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Under the hood your choices become a bit more basic, though you’re still able to pick from a wide variety of performance-giving parts to get your ride moving. You’re given options for new paint colours, finishes and flourishes, decals, tyre choices, number plate customization and of you can now choose a car number too. I picked the Mistubishi Evo VI you’re offered in career mode and began from there. While the options available certainly aren’t limitless, you’re now able to pick your favourite ride and give it the pimping it deserves.
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Perhaps the most exciting new feature introduced is the ability to both customise and upgrade your car to your liking. How could they miss Spa Francorchamps, really? Fans will be pleased to know that most of the cars and tracks from Project CARS 2 make an appearance too, though with some notable exceptions. You then have new race modes including the Pace Setter and Breakout variants, new customization and car upgrade options and, of course, some new cars and tracks to boot.
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First off is the new career mode which no longer features an extended series of races for you to fight through. Nevertheless, Project CARS 3 is here now with its new arcade coat of paint, and fittingly it brings with it several departures from the tried and true franchise formula. The backlash has been growing, with many fans quick to point out that the “CARS” in the title actually stands for “Community Assisted Racing Simulator”, and that this new direction makes little sense for the series. It hasn’t been smooth sailing though, with many fans being frustrated at the news that Slightly Mad was steering Project CARS 3 away from its simulation roots and towards a more arcade experience – think more Forza Horizon and less Assetto Corsa. Codemasters is well known for its stable of racing titles, such as the DiRT series and the official F1 games as such, many were excited to see how the first Project CARS game under its direction would fair. Project CARS 3 is the latest entry in the Slightly Mad Studios franchise, and the first entry since being acquired by Codemasters in 2019.
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The result was an excellent middle-ground in the sim world between so called “simcade” titles and other full blown racing simulators, with the sequel, Project CARS 2, enjoying a lot of popularity even today.
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There is still however major clipping when you are going over big kerbs in some oblique angle while turning aswell, especially when you are rejoining the track from the grass but I guess I cal live with that.The Project CARS series began with a simple goal: combine community input with that of professional racing drivers to create a racing simulator to rival Forza or Gran Turismo. Maybe it eases off some braking and kerb clipping aswell. Here in Textures, I added a "0" after the decimal point to brk_scale and bump_scale. file and rewrite those numbers.įx- scale isnt that important, but I guess it lowers the ABS/locking forses/clipping while braking and locking your brakes.įz_scale mostly removes the ffb spikes from wheels going up and down (kerbs, bumps etc) Then go to your C:Users/your name/Documents/Project Cars 2 and make a backup copy of the ffb_custom_settings.txt somewhere. I tried to do some CUSTIM adjustment to get rid of that aswell. I still got some clipping and especially over the kerbs. The TONE setting is biased more to the tyre slip rather than surface effects -> less clipping again. The FFB is not so heavy and I really hate clipping, so it is almost without clipping (the slider FX is basicly the main issue as it removes most of the FFB spikes from the road (kerbs, ABS locking, bumps etc) I tested it quickly with BMW 1M coupe trying to drift that little fella From my experience, all Logitech wheels are very simmilar, (G25/27/920, maby even driving force GT)