The Latest Patch For Project CARS Rolls Out On Xbox One

Bandai Namco and Slightly Mad Studios have released the patch notes for the latest round of bug fixes and tweaks. Players can expect fixes to the impulse trigger feedback, various instances where the game would crash, issues with AI and many more. Patch 1.3 is available to download now on Xbox One, but there is no word yet on when these fixes will be coming to the PS4 version.

Here is the full list of patch notes:

Gamepad Controllers:
– Added ABS brake rumble to Xbox One triggers, so that the triggers will rumble on losing traction when braking. The amount of trigger rumble is controlled together with Force Feedback strength via the Force Feedback slider.
– Improved the efficiency of the controller rumble effect, to help make the steering more responsive on the Xbox One.
– Fixed an issue where moving the sticks from one extreme to the other would sometimes result in the steering getting stuck.
– Reworked the Xbox One analogue sticks range and axis dead zones, providing much improved steering control.

Wheel Controllers:
– Fanatec wheels – Fixed the issue with steering jolts that some users experience.

Online:
– Fixed an occasional crash when advancing from Qualifying to Race.
– Fixed an occasional crash when returning from a race to the Race Central.

Time Trial:
– Set Time Trials starting time to 11am to match the PC platform. This ensures consistent track temperatures across all platforms, as track temperatures affect lap times.

Ghosts:
– Enabled saving of community event ghosts. These ghosts are automatically stored online, and you can then download ghosts of other players’ laps for these events.

Tracks:
– Sakitto and Summerton variations – Corrected track info regarding number of turns and track length.
– Sakitto Sprint – Fixed a crash that would at times occur when using time acceleration.
– Cadwell variations – Fixed draw distance issues on various objects.
– Oschersleben variations – Fixed odd lights around track and colour issues with the horizon.
– Zolder – Fixed an issue where the player car would sometimes start in a closed garage.

AI:
– Fixed an issue where AI vehicles were sometimes sent to the pits due to low fuel on races where refueling is not allowed.

Pitstops:
– Pitstop strategy will now use the actual bar value for tyre pressures.
– Fixed an issue where the Pit engineer would repeatedly inform the player that a pit crew member has lost a wheel nut during pit stops.
– Fixed an issue where the Pit Engineer would call the player to stop for fuel when fuel consumption was disabled in options.

Replays:
– Improved the smoothness of the sun, moon, stars, and shadow motion when rewinding replays of a race that had a high time acceleration.

Driver Network Profile:
– Fixed an issue where at times the miles driven on a particular track or with a particular car would be logged under the wrong car or track. This improves the accuracy of the player’s Affinity ratings.

Source: Project Cars Forum

6 Comments

  1. Hmmm nothing about the terrible collision detection.

  2. Reading on the PCars forums the other day there was talk that the PS4’S patch will be a week or two after XOne’s.

    I’ve played the Driver Network events a few times but have given up on them as I’ve never had my times added to the leaderboards. I hope that’s one of the fixes they’ve been working on.

  3. See, none of those fixes in the patch have encumbered me so far, apart from maybe a pit stop engineer telling me that the gearbox was toasted but didn’t push the car into the garage to avoid the inevitable trackside picnic. I left the pitlane and won the race with a singing gearbox!
    The driver network events are a queer egg, sometimes you have to be in the top 900 to get a recorded time then on other events a top 1200 will do….a bit messed up. That’s how it’s worked for me anyway but have recorded 2 times on them after pressing the square button to find my efforts.
    Why isn’t a friend list laptime comparison option in there?
    Other than that Sweet ;)

    • I never looked to see where my times would have been on the leaderboards so it could be that. Also surprised that the times cannot be compared with friends.
      Loving the game though, especially the old Lotus F1 cars.

    • Cam, you need to try the the Formula B cars they’re an absolute pleasure to drive with sparse set up tuning required. Bigger brother Formula A on the other hand needs serious tuning otherwise it’s donut city at every slightest opportunity!
      The LMP1’s are cracking to drive also with just a few tweaks to the set up.
      Love the Historic Touring cars apart from that utterly mad Ford Escort mk1 that rolls and somersaults with the slightest sideways scrape with the AI!!

      • I’ve tried a lot of the cars and the majority are fun to drive,drive. I like all of the Formula cars but the F A is a bit hairy with all assists off.

        Anyone with the Thrustmaster TX/T300 wheel with the standard pedals should try the mod for the brake pedal on insidesimracing or You Tube, it makes a big difference to your lap times. I did make a few alterations of my own, happy to share.

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