THE ESSENTIAL BUSINESS-TO-BUSINESS SOFTWARE SOLUTION FOR LOCATION-BASED ENTERTAINMENT AND BUILT AROUND PROJECT CARS IS AVAILABLE NOW
Slightly Mad Studios and
subsidiary ioTech Studios are excited to announce the launch of Project CARS
Pro, an exclusively business-to-business-developed product created from the
best-selling Project CARS AAA-racing-game franchise and designed for public
venues, location-based entertainment centres, and events.
Project CARS Pro is a game
changer in the LBE space. Built around the world’s ultimate AAA-racing
franchise, it comes fully-loaded with best-in-class visuals, gameplay, content,
VR, and customisable settings to cater for every possible skill level and
Project CARS Pro has been
designed from the ground-up around the needs of professional customers and
partners to offer the precise solutions needed in today’s competitive LBE arena
right out of the box.
“We spent a lot of time listening
and talking to our partners and clients before we built Project CARS Pro,” said
Stephen Viljoen, COO at Slightly Mad Studios. “What we came away with was a
keen sense of what they needed from a professional software product, and we
went ahead and built Project CARS Pro around those exact needs.”
Project CARS Pro will allow LBE
operators and customers to calibrate game modes, presets, and difficulty levels
to customer-required levels with a simple once-in-the-morning procedure. The UI
and the UX have also been designed to allow practically anyone to operate the
software. Content wise, licensees will have access to the very best from a
franchise that boasts many of the world’s elite cars and tracks.
“Tech wise, Project CARS Pro will
support LAN multiplayer, triple-screens, retail and commercial VR headsets, and
will come with a simple event-management-system for smaller venues, along with a
class-leading broadcast mode,” said Nima Azarmgin, COO at ioTech. “Customers
will also have the choice of getting Project CARS Pro directly from a dedicated
cloud space. This is a crucial element since our professional partners will no
longer have to rely on Steam to run their commercial software.”
Project CARS Pro is also
available as a fully-customisable software solution for wider professional
applications that can be tailor-made according to customers’ specific
requirements—anything from purpose-built cars and tracks to branding.
“With Project CARS Pro, our
professional customers will now also have a product perfectly adapted to their bespoke
needs,” said Nima Azarmgin.
“Project CARS Pro is really a
game changer in the LBE space,” said Stephen Viljoen. “Aside from all the best-in-class
technology and gameplay and content, the product will free venue operators from
having to spend their time running the software and allow them to focus on what
matters most—their customers. And as we know, satisfied customers is one of the
key ingredients to successful LBE venues.”
Slightly Mad Studios is the team
behind the critically acclaimed GTR® series, Need For Speed® Shift™ & Shift
2 Unleashed®. It has over 10 years of
pedigree in racing games, and the Project CARS franchise represents the
culmination of all that experience and heritage. World Of Mass Development,
Slightly Mad Studios, Project CARS, the WMD logo, the SMS logo, the Project
CARS, and Project CARS GO logo are trademarks or registered trademarks of
Slightly Mad Studios Limited in the United Kingdom and/or other countries.
Within the racing game genre, engineering artists such as Casey Ringley are in high- demand—it’s a role that takes years to master (Casey got his start back in the late 1990s), incorporating a passion for mechanics, a deep knowledge of both engineering and physics, and—perhaps most crucially—a test-driver’s ‘feel’ for how a car is reacting on the limit. This is how he engineers the feel for in-game cars from the most iconic automakers on the planet.
Casey Ringley is Lead Technical Vehicle Artist at Slightly Mad Studios; he leads the engineering process on all vehicle art production and in-game visual-effects systems—in other words, building them and then ensuring that they handle correctly.
For those who are interested in his day-to-day job, Casey
gave a fascinating interview with Honda, which you can read
Creating a car for a high-end simulator is about more than simply inputting raw numbers into the physics engine; no matter how accurate the engine is, there is always the ‘human’ touch that is needed to ensure the car handles as it does out in the real-world. The same, of course, applies to laser-scanned tracks: you can scan a track to ensure it replicates the real-world track to almost the millimetre, but only a driver with experience can pin-point why one turn will have just a little less grip than the rest of the track, for reasons no-one will ever know.
During the lead-up to the release of Project CARS 2, a series of videos were produced (#BuiltbyDrivers) highlighting this close working relationship between auto manufacturers, drivers, tyre manufacturers, and the studio. For Project CARS 2, drivers were not simply endorsing the product; new motorsports such as rallycross needed the sure-touch of professionals in order to lead engineers such as Casey toward unrivalled accuracy.
The simulation engineers at Slightly Mad Studios need to get it all right in order to get a car to behave in-game as it would in real-life—so accurate that many racing drivers use SMS’s simulation technology to test for their real-world races. Here’s how that process works …
BUILDING A CAR
A good starting point for building any car is to look at the suspension geometry. With modern cars, we often receive detailed CAD models from our automotive partners. Pickup points from these models can usually be applied directly into our dynamic suspension model to be sure that things such as caster angle, kingpin inclination, roll centers, etc., and changes of these with respect to suspension travel, all match the behavior of the real car.
The steering geometry here also plays a direct role in calculating forces which come through on FFB steering wheels, giving drivers a ‘feel’ for how the car is reacting, so this a key area of focus and a main driver in what makes an RWD prototype have different cornering feel to an FWD touring car.
This data often comes from the manufacturer. Things like homologation forms for modern GT3 cars include a vast amount of information for spring rates, damper force vs. velocity plots, and anti-roll bar dimensions. These values generally plug directly into our model or can easily be approximated with best-fit curves to match the real car over its range of setup options.
The most important aspects of the chassis itself are mass, center
of mass, and moments of inertia on each axis. The former pairing
is relatively simple to measure on a real car; moment of inertia
(MOI), on the other hand, is a much more complicated affair.
To measure it accurately requires a large turntable and setting
up a car with no fluids and rigid suspension to remove dynamic
effects—all of this along with a great deal of test rig calibration
in order to produce accurate values.
It’s quite an ordeal, and although we have received this kind of data on occasion, it is very rare. A much more common approach, and the one we use, is to break the car down into seven or eight component boxes such that their size and mass create a reasonable approximation for the known specifications and dimensions of the real car. The result from this approach can be remarkably close to MOI measurements from a real car.
Other chassis elements include aspects such as the fuel-tank size and position, which also play a part in vehicle handling. Modern race car designers put a premium on locating the fuel tank as low as they can and as near to the Centre of Gravity as possible so that handling does not change significantly as fuel-load burns off.
But race car engineering is not an exact science, of course, which is why you will also find superb racers such as the Aston Martin DBR1 fitting their fuel-tank right out at the other end of the spectrum—a 182L tank hung way out behind and above the rear axle. Weight distribution therefore changes all the way from 40:60 to 50:50 in this car, depending on fuel load, so the chassis dynamics will evolve significantly over a long run. Getting this kind of accuracy in our simulated cars is vital—not only for us, but also for our manufacturer partners.
Engine & Gearbox
Dyno plots are the gold standard for engine model creation. We use them whenever possible to match the torque curve shapes, and we then add to that minor calibration for known power levels (because all dynos have some calibration factor in-built and are more about ‘torque curve shape’ and relative differences rather than absolutes).
Our engine model works on a volumetric system—amount of air
flowing through it—so setting up the intake system is the next
step in making sure throttle response is correct, while also pay-
ing close attention to the effect of things like engine air restric-
tors being correct.
Turbocharged engines get a boost pressure curve mapped over the full engine RPM-range, which is especially important for modern race cars as balance of performance is largely done through controlling how much boost turbo cars can use at various engine RPM. This ensures both power level and throttle response is correct—something that a few of our drivers are not too thrilled with when we accurately model the turbo-lag inherent in some of the early 1970s monsters!
Our hybrid power unit system is essentially adding electric motors in parallel with the ICE engine. We give it basic specs such as maximum torque and power output, storage capacity, recharging properties, etc., and then hook it into the drivetrain to assist in driving the car.
The modern LMP1H field are a challenge in this respect, mainly because so much of the tech’ is highly-secretive, but the regulations dictate enough detail (max power output, total energy per lap at Le Mans, for example) that it is possible to observe on- board telemetry and reverse-engineer the systems so our game model is as accurate as possible. This actually does bring up a point about our working relationships with auto-manufacturers: they’re happy to share detailed information, but some racing technology will always remain a secret, sometimes even years after a car has been retired from competition.
Our driveline model is a modular system where each element of the car, from engine crankshaft through to the wheels, is assembled from a range of building blocks: clutches, differentials, bearings, gearboxes, brakes, couplings, shafts and so on to link everything together.
Each component of each car is tuned for inertia, stiffness and damping properties, and special functions such as the various types of
differential (clutch & ramp, geared torque biasing, viscous, locking). This, for a ‘simple’ car, might be modeled as:
A complicated AWD car might send the GEARBOX output through center differential, one shaft of the center differential’s output going to another differential on the front axle while the other shaft goes through a handbrake-activated disconnect before reach- ing a third differential on the rear axle. Our system allows for a completely arbitrary design of the driveline models using as few or as many of those building blocks as is necessary to connect the engine to the wheels. This lets us create accurate models for everything—from your average FWD hatchback to the 1968 Lotus 56 AWD turbine-powered IndyCar to the Ford Bronco ‘Brocky’ with a transfer-case 4WD system which can toggle between 4WD and RWD modes.
When we’re really lucky, a car’s reference data will include a complete aero’ map showing how it responds to ride height and setup changes for drag, downforce, and center of pressure. The task then is one of matching the behavior in our system which is composed of 8 individual aero’ elements, each with unique response to setup changes, ride height, chassis rake, yaw effects, and non-forward motion.
Cars usually begin their development life on ‘donor’ tyres from a similar car. As other elements fall into place, focus shifts to the tyre construction so the carcass handles vertical and cornering loads appropriately. We monitor deflection in the model to adjust the sidewall and tread construction so the magnitude of translational and torsional deflection is in the correct ballpark and occurs in a way that suits the tires being modeled—radial, cross-ply, or some hybrid in-between. The rubber compound is then tuned for adhesion, thermal, and wear properties to suit what is used on the real car. This process then iterates to finer detail until the performance aspects all match the real data as close as possible.
As “Ready Player One” recently demonstrated, sim racing is the gateway to Virtual Reality. In the movie, the players sped through a world populated by scarier curves than the Monaco Grand Prix while dodging a giant Donkey Kong who was trying to pulverize them. I grew up playing Pac Man and Eye Spy …
Spielberg’s futuristic vision of VR is already here. The Games Industry, led by a few notable visionaries, has spurred innovation on to an unprecedented level. Who would have imagined that a graphics card company, Nvidia, would pioneer the Artificial Intelligence inside the robots that will be driving the cars of the future. Or that games would become so vivid that they would evolve into professional sports.
I became addicted to speed at an early age when I convinced my Dad and my cousin to push my pedal kart until they were sprinting, and then let go. After that anything with a steering wheel was fair game in my view.
The first racing games felt a bit like ‘Pong’ by comparison to the real thing. The first ‘sim’ racer that had any value was ‘Grand Prix 2’ by Microprose. The tracks bore some resemblance to the places I was frequenting in a Formula 3 car, and the degree of discipline to sit there for hours shaving a few tenths off a lap time was familiar too. The game-changer was when my teammate linked our computers and we had a three-way race between ourselves and Juan Pablo Montoya, who was extremely fast.
There was an interminable pause in quality between Sim Racing then, and now. F1 teams spent millions creating rigs that lifted and shook you all around, while you steered and pedaled to the video on a multi-screen. The experience split the drivers right down the middle: those that threw up and those that lied about being sick. The irony was that despite the diabolical handling references these machines produced, the teams were able to extract useful data about different car setups.
Here’s where Ian Bell at Slightly Mad Studios stepped in. Ian’s vision was to re-create, down to the last bolt and fiber of carbon, every car that would appear in his vision for the ultimate sim racing game: Project CARS. Realism was the goal. Assimilating the varying weights and measures of the cars provided a solid foundation, but the holy grail lay in recreating something almost intangible: the tyre model.
The way a tyre behaves is organic and it’s what makes a real car so intuitive to human beings because it responds to every touch. After a painstaking development process, we rounded on an intuitive handling environment. No more driving by Morse code. You could feel the road through the feedback flickering through the steering wheel. You became one with the car.
That’s where my role developed with the studio. A car either feels right, or it’s really wrong. A minor flaw in the handling or a delay in the resolution is like rubbing sand into your contact lenses. It kills the reality. I worked with the development team to slay these undesirables and chase down the dream. With Project CARS 2 we rounded on a mode of handling that was gradual. The feedback loop between losing and regaining control felt natural, and its that connection that makes it so addictive.
The reality of racing involves a degree pain too. In England, we call it weather. At Le Mans you race for 24 hours come rain or shine at speeds of up to 230mph. In my first race there, it remains etched in my memory for all time. It was an experience we wanted to share with Gamers.
Real racing drivers rarely get the luxury of practicing in the rain because Team Managers generally don’t like sweeping up fiery wreckage. So for those looking to learn how to drive like a Ninja, this is definitely the sim you’re looking for.
Factor in the laser-scanned tracks, depicted in 4K resolution, and you become deeply immersed into the world of speed. Every bump and kerb is reproduced and accurately placed, which means that you learn the rhythm of the track and can carry that over into the real world.
Last year I was asked to do a project at the Nurburgring, and I had to get up to speed before I arrived. The best and only way to learn 170 corners in the two weeks I had available, was to climb aboard a GT3 car and boot up Project CARS. For my line of work, it’s become as routine as going to the gym.
Logitech is probably the biggest supplier of plug-in steering wheels for racing games and of gaming paraphernalia in general. During a visit to their HQ in San Francisco, I was blown away by the scale and professionalism of their eSports program. Their sponsored players work in an environment as advanced as a Formula One team; with coaches, dieticians, tacticians and analysts pressing for an advantage wherever it can be found.
While you might expect that level of elite performance from a corporate-backed operation, the secret to the success of eSports is the way that it has democratized the Sport. Real racing costs somewhere between the tens of thousands to the millions. For a few hundred dollars, you can hook your steering wheel into a virtual Nascar, Le Mans or F1 car and drive it like you stole it. The mental skills are broadly the same, as my heart rate told me during a live race at GamesCom. Physically, you get chucked around a lot more in real life because gravity is elusive like that.
But don’t presume that gamers aren’t fit.
Be ready for the next generation of Player One to walk onto the grid and surprise you.
Slightly Mad Studios, in collaboration with Porsche, is proud to present an exclusive experience built on the Project CARS Pro platform which will be officially launched in 2019. The “Porsche 911 VR-Racing Experience” will be on display at the 2018 Los Angeles Auto Show.
This bespoke Porsche experience was created by Slightly Mad Studios in close collaboration with Porsche and StarVR to deliver truly unique, intense, and unrivaled levels of immersion featuring the all-new Porsche 911 Carrera S.
“Using Project CARS Pro in the unveiling experience of the new Porsche 911 Carrera S is very special for us,” said Stephen Viljoen, Chief Commercial Officer at Slightly Mad Studios. “We’re developing the professional version of Project CARS for the automotive world to deliver a unique and distinct product with the ability to create unparalleled client experiences, and working with Porsche on this project, utilizing our professional simulation product before its official debut in 2019, is very exciting!”
Slightly Mad Studios and BANDAI NAMCO Entertainment Europe are proud to announce the release of the fourth and final expansion pack for Project CARS 2, the Ferrari Essentials Pack, now available as a standalone purchase, or as part of the Project CARS 2 Season Pass.
Live all the passion of Maranello’s motorsport legacy around Ferrari’s very own mythical test-track, the Pista di Fiorano, and follow in the wheel-tracks of the Scuderia’s greatest racing legends, then fuel your adrenaline around the thrill-a-second, high-speed turns of the Mugello Circuit in eight irresistible Ferrari icons that capture all the performance, exhilaration, and decades of sporting excellence that make the Prancing Horse the world’s most cherished racing icon.
Dominate in sportscar- and GT-racing with the Ferrari 250 Testa Rossa and the Ferrari 250 GT Berlinetta, two full-blooded racing legends that overwhelmed the competition in the ’50s and ’60s scoring hundreds of wins between them including overall wins at Le Mans and the World Championship of Makes.
Tame the raw power of the banshee-wailing, fire-spitting Group 5 Ferrari 512 BB LM — a V12 monster that singularly defined its age and the ethos of big engines, big horsepower, big aero and big noise.
Explore the limits of the final car Enzo Ferrari ever created, the peerless Ferrari F40 — an elemental supercar that embodied decades of Ferrari’s motorsport experience and iconic design with the purity of a machine that came with no aids, dollops of turbo-charged power, and a simple desire to thrill.
Feel the cut-and-thrust of spec’-racing at its finest in the Ferrari F355 Challenge that built the reputation of the one-make Ferrari Challenge series-the go-to championship for fun, bumper-to-bumper racing action.
And then complete your drive into decades of Ferrari passion with three of today’s most desired supercars: the track-only Ferrari FXX K with over 1,000hp and neck-twisting amounts of downforce: the irresistible Ferrari 458 Speciale A, for many one of the most complete supercars in the world: and the snarling, impudent, and menacing Ferrari F12tdf that was created by Maranello’s engineers and test-drivers with one simple purpose-to test your skills like no other.
Slightly Mad Studios and BANDAI NAMCO Entertainment Europe are excited to announce the release of the third expansion pack for Project CARS 2, the Spirit of Le Mans, now available as a standalone purchase, or as part of the Project CARS 2 Season Pass.
Experience two of the most thrilling eras of sportscar racing at the world’s most evocative endurance race and discover the true Spirit of Le Mans as today’s LMP1 heroes meet yesteryear’s electrifying prototypes in one classic Pack that captures the pure essence of the 24 Heures du Mans.
Fight the “Battle of the Titans” driving for Ferrari or Porsche in an era that was forever captured by the Hollywood blockbuster movie “Le Mans”.
Slide into the cockpit of a 1970 Ferrari 512 S, Ferrari 512 M, or Porsche 917 LH to live-out the greatest, wildest sportscar period in history, all on a painstakingly and faithfully recreated Le Mans Vintage Track just as it was in 1971.
The Le Mans Vintage Track is a high-fidelity recreation of the Circuit de la Sarthe before it was forever altered in response to the breath-taking speeds of the Ferrari 512s and Porsche 917s, both capable of 360 km/h (222 mph) from their fire-breathing 5-litre monster engines.
Then fast-forward to now and fight for victory in four of today’s high-tech, nigh-on 1,000hp endurance-racing heroes―the Toyota TS050 Hybrid, the three-time Le Mans-winning Porsche 919 Hybrid, and two of Audi’s all-dominant racers, the high-grip Audi R18 (Fuji 2016 spec’) and the high-speed Audi R18 (Le Mans 2016 spec’).
Along with the cars and classic track that represent two of the most storied eras of Le Mans come 2 ultra-rare Le Mans racers: the 1980 Porsche 924 Carrera GTP (Porsche only built three of them) and the 1986 Porsche 961, the one-off Group C weapon that ran twice at Le Mans.
Yesterday and today’s heroes, the legendary Le Mans Vintage Track, and the purity of a 24-Hour race: this is the “Spirit of Le Mans”.
Along with the nine cars and vintage track come fiveCareer events, designed to breathe life into the spirit of Le Mans, and ten bespoke liveries.
This third expansion pack for Project CARS 2 captures the ever-thrilling battles and epic racing at Le Mans: with the game’s peerless day-to-night transitions and four seasons of grip-affecting weather, racing the 24-Hour French classic has never been this fun, challenging, or real.
Update 6 for Project CARS 2 featuring enhancements and improvements to the game is also now available. Update details are available here: https://pcars.games/Updates
The Project CARS 2 “Spirit of Le Mans”: DLC Content Breakdown
CARS (9) Porsche 919 Hybrid Toyota TS050 Hybrid Audi R18 (Fuji 2016) Audi R18 (Le Mans 2016) Ferrari 512 S Ferrari 512 M Porsche 917 LH Porsche 924 Carrera GTP Porsche 961
TRACKS (1) Le Mans Vintage Track
LIVERIES (10) GTA Racing (x3) F4H Motorsport (x1) Team Highlands Racing (x3) Team ACR (x2) XITE Energy (x1)
CAREER EVENTS (5) 24 Hours Le Mans Experience GTO Masters LMP Challenge San Marino Group 4 Trophy Spirit of Le Mans
The Project CARS 2 Season Pass offers all four DLCs plus the Motorsport Bonus Pack, all at a discounted price.
The Spirit of Le Mans Pack is available now for PlayStation 4, Xbox One, and (PC Steam).
Slightly Mad Studios and BANDAI NAMCO Entertainment Europe are excited to announce the release of the second expansion pack for Project CARS 2, the Porsche Legends Pack, now available as standalone, and as part of the Season Pass.
Experience Porsche’s 70th anniversary with this fully-loaded pack and immerse yourself in a content-rich landscape of thrills, sounds, and pure racing history.
Strap yourself in for an enduring journey by racing nine Porsche cars around Porsche’s very own race-track―the FIA-certified ‘Porsche On-road Circuit Leipzig’―a first for any racing simulation game.
These nine Porsches represent 70 years of Porsche’s fastest road- and race-cars. From the “Le Mans” 917K through to the ‘Turbo Panzer’ Porsche 917/10: From the whale-tail ‘Moby Dick’ 935/78 to the 911 Carrera RSR 2.8, whose beauty was matched only by its peerless performance in European GT racing: From the twin-turbo all-wheel drive technological marvel Porsche 959 S to the F1-derived V10-powered 2004 Carrera GT that terrified a generation of enthusiasts, all the way through to Porsche’s current GT warrior, the 2017 Porsche 911 RSR, the Porsche Legends Pack will excite with the fastest, wildest, scariest and loudest Porsche cars in history.
Along with the nine cars and Porsche’s race-track come new Porsche-centric Career events, all designed to bring the spirit of the cars alive in enduring settings where once they were legends, and 11 bespoke esport liveries.
This second expansion pack for Project CARS 2, rich in pedigree and racing thrills, gives Project CARS 2 Season Pass holders a glimpse into future expansion packs that will include the much-anticipated Spirit of Le Mans, and the Ferrari-themed Expansion Pack 4, both due in 2018.
The Project CARS 2 Season Pass offers all 4 DLCs plus the Motorsport Bonus Pack, all at a discounted price.
The Project CARS 2 ‘Porsche Legends Pack’: DLC Content Breakdown
Slightly Mad Studios and BANDAI NAMCO Entertainment Europe are excited to announce the ‘Porsche Legends Pack’, the second expansion pack for Project CARS 2, will be available across all platforms in early March.
Seventy years on from the launch of the very first Porsche road car in 1948―the Porsche 356―comes the Project CARS 2 ‘Porsche Legends Pack’, a visceral and unmissable celebration of Porsche’s 70th anniversary.
The ‘Porsche Legends Pack’ will come with: nine legendary cars hand-picked from the storied history of Porsche: one FIA-certified track intimately associated with Porsche―a first in any simulated racing game: 20 liveries: nine community events: and five new career events, all carefully crafted to integrate into the Porsche experience.
The nine iconic Porsche cars include their current GT-runner, the 2017 Porsche 911 RSR that will add this elite brand into Project CARS 2’s already essential line-up of GT racers.
The 911 RSR will join eight more historically significant Porsches hand-picked from the last 70 years, such as the 1972 Porsche 917/10―the car dubbed the “Can-Am Killer”―an analogue monster whose 5-litre flat-12 boxer was mated to two massive big-box turbos to create what many consider the most brutal car (1,200bhp!) in sportscar history.
Ahead of the ‘Porsche Legends Pack’, Slightly Mad Studios has released a new Update 4 for Project CARS 2 for PC (Steam), which will be available imminently for the Xbox One, and PS4.
Update 4 includes numerous performance and stability improvements, gameplay balance tweaking, UI and render enhancements, and extensive AI improvements across many locations and vehicle classes.
For full details, follow this link.
Live the joy of full-lock dirt-racing action with the first expansion pack for Project CARS 2. The “Fun Pack” comes with eight new cars built for maximum sideways fun, and two epic new loose-surface tracks to unleash them on.
Strap in tight and experience three of the most brutal, violent, and dangerous cars in motorsport history—banned 500+bhp Group B monsters that astonished a generation of rallycross fans at Classic Brands Hatch Rallycross circuit in the late-’80s.
Adding to Project CARS 2’s already impressive line-up of rallycross content, the fan-favourite Barcelona Rallycross will encourage drivers to get into some seriously crazed drift angles as they pop-and-rattle world championship-winning Mattias Ekström’s Audi S1 EKS RX quattro, and Petter Solberg’s Citroën DS3 RX Supercar to all-out top speed.
Race on the edge all-crossed-up, elbows-out in big-grunt, low-grip American muscle courtesy of Professional Fun-Haver Vaughn Gittin Jr. Get airborne, race anywhere and do anything with Vaughn’s bespoke offroad 1969 Ford Bronco “Brocky”, a 4×4 600bhp ticket to outrageous, vertical-flying fun; burn through some rubber and drift in billows of tyre smoke with Vaughn’s heroic 960bhp Ford Mustang RTR Spec – 5D; and get a serious adrenaline-rush with the Mustang ’66 RTR, a big-block V8 Trans Am-runner designed and tested by Vaughn and his RTR team.
Always sideways dirt-racing action comes to Project CARS 2 with the Fun Pack that also includes 17 vehicle liveries from five major esports racing teams, and four new Invitational Events.
Ford RS200 Evolution (Group B)
Renault R5 Maxi Turbo (Group B)
Audi Sport quattro S1 (Group B)
Audi S1 EKS RX quattro
Citroën DS3 RX Supercar
Ford Bronco “Brocky”
Ford Mustang RTR Spec – 5D
Mustang ’66 RTR
Classic Brands Hatch Rallycross
Virtual Drivers by TX3
Vintage Tourer Cup
Group B Bout
Historic Rallycross Gold
Trophy Truck Madness
The Fun Pack is available for PlayStation 4, Xbox One, and PC Steam.
Two months have passed since the September 22nd release of Project CARS 2, and the community is racing hard and growing bigger with every passing day. Now, for those who haven’t yet had the opportunity to be part of the Ultimate Driver Journey, Slightly Mad Studios and BANDAI NAMCO Entertainment Europe are proud to announce the Official Project CARS 2 Demo, scheduled for release on the 23rd of November 2017 for PlayStation®4, Xbox One, and PC.
The Official Project CARS 2 Demo was designed and created to allow players to get a taste of the variety of racing action on offer in the full game, and to experience for themselves why Project CARS 2 is one of the highest rated multi-platform racing games of the year. Jump into a Ferrari 488 GT3, Lamborghini Huracán LP610-4, and Formula Renault 3.5, all in action at the laser-scanned Red Bull Ring.
Furthermore, the demo showcases the Xbox One X, and PlayStation®4 Pro enhancements that will be rolled out in an imminent update, as well as the extensive virtual reality support in the PC version of Project CARS 2.
The three different types of cars have been precisely chosen to offer both a glimpse at the diverse motorsport disciplines available in the full game, as well as the sublime physics and handling of the in-game vehicles. The two track variations, set in a stunning landscape, highlight the visual and handling impact of the peerless weather simulation that racers will discover in Project CARS 2.
The three scenarios in the demo will test players with escalating challenges, allowing them to experience class-leading physics in various cars and varying conditions, and give them a taste of what there is to be experienced in the full game.
Project CARS 2: Experience true-to-life handling; the beautifully-rendered four full seasons of authentic weather conditions; fully dynamic day-to-night transitions; 180+ cars from the world’s top brands; nine motorsport disciplines including rallycross and IndyCar; and 140 revolutionary “living” tracks, each with fully-localized weather across 60 stunning locations.
For current Project CARS 2 owners, November 21st saw the Japanese Car Pack—previously only offered as a pre-order bonus—become officially available for purchase across all platforms.