![]() ![]() These aspects, plus content and presentation, were definitely the most requested upgrades this time in other words, it looks like Slightly Mad is hitting the right notes. Therefore, prior to launch, we can foresee a much better experience with both controller and racing wheel, as well as a potentially better package for console players. It sure appears as if this game is flexible enough to shine across the board. ![]() In terms of how the game is shaping up, we've certainly been enjoying our time with the several recent builds we've gotten access to (the final preview build, Gamescom, and even earlier versions), be it on PS4, a mid-range PC, or an insanely expensive mega rig. We added new code there so you can really feel the car on the limit and if you overcook a corner you can get the car back." So we simulated that, but there were certain areas of this new technology, this new simulation technology that we needed to work on some more and a lot of that is the feeling of the car up to and over the limit. "Project CARS 1 innovated a brand new carcass model mode, what I mean with carcass is that it works with the tyre as a three-dimensional piece of rubber that's filled with air. But the biggest area for Project CARS 2 is the tyres." So we've had to do a fair amount of work there. So we have for instance a new differential and we've had to do a lot of new simulation and code work around the rallycross cars, because they go over jumps, they have long suspension, they have unique drive-trains. "One of the areas that we've done a fair amount of work on is the drive-train. ![]() "We've done quite a lot of work on the driving experience for Project CARS 2," said Chong. ![]()
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