire forces. This was added to allow the following four scale to default to 1, and be more intuitively like “weights”.

























SpindleFxScale












SpindleFyScale












SpindleFzScale












SpindleMzScale

























Individual scales on the components going through the spindle/rack. 












To get pure rack forces, leave these all at the same value. 1.0 is a convenient value for this, and use SpindleMasterScale to dial overall spindle force.

























SpindleFxLoPass












SpindleFyLoPass












SpindleFzLoPass












SpindleMzLoPass

























Individual smoothing on the components going through the spindle/rack. 












Typically Fx requires more smoothing than the others. 0.0 is no smoothing. 1.0 is normalized to “really smooth but still some useful signal”. 












Values above 1.0 are valid.
























SpindleArm












SpindleArm is the angle, in degrees, of the attachment of the tie rod to the spindle. 












Zero degrees means the tie rod is attached directly aft of the axis. 












That particular distance, how far aft, is not critical, because that just amounts to scale, which we adjust based on squeezing into the device range anyway. 












The angle though matters a lot in how the forces feel when the steering wheel is not straight.












90 degrees is then with the tie rod directly inboard of the axis, which physically would result in the inability to steer. 












Realistic values I'd guess are between 0 and 45..
























Seat of Pants (Sop)












The basic idea of “Seat of Pants” (Sop) is to present information from what is happening at the rear of the car through force feedback. 












There are two physical forces that are used. 












The rear side loads and the rear vertical loads.
























SoPScale












Overall scaling of Seat of Pants
























SoPLateral












Scaling of the rear side load effect.
























SoPDifferential












Scaling of the rear vertical load effect, which is actually the difference between right and left vertical loads.
























SoPLoPass












Smoothing of the Seat of Pants signal. 0.0 is no smoothing. 1.0 is normalized to “really smooth but still some useful signal”. 












Values above 1.0 are valid.
























Relative Torque Adjust












The idea here is to present torque to the wheel based on the change in torque through time instead of as absolute torque. 












This means that with reasonable parameters, the wheel will never fully saturate. 












But unlike soft clipping (which can also prevent saturation), the high end torques do not get as heavily squeezed.












There is one side effect to tune out though, and that is the wheel losing center over time. If all












torque was completely via “Relative Torque Adjust”, centered torque would move around as the wheel goes through previously saturating torques. 












To prevent this, we use the bleed value to “bleed” absolute torque back into the mix.
























RelativeGain












This is the scaling on the amount of calculated torque change that is applied. 1.0 is the intuitively correct value. 0.0 turns this component off.
























RelativeBleed












This is a time value for bleeding absolute torque back in. 1.0s is a good starting point.
























RelativeClamp












This is the force to wheel value (so in the 0.0 to 1.0 range) where the non absolute running magnitude is clamped. 












This does not clamp the overall value, and torques can still go above this, but it does exert a strong clamping effect, 1.0 is a good starting point for this.












 Values greater than 1.0 can make sense if soft clipping is also used. 












Values less than 1.0 makes sense to give some headroom for spikes to be a little more symmetrical around the clamp.












Note that with this component on, and with clamp at 1.0 or less, and not too much bleed, there is no full saturation.












What this means is that what was too much force before now becomes more force effects felt near full force. 












But this too can become too much, as that can start to overpower the more subtle unsaturated force range.












So you still need to dial overall force (via Tire Force and the scales), but that scaling can become an interesting control, not just something to avoid saturation with.
























Gut Simulation












This is a simulation of the G forces on the body of the driver. 












Basically, G forces move the body around via a physical simulation, and the result of that simulation is translated to force feedback.
























GutScale












Magnitude of the gut simulation in FFB. 1.0 is normalized to “significant but not overpowering”.
























GutLongScale












Magnitude of longitudinal effect applied. 












This is a scaling of the baseline lateral effect. At 0.0, the gut effect will be all based on lateral G’s. 












With non zero GutLongScale, under braking G’s, the lateral effect will increase, and under acceleration G’s the lateral effect will decrease.
























GutMass












This is the mass of the simulated “gut”, which should not be the whole human body. 












It should be some lesser portion, roughly being the effective amount of mass not “locked down” rigid by the seat and seatbelts.












This is a very fuzzy concept, so the number is really just a very rough ballpark number.












This is fine, because the simulation is not overly sensitive to this number. 












It matters, but it is not extremely critical.












The default is 50 kg.
























Arm Simulation












The arm simulation simulates that the wheel is driven by a non rigid linkage, namely the driver’s arms, as well as play and mass in the linkages themselves.












However, this is done purely with force feedback. 












The position of the the controller still directly dictates the location of the simulation wheel.












This simulation also serves as the main global smoothing stage.
























ArmScale












Ratio of incoming signal to pass through the arm simulation. 0.0 if off. 












1.0 is application of all incoming signal.
























ArmMass












Mass of “arms”, with respect to simulation. 












This does not necessarily mean the average mass of two human arms. 












This is the effective mass with respect to the degree of freedom that is the wheel/controller.
























ArmStiffness












Spring*like stiffness of the “arms”. 












Stiffer settings will pass through higher frequency information.












 Softer settings will smooth more.
























ArmDamping












This is a multiplier on critical damping of whatever mass and stiffness is set. 












Therefore, 1.0 means exactly critically damped.
























Soft Clipping












This compresses all force within range of the wheel, although the stronger the force, the more it is squeezed into the higher force range.












 In some ways this is like Log Scaling, but Soft Clipping guarantees all signal will squeeze into the range, however compressed.












On the other hand, approaching linear behavior is not implicit with soft clipping, as it can be with log scaling.
























SoftClip












The “half signal” for setting the soft clipper. 












The value set here is the input signal that will become 0.5 as an output signal. 












Setting this to 0.0 turns the soft clipping off. 












Setting this to 0.5 is maybe the closest approximation to linear while on, but is not linear. 












Setting this to 1.0 will match the derivative/slope of the output at zero input (so if you want the lowest forces to feel similar, and compress everything else). 












Therefore, less than 1.0 will amplify some lower force, and reduce larger forces. 












Greater than 1.0 will reduce all forces.
























SoftClipUnity












Straight soft clipping will never reach full 1.0 magnitude, which means for lots of soft clipping scenarios, the full force of the wheel is never quite used, possibly to a noticeable level.












SoftClipUnity sets the expected maximum force that will hit the soft clipper, and rescales such that that force outputs at 1.0 (full force of wheel).












This means saturation may be reintroduced if this is set too low, but it is useful to fine tune output, especially when the soft clipper is used more for non*linear response than for anti*saturation.












Setting this to 0.0 turns the unity re*scaling off.
























Scoop












This is a new component, and is directly in response to some devices going flat in response at higher force levels.












This is somewhat the opposite non*linear tool as the soft clipper, but is shaped differently, to better fit the nature of devices (and be easier to control).












So what scoop does is reduce lower forces more and high forces less, thereby increasing the slope of force where some devices reduce the slope of force.












Since devices seem to do this in two more or less linear regimes, with a knee in between, this is how this component works (in the opposite direction).
























ScoopKnee












The input force level where the knee is at. If this is 0.0, this component is turned off.
























ScoopReduction












The input force reduction below the knee. Above the knee, the force slope is increased such that at 1.0 input force, the output force is 1.0.
























Tighten Center












Note that the name of this can be confusing. This has nothing to do with tightening the wheel about geometric top center.












The “center” for this component means “zero force”, and has nothing to do with wheel position.












The primary purpose of this is to remove wheel deadzones, but it can also be a shaping tool.
























TightenCenterRange












This is the input force below which the output force is increased to remove a deadzone. 












Put more simply, this is the size of the deadzone you are trying to remove.
























TightenCenterFalloff












This controls how sharply the output force approaches zero force as the input force goes below TightenCenterRange.
























Damping












One use of damping can be to counter inherent drag in a device by using negative BaseDrag.












However, often devices do not have linear inherent drag, so setting BaseDrag such that there is little to no device resistance at slow wheel speed will result in accelerating forces at higher wheel speeds. 












This can be fixed by also having some positive BaseDragSqr.












A technique to set damping to cancel most device drag is to turn off ALL forces, Slow Speed Force, and TireForce) and adjust BaseDrag and BaseDragSqr such that the wheel stays the same speed or slows down ever so slightly (until it hits a stop) when you give it a good push at different rates.












It seems better to have a tiny bit of drag left than to have the wheel accelerate on its own at any speed.
























BaseDrag












This is resistance on the wheel as a function of wheel angular velocity.
























BaseDragSqr












This is resistance on the wheel as a function of wheel angular velocity squared.
























BaseDragLoPass












This is smoothing of the angular velocity for drag calculations. 












Raw position data on some devices can be noisy.












Note that increasing smoothing can have a secondary apparent effect of increasing the effect of drag.











(© Roger Prynne)
0 0
• 9/19/2015

Projects Cars Vehicle Tuning Setup Help

Tires and Brakes

























Tires

























Lowering pressure will decrease temperature as raising will increase temperature. The hotter the tire the quicker it will wear. Lowering the tire pressure creates a greater contact patch which will increase the grip you will feel. However, the greater the contact patch the more tire wear will occur. Lowering the tire pressure too much reduces grip. Sometimes lowering the tire pressure too much will give you too much grip causing turning too strong and the rear doesn’t slide. In these instances raising the tire pressure will benefit the handling. If the tire pressure is too high then the tires will overheat and very little can be done to cool them or prevent excessive wear. Overall reducing the front tire pressure will help solve the problem

























If you have mid-corner understeer (Understeer occurs when traction is lost at the front wheels while cornering, forcing you wide on a bend despite applying the correct steering angle. When viewed by an observer, this action looks as if the driver has applied insufficient steering lock (or under steered). If you're car is understeering, you're scrubbing off speed and missing the optimum line, so it's not a quick way to take a bend.) lowering the tire pressure will help.












If you have mid-corner or exit oversteer (Oversteer occurs when the rear tires reach the limit of adhesion in a corner before the front. This leads to 'the back coming out' The good thing about oversteer is that you normally go through the hedge backwards, thus preventing expensive repairs to the front of your car. If you manage to performed sustained, controlled oversteer this is know as drifting.) then reducing the rear tire pressure will help.

























Brake Balance

























Adjusting the brake balance is highly dependent on your braking style.












Trail braking - This involves braking later and continuing to brake into the early phase of the corner before the apex. This can help improve your lap times, but also pushes your car closer to the limits of grip.












Straight line braking before a corner and before beginning to turn-in.












Often you use both types on a track depending on the corner. If you’re trail braking and have turn-in understeer, then move the brake balance rearward. If you’re trail braking and the rear begins to slide on turn-in, then move the brake balance forward. If you’re breaking in a straight line and the rear axle locks move the brake balance forward. If your braking in a straight line and the front tires lock causing you to go straight into the gravel, then move the brake balance rearwards. You’ll often find that the brake balance is good on one corner and horrible on another. You can adjust the brake balance while on the track increments of 1 all the way from 100% in the front to 100% rear. Adjusting the brake balance on the fly allows for optimal braking in every corner. As the tires wear they will begin to wear at different rates. To help stop this you can have more brake balance on the least worn tires. Also as the tire wears the more likely it will lock. If you’re running a brake balance of 73% you may find that the fronts begin to lock. In order to stay out longer before a pit, you can adjust the balance rearwards on the track.

























Traction Control

























The Final basic adjustment in the tires and brakes is the traction control slip. Reducing this value will allow the traction control to intervene sooner allowing less wheel spin. Increasing this value will let the car have more wheel spin before the traction control activates. On corner exit you can apply the power only if the traction control kicks in reducing your exit speed. If this happens increase the traction control. Alternatively, in corner exit you may apply the power and the rears slide. If this happens, then decrease traction control to allow traction control to decrease the wheel spin.












Generally, the tighter the corner, the rears will spin. If you have many slow-speed bends a lower traction control slip is advised. This is done to preference some drivers like to drift and others can’t handle the car sliding out.





































Aerodynamics and Chassis

























Downforce

























Downforce can be adjusted individually on front and rear of the vehicle. The higher the downforce the more grip you will have in a corner. However, downforce increases the aerodynamic drag of the vehicle. This increase of drag will reduce the top speed. The downforce should be at a minimum as tracks such as Monza or maximum at tracks such as Watkins Glen. Downforce will only benefit car handling at medium speed and high speed corners. At low speed you’re not traveling fast enough to generate enough downforce for it to be noticeable.












If on medium and high speed corners you’re having understeer than increase the front downforce. If on medium and high speed corners the rear begins to excessively slide then increase the rear downforce.












There are two methods to choosing your downforce in competitive racing. You can run at the lowest controllable downforce level so you are one of the fastest cars on the straights. This will prevent cars from catching you if you are leading, or will help you catch the cars in front of you. Most overtakes are completed on the straights as this is the safest way. The second method is for overtaking in the corners. For this you run at a slightly higher than normal downforce level to allow you to follow closely behind the car ahead. The high downforce will allow you to carry more speed into the corner. Eventually the driver ahead will be pressured into a mistake allowing you to make a nice simple overtake. Alternatively, you will get a better exit provide the straight following the corner isn’t too long. This will allow you to get ahead. When leading it is also helpful that you can exit the corner faster and any advantage the drivers have on the straights will be negated by your superior corner speed.

























Longitude and Weight Bias

























Longitude and Weight Bias is a useful tool to change the weight balance of the car. If the car is understeering on corner entry, then move the weight bias rearwards. If the car is over steering on corner exit and corner apex (Apex or clipping point is the innermost point of the line taken through a curve. The apex is often, but not always, the geometric center of the turn. Hitting the apex allows the vehicle to take the straightest line and maintain the highest speed through that specific corner. It is often near the tightest part of a corner.) then move the weight bias forwards. This behavior is due to the weight change on the car during cornering, braking, and acceleration. As you brake naturally the front of the car gets heavier. Having a rear weight bias will help stop this effect. When you are cornering the car rotates (unintelligible) front tires. The further-er away from the front tires the center of mass is the greater so more over steer will be felt. Alternatively, if the center of mass is at the front of the vehicle the rear will slide less which will compromise your exit speed. When you are accelerating the rear squats causing the weight to transfer to the rear axle. Having a forward weight bias will reduce this effect. A forward weight bias is required here as often you are accelerating while turning the wheel. So, any rearwards weight balance will dramatically increase the rear sliding. Extremes should be avoided here, as this will give unpredictable handling. I tend to run anywhere between 60% so, 10% front bias and 40% so, 10% rear bias depending on the car. Front engine FWD cars you want to run with a rear weight bias. Front engine rear wheel drive cars you normally want to run with a front weight bias. Rear engine rear wheel drive cars you want to run with a front wheel bias. Mid-engine rear wheel drive cars are tricky as these tend to be unstable and unpredictable. These will often stay around 50% mark. All-wheel drive cars have a tendency to understeer this is not always the case but normally the default handling. For these a rear weight bias will be required.





































Alignment

























Tow

























The tow can be changed front and rear. Increasing the front tow (tow-in) will increase the amount of grip during corner apex but, reduces the grip on corner entry but will be able to hold the apex better once you get there. Decreasing the front tow (tow-out) will increase the corner entry grip but, will reduce the corner apex grip. So, the car will feel sharper on tow-in but will begin to wander out wide as you take the apex of the corner. Increasing the rear tow (tow-in) will reduce lift-off and power over steer. So, when you let off the throttle the rear will be more controllable. When you apply the throttle when exiting the corner the rear will slide less. Decreasing the rear tow (tow-out) will increase liftoff and power over steer, so when you let off the throttle the rear will begin to step out allowing you to slide into the corner. When you apply the throttle the rear will slide more allowing you to straighten the car sooner for a better exit. Tow depends on track and largely your driving style. Some like a car that is on rails and does not slide at all. They will have lots of rear tow-in. Some like a car that can slide about. They will have rear tow-out. Some like a (unintelligible) car. They will have front tow-out. And some like a car that can hold the apex. They will have front tow-in.

























Camber

























The camber angle can be changed individually at each corner of the car. Camber angle will always be negative. Camber angle changes the angle of the tire under static conditions. Negative camber has the top of the tire leaning into the car body. Having the top of the tire leaning in will put more load on the inside shoulder of the tire. As you turn the vehicle weight transfers to the outside. This weight transfer squishes the tire so the contact patch gets larger. The more negative the camber angle, the more centralized this contact patch will be. The greater the camber angle the faster the tires will begin to heat up when you’re on track. This combined with the greater contact patch size will increase the grip you feel during cornering. You can adjust left and right camber angle to help balance the tire temperatures. In a straight line however, the contact patch is not being squished into the ground as much, so a larger camber angle will actually reduce the contact patch size. Under braking this reduction of contact patch size will increase your braking distances. Under acceleration out of the corner the rear will slide more and more wheel spin will occur as weight will transfer back to the center of the vehicle and the contact patch size will reduce. If you have corner apex under steer increasing the front camber will increase the grip and reduce the under steer. This increase in front camber angle will however, will give more turn-in understeer as the contact patch will be smaller then. If you have corner apex over steer, increasing the rear camber will reduce this. This is as the contact patch will get greater thus increasing the rear grip. The increasing camber angle will make the rear of the vehicle more snappy and make you more prone to sudden loss of control. I would always adjust the camber angle first before adjusting the tow of the vehicle.





































Suspension

























Ride Height 

























Ride height can be adjusted individually at each corner of the car. Unless you are oval racing the left and right ride height should remain the same. Having different left and right ride heights will change how the car feels during left and right cornering (unintelligible) an unpredictable car. Generally, the lower the ride height the better, as there will be less weight transfer during cornering, braking, and acceleration. This is due to the spring travel being shortened. The shortened spring travel will mean the car body will move less when loads are applied. The tire load won’t differ as much and the car will be more predictable. Going too low however, will cause the car to bottom out. When a car bottoms out the car body is in contact with the road. This causes a sudden loss in control if it occurs during cornering. If the front bottoms out you’ll get under steer and the car will feel like you are driving on ice. If the rear bottoms out you will end up in the gravel or exit the corner facing in the wrong direction. Having the front ride height higher will cause the car to understeer. This is as the weight transfer will be felt more by the front axle than the rear axle. Raising the front ride height also stalls the front aerodynamics. If the front aerodynamics stall then less downforce is being created than what should be generated. Raising the rear ride height will make the car over steer more as the rear of the car will have a larger weight transfer than the front. Raising the rear ride height can also increase rear grip on medium and high speed corners as the rear wind will be exposed allowing for a cleaner air flow to generate downforce. This cleaner air flow generates more downforce than turbulence flow. Raising the rear ride height to far however, will stall the rear aerodynamics of the car and you will feel a sudden loss of rear grip. This is as the air gets into the diffuser becomes turbulent and the diffuser will stall. Ride Height will affect all areas of the corner. Set the front ride height as low as possible, so just before the car bottoms out. Then set the rear ride height to your preference. It will normally be higher than the front but, how high depends on how much you like the rear to slide.

























Sway Bars

























Sway Bars or anti-roll bars increase the spring stiffness during cornering as the weight begins to transfer the sway bar will twist thus increasing the spring rate of the axle. The increase in spring rate means more force is required to deflect the suspension. Sway bars only act during cornering and have no effect on straight line driving. Sway bars act along the axle so, can only be changed front and rear. The softer the sway bar the more predictable the car will be. This is as spring rate won’t change as much so you have a car that feels the same at every corner. Soft sway bars however, have the effect of creating more body roll than stiffer sway bars. The more body roll the more likely of the car bottoming out during cornering. A soft sway bar and a low ride height do not mix well. Stiffer sway bars make the car more (unintelligible) as you do not have to wait for the car body to settle or move from left to right before changing direction. Sway bars affect all areas of the corner. If the front sway bar is stiffer than the rear the car will understeer. This is as during cornering there will be less weight transfer so, the contact patch will be smaller than if there were a greater weight transfer. You’ll want to increase the front sway bar stiffness as far as possible however, as the reduction in car body roll makes the car more predictable. If the rear sway bar is stiffer the car will over steer, as the rear contact patch won’t grow as much during cornering so the rear will have less grip. You will want to reduce the rear sway bar if it feels as though the rear of the car is trying to overtake the front. Sway bars can be adjusted on the fly in Project Cars and you can increase or decrease. I would advise that you do this cause some corners the sway bars may be too stiff and you will get under steer. In other corners the body will excessively roll and this should be prevented for predictable handling.





































Brake Pressure and Cooling

























Brake Pressure

























Brake pressure controls the force applied to stop the car when you press the brakes. Having a high brake pressure will make brake distances short but, will leave you more prone to locking up the wheel. This can be countered by modulating the brake which is when you slowly apply the brake up to its maximum pressure then start letting off the brakes as the car slows down. This is most easily done using a pedal box. If you struggle with locking brakes and brake balance adjustments don’t work, then reduce the brake pressure. It will increase your stopping distance as less force is applied to slow the vehicle but, will reduce the likelihood of a lockup. Set the brake pressure to be the highest possible as this will give you the shortest braking distances, but low enough to prevent rear lockups.

























Cooling

























Brake Ducts

























Brake Ducts changes how fast the brakes cool. Cold brakes provide no stopping power. Overheated brakes also provide no stopping power so, you must control the temperatures of the brake by using the brake duct. Tracks like Monza you want to run with a closed brake duct that while the brakes will overheat the long straight afterwards will cool the brakes. Tracks like Monaco where you are constantly applying the brakes you want to run with an open brake duct to allow the brakes to cool between corners to prevent overheating. Too opened a brake duct however, will cool the brakes too much and you will lose all braking performance between the corners. The more closed the brake duct the less the aerodynamic drag of the vehicle so, the car will have a higher top speed. Run with the most closed brake duct possible without causing the brakes to overheat. Remember races are longer than qualifying so, if you begin to notice thermal buildup during practice you may want to open the brake duct to prevent this from becoming an issue in the race.





































Dampers

























Bump, Rebound, and Bump Stop. All three of these settings can be set individually for each corner of the car. Unless you are oval racing it is advised that you keep left and right the same. Front to back, on the other hand, is a different matter. Nine times out of ten they will be different.

























Bump Stop

























A Bump Stop is a small rubber ball or cone attached to the top mounting plate of your spring. The goal of the bump stop is to prevent the spring from colliding with itself when it is compressed. If the spring collides with itself you will get some very unpredictable handling with any shock cannot be absorbed. The bump stop increases the force required to fully compress the spring. The bump stop can be non-linear or they can be linear. In Project Cars the bump stops are linear, so this helps things. Instead of the cars behavior gradually changing as the spring is compressed the car will be normal and then suddenly very different, so when you notice the handling has suddenly become very different you know you’ve encountered bump stop. What is this different handling? Imagine the spring break has just doubled and the car is very suddenly stiff. If encountered on the front you’ll get under steer. If encountered on the rear you’ll get over steer. If you have a soft spring and to keep it soft then you want a high bump stop, this is to stop the spring from compressing too much and reaching the stage where it collides with itself. If you have a firm spring and you want to keep it that way then you want a low bump stop. The high spring rate should stop you from ever fully compressing the spring, but for those occasions where there is a sudden suspension mode the bump stop will be useful. Remember you should really never encounter bump stop. If you do it’s suggested you increase your ride height or increasing your spring stiffness. The bump stop is there as a safety device to stop you from losing control by preventing the spring from fully compressing. It really shouldn’t be used for anything but, preventing that from occurring.

























Bump and Rebound

























Bump is when the damper is compressed and Rebound is when the damper extends. You want different behavior for both of these. Fast and Slow – Slow is when you’re cornering the weight shifts gradually so, the springs and dampers actually get compressed and extended. Fast is when you go over bumps in the road then the suspension has to react quickly. You want different damper behavior in both of those circumstances. The damper ultimately resists the suspension displacement. So, in bump the damper will reduce the amount that the suspension is compressed. In Rebound the damper will reduce the amount the suspension extends. The stiffer the damper the more resistance you have. The more resistant it is the quicker the suspension will reach steady state and the less weight transfer there will be. Steady state is when the suspension compresses it’s not a linear compression it oscillates. These oscillations are bad for handling. If you have wheel turn it to full lock. If you have a controller pull the stick in one direction. This demonstrates oscillation. Now, when you let go the wheel will self-center and the controller stick will also self-center. Imagine that was a spring it wouldn’t self-center. It would go past the neutral position and go the other way and then start coming back and going backwards and forwards. That’s an oscillation. The damper aims to reduce this.

























Slow Bump and Rebound

























Cornering - The suspension will compress so bump on the outside for this is where the weight transfers to. The inside of the car will begin to rise so, the suspension on the inside will rebound. So, slow bump will resist the weight transfer again on the outside wheels making the car more predictable. Slow rebound will resist the weight transfer by stopping the suspension from extending so, in effect holding the weight back. This is why slow bump and rebound are much stiffer than fast is that they are preventing weight transfer. The stiffer they are the more it slows down the weight transfer through the corner. So, the more predictable the car will be as it will slow down any under steer to over steer transition. You don’t want it too stiff though otherwise it will be like driving a car with no suspension and the car will be very difficult to drive. The stiffer the front is the more understeer you will feel. The stiffer the rear is the more over steer you will feel.

























Fast Bump and Rebound

























This is when you’re going over curbs or a very bumpy track. Tracks like Monaco are more sensitive to fast damper settings than Silverstone. The fast settings are softer than the slow as here you want the suspension to react quickly to bumps in the road. If the suspension acts slowly the tires will be at risk of not being in contact with the road. Obviously, if the tires aren’t in contact you don’t have a lot of grip. Fast bump is how quickly the suspension can deflect after going over a bump. Too stiff and the tires are at risk of jumping over the bump. Too soft and the car is at risk of bottoming out or, the spring compressing too much.

























Fast Rebound

























Fast rebound is how quickly the suspension extends to come in contact with the road surface. Too soft and the car can bounce. Too stiff and the suspension doesn’t extend fast enough and the car could bottom-out. With slow and fast settings it is up to you to find the right balance. There is no golden ratio. Generally, the front is softer than the rear. Generally, the rebound is stiffer than the bump. There is not normally a huge difference between these values but the rebound to bump difference is normally larger than the front to rear difference. Dampers are a good way to fine-tune the handling without major changes to other parameters.





































Radiator

























Radiator in Project Cars refers to the radiator opening in the bodywork. The smaller the radiator opening (the more closed on the slider), the better. This is as openings in the bodywork will dramatically increase drag as recirculation zones appear and the air is dramatically slowed. The increase in drag will reduce top speed of the car. The bigger the opening the more downforce you are also losing as the bodywork is less smooth. So, less downforce is being generated by the wings and other devices on the car. A smaller radiator however, will lead to increased engine temperatures. This will increase the wear on the engine and will end the engine life being shorter. A smaller radiator will also cause sudden engine failure to be more likely. Always run with the smallest radiator you can get away with without compromising the reliability of your car. Throughout the race monitor your engine temperatures as shorter runs may hide heat build-ups that will become more apparent in the race.

























Differential

























Slip Preload

























Always start with a slip preload. This is because this will affect your acceleration and deceleration differential behavior. A lower number will allow for better turning and the car will over steer more. This is how the differential is more opened. A higher number will make the differential closer to locking and the car will be more planted but, there will be more under steer.

























Deceleration Lock

























Deceleration lock is felt when you are off-throttle. If you are off-throttle and the rear doesn’t slide when cornering then reduce the deceleration lock as this will give better rotation and more over steer. If the rear slides too much when off-throttle then increasing the deceleration lock will give you more control and the rear will slide less. The best way to test this is too find a medium speed corner. Approach the corner with too much speed but, slow enough that you can take the corner. So, to take the corner all you have to do is lift off the throttle. When you lift off and turn in see what happens to the rear.

























Acceleration Lock

























Acceleration lock will be the most common thing to tune. A lower acceleration lock number will give a more opened differential when on throttle. This will give you better turning ability as the rear will slide more. However, if you are on full lock full throttle at low speed the inside wheel is likely to spin. This spin will cause the inside wheels to excessively wear as it is like doing a burn-out. A higher acceleration lock will make the differential closer to locking. This will mean the car is more planted but, it will understeer more when you apply the throttle.












When tuning a differential it is important that the car is balanced when off-throttle and when on-throttle. If the car under steers when off-throttle but over steers when on-throttle the car will wear you down and you’re likely to make a mistake. The best differential settings makes the car have the same handling whether on-throttle or off-throttle as the car will be predictable regardless of you throttle application. The worse you need is to be forced to lift off the throttle if there is an obstacle ahead for the car to suddenly understeer causing you to hit the obstacle more than you would have if you would have kept the throttle applied.





































Gearing and Engine

























Gearing

























For Basic Gearing only adjust the final drive of the gear box. The shorter or, smaller the number is the quick you will change gears. This is as the car is under geared to allow you to have greater acceleration. Acceleration comes at a price though as your top speed will be limited compared to that of a car with a longer final drive. Acceleration is key at tracks such as Monaco but, at Monza while yes you can pull out the chicanes faster the straights are so long that you will easily be caught. Adjust the final drive so you achieve top speed when the car is in top gear and just about to red-line. If you feel you have the need to draft the car ahead in a race then allow some leeway before the red-line however, this will make you slower at qualifying.

























Fuel Load

























Fuel load is the fuel in which you start. Always run with the least amount of fuel you can as fuel is weight. Qualifying fuel load should be just enough for you to do and out-lap or 1 or 2 fast laps depending on whether you are a confident qualifier and an (unintelligible). The race fuel should be just enough to finish the race unless, you are endurance racing in which case how much fuel you’ll have before the first pit stop. When in practice find out how much fuel you use per lap then, multiply that fuel used by the number of laps you intend to run in qualifying to find the qualifying fuel load. Multiply the fuel used per lap by the number of laps in the race then add a safety margin so, you don’t run out. It is very unlikely you will use the exact amount of fuel for each lap in the race so, this is why you want a safety margin. One or Two Laps is usually enough. When you are drafting the car ahead you will use less fuel this is as there will be less drag as the car ahead is punching a big hole in the air for you and there is less resistance. Remember, fuel is used most when on throttle. If you are a person who frequently uses the throttle you will use more fuel then those who don’t throttle over-lap when on the brakes or, those who don’t lift the throttle to keep the turbo’s cold. Fuel averages can be measured on the car if the car has a multi-digital dashboard.

























Brake Mapping

























The Greater the brake mapping number the more throttle is applied by the ECU (engine control unit) when you are braking. The more throttle applied by the ECU the more fuel you will use. The ECU applies throttle to prevent the rear axle from locking. You can reduce the brake mapping setting if you feel comfortable doing this by yourself. The higher the brake mapping number the more the car will push into the corners so, the more the car will understeer. If the rear axle locks under braking then increase the brake mapping number.

























Wastegate Pressure

























Wastegate Pressure is the air pressure at which the wastegate will be opened relieving the pressure on the turbo. If the turbo pressure is too high it is likely to fail. The turbo pressurizes and feeds air before entering the engine. This means that fuel will ignite quicker as the maximum temperature during combustion will be higher. The fuel however, can detonate. Where rather than flame from propagating through the air/fuel mixture it instantaneously ignites. This will cause damage to the cylinder walls and the piston head and so, will increase wear on the engine. Have the wastegate pressure as high as possible as you will get more power but, make sure it is low enough to allow you to finish the race before the engine fails. The shorter the session the higher the wastegate setting you can use.

























Restrictor

























Restrictors will only be used if the series has a balance of performance rule or you are entering a car that has a superior top speed. The smaller the restrictor the less air will get to the engine. The less air the less power produced as the ECU puts in the right amount of fuel by measuring the air you will also use less fuel. The larger the restrictor the more air will enter the engine so, you will get more power.
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