Project C.A.R.S

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Re: Project C.A.R.S

Post by stanard »

cloud wrote:

fuck me.................
:shock: :shock: :shock: :shock:
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Re: Project C.A.R.S

Post by cloud »

2013 baby!
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Re: Project C.A.R.S

Post by Madmya »

Rad choice of song. So this is coming to 360? Thought it was PC only for some reason...
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Re: Project C.A.R.S

Post by Shaneus »

cloud wrote:2013 baby!
2013 where? If it said it in the trailer, it might just be because it's fan made.
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Re: Project C.A.R.S

Post by cloud »

2016 then?
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Re: Project C.A.R.S

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Re: Project C.A.R.S

Post by Kangawallaby »

This is out in a few weeks. Anyone else super keen. I got a chance to play a mates pre release version of the latest build and its fantastic.
2nd place is the first loser....

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Re: Project C.A.R.S

Post by t0mby »

Got a code for PC, haven't redeemed it yet and probably won't now my Logitech G27 is in transit.
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Re: Project C.A.R.S

Post by lestat »

Seeing how bad the console versions run in the recently pulled DF analysis(30-40fps screen tearing with weather), I'll only entertain the idea of grabbing this on PC.

30 tracks, 68 cars. Seems a bit light on car content, I imagine this will be like NFS shift 3 in reality.

I noticed G2play have preorders for around $40 currently. I'll be coping it, need a good racer for my PC.
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Re: Project C.A.R.S

Post by flipswitch »

I think I will just stay clear of the wet weather tracks. The physics run at 600fps, love to see how it feels and don't currently own a 60fps racer. Love all the options you can toggle on or off.
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Re: Project C.A.R.S

Post by unfnknblvbl »

butt wrote:2013 baby!

:lol: :lol: :lol:
The sky calls to us; if we do not destroy ourselves, we will one day venture to the stars
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Re: Project C.A.R.S

Post by t0mby »

lestat wrote: I imagine this will be like NFS shift 3 in reality.
Obviously. :rollin:
Last edited by t0mby on 22 Apr 2015 07:10 pm, edited 1 time in total.
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Re: Project C.A.R.S

Post by cloud »

unfnknblvbl wrote:
butt wrote:2013 baby!

:lol: :lol: :lol:
LOL! Oh how i was wrong!
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Re: Project C.A.R.S

Post by lestat »

t0mby wrote:
lestat wrote: I imagine this will be like NFS shift 3 in reality.
Obviously. :rollin:
You do realize it's from the the same devs responsible for the first 2 games, I can see quite a few reused assets in the tracks. Will be really interesting to see if they fixed that floaty feeling the physics in shift had.

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Looking good.
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Re: Project C.A.R.S

Post by t0mby »

lestat wrote:
t0mby wrote:
lestat wrote: I imagine this will be like NFS shift 3 in reality.
Obviously. :rollin:
You do realize it's from the the same devs responsible for the first 2 games, I can see quite a few reused assets in the tracks. Will be really interesting to see if they fixed that floaty feeling the physics in shift had.
Yeah because Daytona handled the same as Out Run and Metal Gear Rising played like Binary Domain. Pah-lease. ;)
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Re: Project C.A.R.S

Post by lestat »

Terrible examples,

Shift is a sim racer, project cars is a sim racer. All your examples aren't even the same sort of game.

It's clear this game is derived from the shift series and the engine they developed, like I said will be interesting to see how much they've improved the physics engine, visuals was never a weak part of the shift series, game looked pretty amazing on PC.
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Re: Project C.A.R.S

Post by t0mby »

Shift a sim racer? Heard it all now. :lol:

The closest to a sim that has been on consoles was Race Pro on the 360 which was also known as GTR.
Race Pro was released for the Xbox 360 in February 2009.

As a racing simulator, it attempts to recreate real-world physics as accurately as possible, rather than exaggerating speed and handling abilities for the sake of easier gameplay. Some games that compare to the realism featured in GTR include Grand Prix Legends, Live for Speed and F1 Challenge. It has a full license from the FIA for their GT championship, so it features the original FIA GT Series cars and courses. All tracks were constructed from satellite data to improve accuracy, and the developers were helped by many teams in the GT- and NGT-classes. The game engine produces and outputs telemetry data in a format that is usable by the telemetry software i2 by MoTeC—a software tool used by real racing teams.
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Re: Project C.A.R.S

Post by lestat »

What tangent are you going on man? This is not a simbin game, it's a slightly mad studios game, makers of the shift series, the series this game is derived from. :rolleyes:
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Re: Project C.A.R.S

Post by t0mby »

Maybe you should've tried playing one of the plenthora of betas available since 2012 to expand your mind.

Shift was rEAmed.
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Re: Project C.A.R.S

Post by Kangawallaby »

It plays really well on my TX Wheel. Its not quite as sim as Assetto Corsa which is the best I've played in terms of realism. Its somewhere in between AC and Forza for mine.
2nd place is the first loser....

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Re: Project C.A.R.S

Post by t0mby »

Kangawallaby wrote:It plays really well on my TX Wheel. Its not quite as sim as Assetto Corsa which is the best I've played in terms of realism. Its somewhere in between AC and Forza for mine.
You're wrong mate, it plays like Shift. Haven't you read lestats posts? ;)
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Re: Project C.A.R.S

Post by flipswitch »

Read that as ' plays like shit '.
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Re: Project C.A.R.S

Post by lestat »

t0mby wrote:Maybe you should've tried playing one of the plenthora of betas available since 2012 to expand your mind.

Shift was rEAmed.
I've seen enough footage to see all the resused assets and tracks, I've already said the physics needed improving which logically is what they've done here. I'm not sure why you're cut up about me drawing parallels to their previous work which this is based on.
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Re: Project C.A.R.S

Post by t0mby »

lestat wrote:
t0mby wrote:Maybe you should've tried playing one of the plenthora of betas available since 2012 to expand your mind.

Shift was rEAmed.
I've seen enough footage to see all the resused assets and tracks, I've already said the physics needed improving which logically is what they've done here. I'm not sure why you're cut up about me drawing parallels to their previous work which this is based on.
I'm not cut up at all, just because a studio made Shift doesn't mean their next game is Shift with a different name, which is pretty much what you've been saying in each post on this page.

And lol@reused tracks. Of course they're going to look similar when track data is so accurate these days, even track assets get reused. Pretty much every racer that tries to either be a Sim (Forza, Gran Turismo) or replicate class based championships reuse the same tracks (Suzuka, Brands Hatch, Laguna Seca, Road America etc etc).
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Project C.A.R.S

Post by flipswitch »

Don't worry about it, GT7 will be re using tracks AND cars AND engine sounds from the PS2 era. But they have completely redone their menu system.

I hope they've included the Hoover 3000 bag less.
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