Ian Bell
@bell_sms
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Multi-award winning creator of GTR, GT Legends, Project CARS, Need for Speed, Shift, Test Drive and the upcoming Project Motor Racing among others.
Chelsea London, Lake James NC
Joined January 2019
Hi all. Thanks for your patience. Please grab the latest and I hope you enjoy the proper feel now.
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So here's where we're at. There's an edge case boot bug on Xbox when live. We should have had a soft launch to test that. We didn't. There was a change to some slicks which caused a heat fall-off issue leading to grip anomalies on those tyres. There was some last minute safety
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I allowed the multiple 4am late nights happen recently as the team were eager to improve the solid build we had on day one. So that's all on me.
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Hi all. Some bugs crept in to the Day 1 patch code which we're investigating and fixing. Some are fixed already. We'll get a patch out to you as soon as it's properly tested. I personally only played full steam dev builds to be on the same playing field as everyone else and
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To help you get your FFB just how you'd like it, here's a small guide to help.
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Tip 3. Ensure frame generation is disabled. It causes input lag which is worse on slower machines. We've coded the Force Feedback to run at the full 720hz of the physics update rate if your peripheral supports it and the feedback should be instant and detailed.
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Tip 2. Be ready for the 'feel' to be always subtly changing. Give it time and you'll start to feel the nuances of this new type of physics engine. The tyres are different, sometimes even corner to corner with temperature variation, flash surface heating, internal carcass
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One hour to go :) Tip 1. for everyone. Set 'tyre pre-warming' in the menu. On modern slicks their temperature based operating window is quite narrow. So ensure you have a nice pure green to a hint of orange colour in your tyre HUD before going for it. You'll enjoy it much more.
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This is the culmination of 4 years of our lives dedicated to one project. The team have put in silly hours and done an epic job. A new 1st principles physics engine, a new audio engine, new AI, new IO and FFB directly from the tie rod. We sincerely hope it gives you pleasure.
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12 hours to go for @projectmracing to go live and for everyone to get stuck in. The team and I will all be online monitoring things closely to see how you all fare. We hope it works well for everyone on all system combinations but we'll be ready to help if needed.
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Console owners are also in for an exciting experience with @projectmracing . Here's Gamer Muscle's take (who seems to be gelling with the sim now. 24 hours is a new record for our 'release positivity' pendulum, 10 years for GTR2, 5 years for pCARS2!) https://t.co/dDJA24PWJn
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For those as old as me where minutes matter, here's a mid-action link of our Design Director racing the same AI car for about 30 minutes. That's not a common accomplishment in AI code. Again, our very latest patched build which you'll get on day 1. https://t.co/2QjYGNOWNC
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We're so excited for @projectmracing which ships in 2 days. Here's our Design Director with an unfiltered first (looooong) look at our latest build with our release day patches you'll all get to enjoy. (contains some fruity language). https://t.co/CKg4oE4YEW
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Don't miss our latest gameplay video for @projectmracing As I said, the AI is the best we've ever created right now. https://t.co/rwcub3uS7S
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I really am trying hard to contain myself and not over-hype but boy are you all in for a treat with these physics. @projectmracing Coming THIS MONTH! :)
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AI always needs work, work and more work but as of this latest build our AI is by far the best we've created.
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Best work my team have produced. Hands down.
Come for a ride-along. Unfiltered gameplay from #ProjectMotorRacing Straight capture, no camera tricks, no post-FX. Cockpit view, full audio. Turn it up. Want more more like this? Drop a comment of what cars/tracks you'd like to see next. Watch: https://t.co/DVYgP08bci
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