We have sampled a lot of commonly asked questions that have come to us via social media on what you can expect with Project CARS 2. A lot of those questions were about the content—cars and tracks. For a list of what you can expect content-wise, please check the Car List and Track List roster on the website. If you don’t find an answer to your question below, please feel free to leave us a message on Facebook or Twitter and we will work hard to answer as many as we can.
Project CARS 2 was released on September 22, 2017.
The gamepad experience has been a key area for improvement throughout the development phase of Project CARS 2. Not only in terms of feel—where the team has made an impressive breakthrough that will enable gamepad drivers to experience the game in all its realism, both on the limit and over the limit—but also in terms of the making this an “out-of-the-box” experience for gamepad users.
The out-of-the-box FFB settings have been targeted as a key area for improvement with Project CARS 2. With that in mind, the FFB settings menus have been simplified, and the feel of the FFB has been exhaustively tested and refined, and significantly overhauled from Project CARS.
Absolutely. Multi-class racing was present in Project CARS, but now it’s much more enhanced in Project CARS 2: configurable in Custom Events (off- and online); the user interface displaying per-class scoring has been significantly improved; and the AI system tuned to better-handle multi-class racing.
Yes. And with the new Racing License system (see below for details), online racing will become far less toxic as well.
Project CARS 2 has had an overhaul of the “over the limit” tyre experience. Data from real-world tyre manufacturers such as technical partner Pirelli has made an enormous difference here, and we’re confident this is the best handling sim you’ll ever drive. To get the feel and handling right, we have also enjoyed a close collaboration with seven real-world racing drivers, and with the “over the limit” feel, we engaged drifting legend Vaughn Gittin Jr., whose exclusive remit was to take the cars in-game and do what he does best—get them sideways! Vaughn’s feedback and insights have been vital in getting the “over the limit” feel and handling to a point where drivers will feel both satisfied and confident in their ability to slide the cars.
Project CARS was a launch game for the Oculus VR system. The franchise is a leader in Virtual Reality, and you can expect a class-leading VR experience out-of-the-box. HTC Vive and Oculus Rift are both supported.
There are no plans for PSVR to be supported at launch.
No, Play Anywhere is not supported with Project CARS 2.
Yes, both are scheduled to return, but paramount for this game was to bring in elite brands such as Ferrari, Porsche, and Lamborghini.
Full damage, both visual, and mechanical, come with Project CARS 2. You can turn the damage off, of course, but if you don’t, you won’t be driving away unscathed from your 200mph wreck into a wall, that’s for certain. New to Project CARS 2 is how damage is repaired; whereas in Project CARS, damage was fixed almost instantly. In Project CARS 2, the amount of time it takes to repair a damaged item (suspension, brakes, aerodynamics/body work, gearbox or engine) depends on the area being repaired. Each one takes a different amount of time, but having to repair all of them will take up to 10 minutes. Some parts, such as aerodynamics/body work and brakes, take a lot less time to repair when compared to repairing the gearbox or engine. You can choose what areas you want to repair in your pit strategy, and also make last minute adjustments whilst out on track via In-Car Management.
Absolutely. And not only that—you can use ice tyres if you want to race your hypercar on ice, too. Anytime, anywhere isn’t just a slogan. The only restriction in Project CARS 2 is: you can only use the kart tracks with karts.
Not in-game. But the PC version has support to import custom liveries into the game.
Yes. In Project CARS we had no pit crew, just a lollipop man. However, in Project CARS 2, we have a full pit stop crew working on the player’s car, each crew member doing his bit, and they’re all specific per motorsport, as well as era.
A Pit Engineer will be available to give you setup advice and recommend how to tune the car and make the changes. You will also have all the in-depth tuning options if you want to do it yourself.
The career mode has been deepened considerably, and fan-requested improvements have been made. Added also are new motorsport type such as Indycar, rallycross, and even ice driving. Refinements mean that you will have a far more in-depth career mode that closely echoes what it’s like to rise to glory in an actual motorsport career, whether you’re starting out in karts, or starting out in a higher, more established tier of motorsport. We’ve also added the ability to shorten the amount of races needed to progress through the career, as well as refined how drivers are offered contracts. We’ve also added a secondary career path where the driver can experience being a factory driver for select manufacturers.
There are numerous filters, so you can check the leaderboard standing by class, and friends.
AI improvement was one of the main focuses for Project CARS 2. With simple sliders you can now control their aggression and strength, and they’re smarter than ever.
More than anything, they have dynamic tyre strategy that scales with the changing weather. Their general skill takes a hit depending on track wetness, they adjust their throttle on Livetrack puddles and wetness-related grip loss, and they compute longer brake zones due to tyre wear and track wetness.
This option was present in Project CARS and will be present in Project CARS 2.
Yes, native 4K on PC, and up to 12K (3 times 4K screens) on PC.
Yes, full HDR support on both PlayStation 4 and XBOX One.
Absolutely. Project CARS 2 comes with the all-new Competitive Racing License that will ensure clean, toxic-free online racing. The new license works in three ways: firstly, all your online races will add to both your online reputation (that is, your safety score—the more shunts you have, the worse your score will be), and your online strength (which means Project CARS 2 will be able to match you with drivers of similar abilities when you race on open servers online). Servers have the option of deciding whether to run both, one, or none, of these options, and also choose the rank and safety of players that will join online races.
Yes, you can now save and share setups per car, online.
Yes. Ovals will come with Project CARS 2.
LiveTrack 3.0 is all new for Project CARS 2. At its core, it’s thousands of sensors on each track that detect weather-elements such as rain, snow, mud, dirt, etc., that come into contact with the track. These elements then alter the grip on the track, sensor by sensor, creating tracks that are living, organic places where the sun’s rays can, for instance, warm and dry one section of the track whilst leaving another section sopping wet if it’s in the shade. Similarly, rain water will drift downhill, resulting in lower-lying parts of the track accumulating water and ultimately, affecting grip.
There is a new broadcast/director mode that offers powerful solutions including the ability to see live scoring and timing. eSports has been built into Project CARS 2, and we have made integration of broadcasting tools a priority.
Project CARS came with an advanced photo mode—for Project CARS 2, it’s much more enhanced.
The franchise is now committed to employing scanning technology on our newer in-game tracks, including the use of laser-scans, or photogrammetry. For Project CARS 2, this new emphasis is embodied by the completely rebuilt and laser-scanned Nordschleife.
OS: Windows 10 (+ specific versions of 7), Processor: 3.5 GHz Intel Core i5 3450, 4.0 GHz AMD FX-8350, Memory: 8 GB RAM, Graphics: GTX680 or equivalent, DirectX: Version 11, Network: Broadband Internet connection, Storage: 50 GB available space, Sound Card: DirectX compatible sound card.
For console, the limit is 16 players. For PC, it is 32.
Yes, you can select liveries for your own car.
Yes. Each screen can be configured in game, with respect to individual screen resolutions, physical sizes of the screens, the width of the monitor edges, and their positioning and angle in comparison to the central screen.
Yes. You can search for Dedicated Servers or Peer-2-Peer now, and hide those that are empty (so the results always show lobbies that actually have people in them). You can distinguish between Race and rallycross events. You can filter by a particular Car Class—by the car you’re currently in, any, multi-class, or a specific class. You can search for games being played on ovals, circuits, point-to-point, or karting tracks. And finally, you can search for events that range from short to extremely long.
It’s currently not an in-game feature, but we’ll certainly consider it for the future.
The ICM menu is a powerful tool that will allow drivers to adjust a number of systems and aspects of their race whilst driving out on track. What can be adjusted depends entirely on the car. Examples of adjustable components include Brake Bias, Fuel Mapping, Traction Control levels, ABS levels, and Anti Roll Bar adjustments. Drivers can also use ICM to Request Pit Stops, select pit strategies, and make small adjustments to pit strategies such as the amount of fuel to add in the stop, what tyre compound to take, and whether the crew should repair damage. The ICM is accessible to all drivers no matter the control type, and it allows the driver access to a number of different systems without the need to have a large number of buttons assigned to different systems in order to control them.