What Project Motor Racing Can Learn From Project CARS

Project CARS 2.jpg
Image: Slightly Mad Studios
With Project Motor Racing releasing for PlayStation 5, Xbox Series X|S and PC in late 2025, Luca believes it is perhaps a good time to look back at its spiritual predecessors to see what lessons could be learned.

I remember more than a decade ago when picking up my copy of Project CARS for the PlayStation 4, I did not even have a PS4 compatible wheel so I made do with a controller for the longest time. I must say even on a controller the driving felt very good. Fast forward a few years and I got Project CARS 2, and I remember feeling a bit perplexed with it.

Around that time, I finally had a wheel that I would run until finally getting a direct drive wheel. I would play Gran Turismo Sport and GT7, the F1 games, both of the Assetto Corsa titles when they came to console and many more. But I almost did not buy GT Sport as I thought Project CARS 2 would be all the driving game I needed, and for some reason it did not deliver.


Of course, we all know where this story ends with Project CARS 3, a game I did not even bother to buy. But for me, I was already slowly getting off the Project CARS hype train long before the infamous third installation, and I want to believe that Project Motor Racing will be a much needed return to form.

With all this in mind, I am reminiscing about all my memories with the Project CARS games and wondering what can be learned from those games ahead of Project Motor Racing's release.

Handling Model​

This may sound odd, but I genuinely feel like I may have been playing a different game to everyone else. When I had my old wheel - a Logitech G29 - I recall on Project CARS 2 feeling immensely disconnected with the cars I was driving, one particularly poignant instance was when I was attempting a race in my career mode.

I had done the Formula Rookie (Formula Ford) races and had jumped up to Formula C, and the first race was on the Brno circuit. Turn 1 at that track is a long sweeping corner that tightens gradually, and I cannot for the life of me figure out why but no matter what I did, I could not get past the first corner at racing speed. The steering just went light for me and the car would spin.

This video below showing an onboard lap of the Formula C at Brno I believe demonstrates my point.


For years, I could not quite put my finger on what the issue was but now having experienced a lot of PC sim racing titles, I can quantify it now. Project CARS 2 seemed to depict a car going around a corner in such a way that any input would be enough to make it slip - or some of them, at least. In my experience, trying to turn in a number of cars on PC2 was immensely frustrating, it felt like it had no connection to the road.

My main sim now is iRacing, and many people claim that feels very disconnected to the racing surface. Compared to Project CARS 2, iRacing feels like a terrified toddler clutching their parent's hand in terms of gripping to the surface. On that note, I was so put off of "sims" because of Project CARS 2 (and also the F1 games) as I was convinced it would never be worth the expense of getting onto more advanced sims on the PC.

Surely if Project CARS 2 is a sim and therefore "realistic", what hope do I have of being able to handle realism? If I knew that other sims on PC were not like that, I would have been here a lot sooner!

Accessibility​

For me, Project CARS should be a great gateway into sim racing, which is why I - like many of you - was disappointed with the whiplash-inducing different direction of the third game. Gone were the likes of qualifying, tyre wear or fuel depletion, not even being able to go into the pits, which for a game where the name Project CARS stands for Community Assisted Racing Simulation, feels like a bit of a slap in the face.

I for one would not have objected to the option of having those things being able to be switched on or off. Yes it is not completely simulation but just having it as an option can help a lot of novices, who for the most part are the ones buying it on console. But that is the most miniscule of all the issues that come with a racing title of course, as there is something else that the games have done which hopefully Project Motor Racing will follow.

Race Engineer Project CARS 2.jpg

For players who are not so setup savvy, the Race Engineer feature could help figure out how to improve the car. Image: Slightly Mad Studios

I wrote an article last year talking about an idea for a tool that would help those who do not know how to tweak the setup to their liking, as it was a feature that was in Project CARS 2. I did not really get much benefit from it myself as I just could not get along with the handling model in many of the cars, but I firmly believe in the brilliance of the concept and helping ease more casual players into learning about these complex methods.

Ultimately, Project Motor Racing should be an accessible entry point sim racing as much as it should be a proper simulator. Whilst a lot of casual players on console are not going to get into serious sim racing, what prevents loads of players from doing so is how vast and complicated it appears to be. Assetto Corsa and ACC are currently the only titles considered to be racing simulations available for console, but both Rennsport and PMR will expand the sim racing title market immensely for PlayStation and Xbox users.

Having said all that, there is one thing that Project CARS did that many other platforms seem to be following the example of.

Career Mode​

When I heard that the title of this game had gone from GTRevival to Project Motor Racing, I was reminded of the career mode from Project CARS 2. There are six tiers, with the player able to begin in the Formula Rookie cars, karts or a Ginetta tin-top entry level car and from there, players can choose whether to go down the open wheel, sports prototype, grand tourer or touring car career path.

Even with the array of options available though, you could never do that many races in each series and I wish there was a way of having full-on seasons. Imagine having a list of entry level series available and full seasons that can be done, maybe even attempting to do multiple races if there are offers. This is what I hope to see from Project Motor Racing, a career mode that truly reflects what drivers in real life go through.

Project CARS 2 career mode.jpg

Whichever career path you went down, the progression system was extensive and very deep. Image: Slightly Mad Studios

I may not be so much of a single player person myself, but there are plenty of people who are and to have an extensive career mode akin to the Project CARS games would be fulfilling a void in the market. I hope with a name like Project Motor Racing, the career mode is reflective of the path that real life aspiring and established pros end up taking.

For me, I would love to take on a lot of different disciplines at the same time. Ensuring the majority of events do not clash, you can take on as many as you can, maybe having to take on sponsors early on to compete in lower categories but as your reputation raises, paid drives come in. I really hope this is something that will be in PMR, as it would truly set it apart from many other offerings in the sim racing market.

What do you hope is carried over from the Project CARS games into Project Motor Racing? Let us know in the comments below and join the discussion in our PMR forum!
About author
RedLMR56
Biggest sim racing esports fan in the world.

Comments

Premium
Personally I'm more hoping that Project Motor Racing takes it's que from the GTL and GTR series, as they have been the long lasting sims on at least my PC. and I'm preying that the name change isn't reflective of the game change

However, I'm a bit of an 'inbread' for my opinion of mixing online driving opponents, with the Wingman view, the bumpercam, driving seat, the VR, the wheel users, the controller... and even the flappy paddle gearbox (which I use because the G29 H shifter is crap) potentially makes for a very uneven playing field.
 
I totally agree with the author of the article. While the first chapter of Project Cars had a fuller and more substantial simulation, with the second chapter they slightly messed up with the "soap" style driving style that was slippery on curves. Especially with the GT3s I often put up with it. I won two WEC AOR championships and I love PC2 despite its defects. I can't forget the championship dedicated to the Renault RS01 car that I have always loved so much. I was hoping for a PC3 that would return to the first chapter, nothing did that crap that we know unfortunately.
What to expect then from this Project Motor Racing... exactly what PC1 was and even better from the point of view of physics, animated and well-made pit stops, and a truly engaging career mode. I ask for nothing else! :D
 
The Career mode of PC2 was concidered too be good (i think that opinion comes only, because a career mode is normally missing at all in sim racing titles)
Because it was a bloody unbalanced mess. You could fail against AI at 85% difficulty and beat them in another series easily at 120% and so on. Furthrmore like everybody knows there was a couple of cars which yeah behaved like they hould in a sim. But the most were just far off.

The race engineer was a great idea. I wish some other sims would offer it. I mean even for "pros" why not? The real drivers mostly has mechanics and engineers behind them working together with the driver on the setup.

I think to succeed PMR has to deliver at least a handling model similar to AMS2. If everything else like content, visuals, audio, AI will be alright, it must even not compete with sims like LMU, iR, RRE, AC.
 
Premium
PC3 is the epitome of disconnected know it all know nothing types as decision makers. Those who blather endlessly, but have zero or at best the most minimal amount of seat time and play time on at least a dozen different sims. A case study of bringing in those who know how to make cheap knock off sneakers and then feign confusion as to why they didn't get a lifelong pair of gorgeous elegant LouBoutin heels.

Those who are not at all familiar with the market or niche, and clearly have no passion for it. Misplaced types and what constitutes as creatvity pushes things in a completely wrong direction instead of moving things forward with full throttle.

Making Motorstorm and Onrush games is not in any way the same set of mindset or skills and understandings as Gran Trusimo 7, Le Mans Ultimate, LiveForSpeed, BeamNG, WRC, Sports Car GT, Viper Racing, AMS2, or even Project Gotham Racing


And randomly bequeathed appointers who bring in the wrong decision makers don't learn, even sometimes when it is financially ruinous. And if those who have the GTR, GT Legends, F1 2002 experience don't know this, they are way out of their depths.

1747154626970.png

from: https://insider-gaming.com/project-cars-cancelled/

Now onto Driving!

See Goodwood Festival Of Speed GIF

Love the great story telling in the article about trying to find what realism to look for in digital representations - I can not highly enough recommned to get to any place where you can drive a vehicle at the limit in a safe manner. HPDE, autocross, Porsche/BMW/McLaren car club track events. Events you easily rent a supercar like vehicle and get a ride along instructor are worth every cent. $500 at an event is a lifetime deal of the millenium for tuition one might pay to truly learn more about something one has great passion for.

Ignorance festers when never validated against reality. Go Drive!
 
PCars main drawbacks for single player were:

1 - bugs everywhere
2 - mediocre-to-very bad AI
3 - No proper rules that affect racecraft (flags, full course cautions)

Those are the main drawbacks of most sims of the same generation and later, like AC (2,3), ACC(2,3), rFactor(2), AMS2(1). iRacing has different issues (though 2 is still there, AI races well on the track but has other issues).
We just need something round in those matters.
 
Some things sucks but if you are prepared to put the work in there's lots to be had in PC2. Firstly and crucially use a Direct Drive wheel, load cell pedals, proper custom ffb file, but most importantly learn how to do car setups for EACH and EVERY car setup - even for the default ones you THINK are good. It does take hours and hours and hours of erm work as I admit a lot of the default car set ups suck, but everything is fixable. I get some of the arguments of driving feel but for sure all of those kinks simply do not exist in my version of PC2 anymore. No bounce slippy kerbs for me, no rigid driving, no sticky diff, back end rotation when needed - just feels great tbh and I say this from someone who is a big fan of AMS1, GTR2, RBR and in smaller amounts Assetto Corsa. People want simulation and in real life motorsport you and the team set the car up to how you like it - same here - sim' setups are simulation.

Still modern as there are quiet a few modern motorsport series mods as well for PC2 - have to do setups on these as well. PC2 is also really well optimised for today's computers so is much easier on modern systems in Virtual Reality and Triple Screen. I do wish however that there was a way to get new tracks on to it for modders more easily - well, just a way tbh. Also, admittedly, the AI is a bit suss but on the other hand PC2 is not the only sim' to have iffy AI.

Love or hate it, PC2 set a precedent of what a multi brand, fully licensed, fully featured sim, with fully featured tools should deliver - has there been a sim since which has tried to cover all bases like PC2 has and done all that for £40 full price. Not being funny but there are many a sim who only still deliver a half baked experience and they get a free pass...
 
Last edited:
Regardless of our wishes/feelings on the past sims that SMS has made, all of this will rest in how marketing spin translates to a finished product. Will this studio really learn from all their past mistakes whilst fulfilling attempts to make a boat-load of money? Time will tell. We all hope they'll succeed, but if we take the rose-tinted glasses off, they could as easily balls it all up again.

This is why I refuse to back it until it drops on Steam, so I take some comfort from Steam's refund policy. We should never ever need to use it, let's be honest. Like many here, I do want them 100% to knock it out of the park.

Congrats to Martin Brundle on his OBE!!
 
Last edited:
Premium
I enjoyed PC2 for quite a while, alongside Assetto Corsa and AMS2. But for some reason, after I upgraded my wheel this year to a better, DD wheel, PC2's handling seemed so easy that it felt like an arcade game. I eventually uninstalled it altogether (I miss that old Mustang!), and now AMS2 is left as my main hotlapping game.

My main hopes for PMR are that there be plenty of road cars, decent VR support, and that it outputs motion telemetry. Pretty much every sim does telemetry, but I'm still nervous that they'll leave it out, because that would possibly be a dealbreaker for me.
 
Formula C is probably the most horrible single-seater I have ever driven in any simracing game.

Formula Renault 3.5 is one of the best on the other hand. Which shows the potential was there.

From what I heard, there were three people responsible for tyre models. One did the best cars in the game, one thid some okayish ones and one did the worst ones. So there's that.
 
What could PMR learn from Pcars? Better to ask what PMR should not take from Pcars : customer respect, proper product support and not relying on the community to fix the FFB. And a working manual clutch would be welcome too.

And the trailer showing 90s BPR GTs, which are not un the game, is a lie or an announcement? If it is a lie, BS communication from Pcars have been ported to PMR...

Not hating Pcars, I still play Pcars2, the cars and tracks selection is still outstanding. With a proper FFB mod and good ingame FFB settings, it becomes a solid simulator (with a forced automatic clutch though).
 
Last edited:
Premium
...

And the trailer showing 90s BPR GTs, which are not un the game, is a lie or an announcement? If it is a lie, BS communication from Pcars have been ported to PMR...
Very negative! it's like you know they're not in the game or you're pissed that they didn't tell you about it personally, just accusations made on assumptions! maybe they are in the game, maybe they're not.
You'd do far better to wait for release to see what's actually in the box and then decide whether to put your hand in your pocket or not.
Perhaps they'll paste up a development roadmap and a time and motion plan to tell everyone exactly what they're doing and how they're spending their development hours.:roflmao:

At first I was excited about ACE, and then dissapionted with their EA release, so stated I'd wait for the full release, but however, I was impressed with Kunos's EA .2 update and went out and bought it £26... things change! :thumbsup:
 
Last edited:
Very negative! it's like you know they're not in the game or you're pissed that they didn't tell you about it personally, just accusations made on assumptions! maybe they are in the game, maybe they're not.
You'd do far better to wait for release to see what's actually in the box and then decide whether to put your hand in your pocket or not.
Perhaps they'll paste up a development roadmap and a time and motion plan to tell everyone exactly what they're doing and how they're spending their development hours.:roflmao:

At first I was excited about ACE, and then dissapionted with their EA release, so stated I'd wait for the full release, but however, I was impressed with Kunos's EA .2 update and went out and bought it £26... things change! :thumbsup:
You just mentioned my doubts about the trailer based on my complains about Project Cars 1&2's treatments. I'm just asking, not stating, except that the communication is misleading at the moment. I am negative because I've learned my lesson about video games. But I still hope the team will deliver. And if BPR cars are implemented, I'll be overhyped. But currently this communication is an absolute nonsense and I keep that statement. Just stating that you should not show something you didn't announce and never state. It is absolutely rare, especially when you are a well known liar.
 
Premium
You just mentioned my doubts about the trailer based on my complains about Project Cars 1&2's treatments. I'm just asking, not stating, except that the communication is misleading at the moment. I am negative because I've learned my lesson about video games. But I still hope the team will deliver. And if BPR cars are implemented, I'll be overhyped. But currently this communication is an absolute nonsense and I keep that statement. Just stating that you should not show something you didn't announce and never state. It is absolutely rare, especially when you are a well known liar.
The 'team' behind PMR is the mostly the GTR2 team, not as far as I see the PCars team, I understand that Ian Bell has a history that some like to aggro over (insulting a well known studio head and gain brownie points in a clique)
I don't believe for one moment that he's ever done you personal harm, yet you happily denounce him and things he's been involved with because of your own expectations not being fulfilled... really that's something that's in your head and for you to deal with.
As for not being able to show things that havent been announced... that is so dumb, every studio puts cryptic little easter eggs in their trailers, Kazanori Yamauchi does it near every month with his silhouette cars before he announces them at a later date with the release, however until it's announced you should keep your head level.

Wait and see! and if it pleases you then jump around, and if it doesn't then you've lost nothing.
 
The 'team' behind PMR is the mostly the GTR2 team, not as far as I see the PCars team, I understand that Ian Bell has a history that some like to aggro over (insulting a well known studio head and gain brownie points in a clique)
I don't believe for one moment that he's ever done you personal harm, yet you happily denounce him and things he's been involved with because of your own expectations not being fulfilled... really that's something that's in your head and for you to deal with.
As for not being able to show things that havent been announced... that is so dumb, every studio puts cryptic little easter eggs in their trailers, Kazanori Yamauchi does it near every month with his silhouette cars before he announces them at a later date with the release, however until it's announced you should keep your head level.

Wait and see! and if it pleases you then jump around, and if it doesn't then you've lost nothing.
The topic is what PMR should learn from Pcars. I just answered. And it is onviously about personal expectations, that's the whole point! And my non fullfilled persnal expectations, as you called them" are not in my head, they have to do with concrete flaws in Pcars and unacceptable buisness practices from the same leading person who did harm me in a personal way as he abandoned a game I had paid for, letting it in a frustrating state. If you find a dead mouse in the bread you just bought, don't you take that personally?

And you should remember that GTR2 was abandoned with its non dynamic weather, which was later fixed by the community with an exe file. So my only expectation about this game is just that it should not feature all the flaws of the previous games of these developpers who have never been able to properly finish a simracing project.

Finishing a project is the minimum customers should expect for any product they are willing to pay for and if you think it is a problem in my head I should live with, we obviously have opposite views about professionalism and respect. I don't expect this team to change, as some of its memebers have been living that way for at least 20 years, but I expect the publisher to force it into better project management and to respect the customers.

Wait and see...
 
I will frankly admit, I did not follow the PCar saga that closely. But did Ian abandon P3 or did the Publisher?
rF1 was never finished, rF2 was never finished, AC was abandoned the moment ACC arrived. Ian's greatest flaw, imHo, is he is a better salesman than project manager. GTR2 was as close to perfection as possible for it's time.(would have been even better if ISI had sold them the big rF1 1.5 update) P1 vastly expanded the content, greatly improved the graphics but apparently at the expense of other features.
 

Article information

Author
Luca Munro
Article read time
6 min read
Views
3,183
Comments
19
Last update

With WRC leaving EA/Codemasters :Who will be blessed with the new WRC license?

  • Sabre

    Votes: 13 1.9%
  • KT Racing

    Votes: 61 8.8%
  • Milestone

    Votes: 87 12.5%
  • The Last Garage

    Votes: 11 1.6%
  • BeamNG

    Votes: 135 19.4%
  • iRacing

    Votes: 107 15.4%
  • Straight4 Studios

    Votes: 8 1.1%
  • Bugbear Entertainment

    Votes: 25 3.6%
  • Motorsport Games / Studio 397

    Votes: 61 8.8%
  • Kunos Simulazioni

    Votes: 98 14.1%
  • Reiza Studios

    Votes: 67 9.6%
  • Other (add in the comments below)

    Votes: 23 3.3%
Back
Top