Ten Laps With Ian Bell


If there were to be a hypothetical grade school report card for PretendRaceCars.net, the most prominent comment left by our instructor would most certainly be “does not play nice with developers” – and I can’t blame them. Inside this hyper-critical mess of long-winded articles viciously deconstructing every modern racing simulator on the market, we’ve left absolutely no reserved seating for any developer willing to have a voice in the matter. Sometimes, it’s liberating to give consumers a safe haven to voice their complaints, away from the reaches of power-tripping forum moderators, but we’re fully aware that it’s gotten to the point where a whole lot of prominent figures in the world of sim racing see us as little more than a well-written “hate blog.” How do I feel about that? For the most part, it’s a feeling of indifference. It doesn’t really matter whether developers are willing to sit down with us or not. This place is a consumer-oriented site, written from the view of three guys who simply consume products, whereas places like RaceDepartment or VirtualR function as official news outlets.

But have we tried to change the identity of this place a bit, and open up a line of contact with a few different developers? Yes, we most certainly have. Back when we first got up and running in the spring of 2015, Kunos Simulazioni were what you could call “closet supporters” of this place, and we reached a point where a text interview had actually been pretty far along in the works, but they eventually declined to send their completed interview questions due to how the community would potentially react to them conversing with PRC.net on amicable terms – it would raise a few red flags. Most recently, another text interview was in the works with Sector 3 Studios, but again things failed to materialize. I can’t really fault them for this one, as they are busy as shit behind the scenes, and it shows in the sheer volume of content they’re continuing to add to their simulator.

So obviously, judging by the title of this entry, the last person I expected to play ball with us and commit to any sort of interview would be Ian Bell of Slightly Mad Studios. We’ve ripped apart his game. We’ve ripped apart the marketing tactics used to promote the game. We’ve ripped apart him. At this point, Mr. Bell has absolutely no obligation to tell us anything other than to fuck off, and yet he’s the first major developer to publicly give us the time of day. Now I’m obviously not a big fan of the guy, and I’m not a big fan of Project CARS – or any of the work created by Slightly Mad Studios for that matter – but for him to take the time out of his presumably busy schedule and answer ten fairly difficult questions for the readers of PRC.net is an incredibly cool move. For a brief moment in time, we’re going to temporarily push aside all of the ugliness and work together to bring the sim racing community an interview that will answer many questions sim racers around the world have been desperate to know the answers to. This one’s for you guys.


Lap One: Even dating back to the days of the GTR franchise, every project with your name on it has routinely achieved almost unfathomable sales numbers for what is an otherwise incredibly niche genre the common gamer isn’t all that interested in. Do you feel the sales of Project CARS are a testament to the game’s quality, or have your strategic marketing techniques simply helped the title reach new audiences?

Ian Bell: Thanks for the kind words. The answer is both really. We sold very well with GTR, and GTR2 particularly, despite what we all felt was a poor marketing effort from 10TACLE. What sold those games was pure passion and for GTR2 in particular, a solid package with few bugs and the obvious desire from the developers to go the extra mile on everything.

The Shift series sold phenomenally well because, well… It’s Electronic Arts. They know how to market a game. EA get more than their fair share of abuse, and with us it was no different. It wasn’t EA that forced us to make Shift a more simcade experience in terms of handling. We knew the market we were selling to, and worked hard to enable the average gamer to have fun with the physics. Those new physics were made up mainly of a new brush tire model that Eero coded up after his stint on Richard Burns Rally. It was never as good as we hoped it would be and Eero was adamant is was as good as he could make it. That’s why we moved to our new and very complicated SETA tire model for games following that.

To go back to my initial point; I felt we marketed Project CARS very well and delivered a game that although initially had too many bugs, has improved a lot. We plan to replicate our GTR experience with pCARS2 and with Bandai Namco’s full Quality Assurance effort behind it this time, hope to deliver a more solid experience out of the box.


Lap Two: You’re not a new character in this genre by any means; veteran sim racers can recall your name popping up in F1 Challenge 99-02 communities long before establishing yourself as the Head of Slightly Mad Studios. As a sim racer at heart, pushing aside all connections to Slightly Mad Studios for a brief moment, when you sit down to play Project CARS on your own leisure time, are you content with the experience it offers?

Ian Bell: No, I’m not content. I feel it’s too difficult with a gamepad and I feel it requires too much fiddling with settings to get the very best experience from it. When you get those settings correct, such as the Force Feedback sliders, it can be fantastic and as a sim, actually simulates more than any other game on the market. We are working very hard on those areas for the sequel, as well as some other firsts that should get people very excited.

I can’t say I’ll be content with pCARS2 though, as I’m rarely completely happy with the work we do.

wii u.jpg

Lap Three: All video games undergo mammoth changes as development progresses from the design document to the final product, and Project CARS is no exception. However, several elements of the project WMD members expected to see the light of day – and were functional in preview builds – such as oval racing, the Indianapolis 500, and the release of the title on Nintendo’s Wii U console, all failed to materialize. To complicate matters, when these omitted features were finally addressed, many customers felt deceived by Slightly Mad Studios. Do you believe their feelings are justified?

Ian Bell: Yes and no. It’s never possible to deliver everything you set out to deliver at the start of a project, in exactly the way you plan to deliver it. End users rarely see what you’re planning to ship until you pass the point of knowing exactly that you can deliver said feature and you start marketing. Therefore they aren’t aware that it’s common and normal to drop features during development. With WMD we were developing fully in the open for the first time, in the full glare of the public. Anything we stated that we intended to deliver, we worked our arses off trying to do so. We failed on Ovals and on full pit crew animations. Have the people looking forward to those features got a right to be pissed off? Of course they do. In mitigation, we did add over two hundred features we didn’t plan to add, for free, as well as monthly free cars for the first ten months after ship. Many of those new features were post-release user requests.

my bros playing pcars.jpg

Lap Four: Despite unfavorable reception from the hardcore sim racers Project CARS had been built in mind with, the game has still managed to reel in an entirely new set of fans just getting familiar with the world of sim racing. Even though the game has failed to resonate with the diehard sim racing nerds powering this hobby, do you take pride in the fact that another group of individuals have used Project CARS as a “stepping stone” of sorts before moving to more advanced simulators?

Ian Bell: We are the most advanced simulator and I’ll explain why I think so. Give me any metric by which that ‘most advanced simulator’ can be measured, be it detail in the tire model, the heating model, Hz cycle rates, time of day, weather, you name it and we are doing more, for more of those metrics, than others are doing. So this question falls a little flat. The handling in Project CARS is what the race drivers tell us it should be – or as close as we could model it – and that is something which moves away from the handling of the current so called best simulators.

Other sims arguably have one main thing on us in terms of physics and that’s ease of handling at or beyond the limit. We’ve since added two more parameters to the SETA tire model which allows us to better simulate that grip/slip/re-grip experience around the limit, and I’m confident Project CARS 2 will be our new GTR2 when people get their hands on it. Further, we’re going hell for leather on the defaults, ensuring more people get the best out of things such as Force Feedback, without fiddling with settings.

Lap Five: We’re at a point in the evolution of video games where almost every title ships with a few comical bugs here and there, some eventually going viral through the usage of social media. However, it became apparent immediately after launch that the sheer volume of bugs and issues present in Project CARS crossed well into unacceptable territory. Can you walk us through what it was like to be in charge of your team when patch after patch would continuously fail to rectify show-stopping issues, and in some cases create new ones?

Ian Bell: I agree we shipped with too many bugs. We also shipped a game that was more in depth and more extensive than any sim that had shipped before. We developed it with the input and advice of 80,000 people, not an easy logistical exercise. We developed it for less funds than would normally be required and with very little of those funds available to allocate to Quality Assurance testing. We worked on shipping new features every month and we delivered that. Those also brought some new bugs due to the hectic pace we signed up to in advance.

Going forward, we have proper funding, the Quality Assurance department of Bandai Namco, and we’ll never agree to monthly feature and content updates again for such an extended period. So it was frustrating. We didn’t want to be accused of more ‘false promises’ such as the complaints over the disappearance of oval track and lack of animated pit crew, so we went with it and gave it our all. As each patch shifted from more features, less bug fixes to the opposite, things started to improve. But yes, we’ll never sign up to anything like that again. For Project CARS 2, I’ll say it’s a quarterly update frequency at the most.


Lap Six: Switching topics temporarily to the upcoming Project CARS 2, one of the perks for financially supporting the development of the game at the highest level is essentially a dinner date yourself. Now, aside from some of the obvious personal safety issues that may arise, how does this dinner date help Project CARS 2 to become the best virtual racing experience it can possibly be?

Ian Bell: You’d be amazed at the insights you can learn from a half pissed punter face to face. On personal safety, let me just say that their table etiquette better be impeccable or there’ll be trouble. Look, I’m a 250 pound ex-rugby player. While I’m nobody’s pushover and tend to not like to take unjustified crap, I’m a compete pacifist who hasn’t been in a proper fight for 18 years. And when I was, they started it (and lost).

Lap Seven: Let me rattle off a few names here… Rene Rast, Nic Hamilton, Ben Collins… All three extremely big names in the world of auto racing, and all three took time out of their schedule to help with the development of Project CARS. In your opinion, which acquisition was the most valuable in terms of raw feedback, and why?

Ian Bell: I wouldn’t dream of splitting them. They all stand out in their own way and each brings something unique to the table. They are actively testing and giving detailed feedback constantly. This is absolutely not just a marketing gig. We’ll take all of the residual marketing goodness they can provide of course, but that’s not the main benefit or aim.

Lap Eight: As people began to explore Project CARS in the weeks and months after the title finally made it to store shelves, the hardcore sim racers among us slowly uncovered numerous “oddities” hidden within the game. Wet weather tires were unstoppable in dry conditions, a minimal camber value produced precious speed and grip advantages at no extra cost, and in some cases, the DRS system on certain vehicles would generate colossal physics engine failures – glitches similar to those present in your pair of Need for Speed Shift titles. With such a big team, so much funding, and literally thousands of sim racers paying to test the product, how did this stuff find its way into the retail version of Project CARS?

Ian Bell: A lot of misinformation in this question. How can wet weather tire issues emulate issues seen in Shift if -I can assure you – it’s a completely new tire model, from scratch, not one line of code shared with the brush model Eero wrote? Your accusation that wet tires hammer dry tyres in the wet ignores tire wear, which you can turn off. But yes, the base grip levels were off initially and were fixed.

Let me say this though. If these bugs, which will always slip in, are the catalyst to set you off on what PRC.net has become then I suggest you leave the community because I can assure you of one thing, there will always be “oddities;” there will always be bugs. Every new game will bring their own. As games get ever more complex, with infinite possible gameplay variations in multiple areas, the Quality Assurance teams can never be smart enough or big enough to catch them all. The important thing is that you acknowledge them and fix them as quickly as you can.

As a post script, our “so much funding” was less than 25% of the going rate for an AAA multi-platform game.


Lap Nine: It’s a difficult question, but our readers would love an explanation on this one, so I guess we’ll have to go there. Throughout the history of PRC.net, we’ve been hit with a steady stream of Emails from ex-Project CARS forum members outlining a set of very restrictive and controlling moderation practices. Most of these submissions more or less claim that Slightly Mad Studios are hyper-sensitive to criticism of their product, and these complaints date back to a period prior to the game’s official release date. Some have stated they’ve simply felt unwelcome for merely reporting a genuine problem with the game. Is there a reason you and your team have chosen to moderate the forums in such a manner?

Ian Bell: Good question. We have one simple rule in terms of moderation when it comes to criticism: We welcome it, as long as it doesn’t become abusive or overly repetitive from one individual.

You will always get disgruntled ex-forum members who were removed who absolutely did nothing wrong in their minds. When I review the actual history, it’s invariably a justified removal. We have gotten it wrong on a few occasions and rectified it.

In short, it’s how you say it, not what you say. The last part of your question is preposterous. We had 80,000 people on WMD who we actively asked to criticize every aspect of Project CARS during the years spent in development. Of those users, less than 0.1% of the population were removed from the forum, again, for not being able to formulate their criticism without abuse or constant – often whining – repetition. I’ve just looked through our public forum and from the first two page of threads alone, eight threads contain clear criticism. Some of those threads are more than six months old. If we were so averse to criticism we’d have closed them, and I’d not be answering your questions here.


Final Lap: Lastly, for those who weren’t satisfied with the original Project CARS title, what can you tell us about the sequel that may possible entice them to give it a shot on launch day?

Ian Bell: I’ve covered most of this above. The rest I’ll leave until the time when we start teasing properly. In short, we’re better funded, have better Quality Assurance, are not held to our public promises early on, know where we failed, know where we need to improve and have everything in place to make pCARS2 our GTR2. That’s how we see it internally.


Usually I use PRC.net to analyze the answers a developer has given in an interview, but this time, I’ll instead simply extend my most sincere gratitude towards Ian Bell for being the first major developer to sit down with PretendRaceCars.net in this kind of manner, and I’ll let you guys in the comments section below can go to town as you wish. I will say that some very interesting information has been revealed within this interview, and there will certainly be a lot to talk about across sim racing message boards far and wide as this piece begins to circulate.


76 thoughts on “Ten Laps With Ian Bell

  1. If this isn’t a sure fire sign that the goddamn world is coming to an end, I’m not sure what is. Kudos to Ian, instead of sulking in the corner or writing angry forum posts like the dickhead from Kunos, he answered all the questions and did something no other developer has done here. He gained some respect from me today.

    Liked by 1 person

      1. Physics and sounds wise though, R3E is still a step above most of its competition, regardless of its business model.

        While I do agree with you that the GT3 microtransactions are a fiasco and should be rethought, $5 for a pack full of IMSA GTO cars and another $5 full of Group 5 cars is a pretty good deal to me, for a full field of cars nonetheless. Most of the packs are not that bad actually, it’s only the GT3-related ones that are a disgrace.

        Liked by 1 person

  2. LAP 4, he was alright until he started spouting that nonsense,you should of pulled him up on some of them “technicalities”, at what frequency does Pcars physics run at?I mean just try drifting in project cars to understand how out of it the physics are,they not too bad inside the limit (close to RRE)but driving with a ridiculously short turn ratio,but I mean FFS you just ran a very good article on the ridiculous camber bug and SMS idea to fix was “nerfing” top speed, and now hes saying most realist EVEEER, I see the marketing setting up for pcars 2.

    I cant wait to see all these race business and schools start dropping their less real sims for Pcars right,right?

    Although he gets some Kudos for playing rugby, although as a kiwi player I have nothing but a urge to grind Poms into the floor.


      1. Do you keep forgetting or is the site messing up for you? This is like the 5th message I’ve seen without you’re name. Haha.


    1. Everybody thinks they have the best engine, in the end nothing but results really matters. That’s what makes Reiza a bit different too, everyone else talks up their technology while Niels goes “what good is that technology if you can’t use it well” and keeps grinding away at gMotor2.


      1. “Niels goes “what good is that technology if you can’t use it well””

        I like the fact they appear to be one of the only guys providing real life motec data in comparison to their sim.


    2. And us poms long to drag you across the floor with your tongue,flapping it out while stomping,lol.

      Do you not feel silly dancing like babies.


      1. “Do you not feel silly dancing like babies.”

        Lol better than crying like babies,when getting kicked outta your own world cup in the play offs, besides if we keep winning,and we have for almost a hundred years now, we can dance how the fuck we want, and you lesser rugby nations WILL wait till we are finished, feel free to do some moris dancing in response, but only IF you start winning.


  3. Good read, was great to see him acknowledge many of the issues from pCars1. For all I know it could be marketing dribble, but we may just be surprised by pCars2. I’ll be much more hesistant and patient when it comes to purchase this time, however, I do like what I hear.

    If Mr.Bell is reading know this; I don’t hate project cars as much as I hate that I don’t like it, as I really wanted to love it. I look forward to seeing how the sequel turns out and if well I will gladly give you more money and actually buy more dlc this time.
    Fingers crossed.

    Liked by 1 person

      1. Well, it is sadly the case, ha! Not because of the tire model of course. I was stupid enough to buy the track expansion Nurburgring Combined, and as of today still can’t get in the pits without getting out. Months in, requested a refund on their forums in a well written, non abusing matter as there is still no patch for PS4, I got banned forever by mr. Ian Bell. It was my first post there, and as expected no complaints are accepted, to the contrary as Ian states here.


  4. Speaking of gtr2 which of the current games would give me a similar experience I’m enjoying automobilista but keep wondering about r3e


  5. While I’m not entirely satisfied with a lot of what Ian had to say, hats off to him for agreeing to an interview. I’m not sure I would have done the same had I been in his shoes. I certainly couldn’t imagine Stefano agreeing to such a thing at this point in time. Austin, I think this is a piece that reflects well on you for once as a blogger in this community, so good job.


    1. Reflects well on Austin? LOL…is that a joke? The only person it reflects well on is Ian and no one else. If he wasn’t the bigger man, literally and figuratively in this case, it never would have happened. I’d rather Stefano didn’t give an interview here because I’d like to see this drivel dry up and go away.


      1. finally someone realizing there is a difference between ‘dribble’ and ‘drivel’! Now if we can just get people to understand the difference between ‘break’ and ‘brake’.


  6. Ian Bell: No, I’m not content. I feel it’s too difficult with a gamepad and I feel it requires too much fiddling with settings to get the very best experience from it. When you get those settings correct, such as the Force Feedback sliders,” it can be fantastic and as a sim, actually simulates more than any other game on the market.”

    To the part in Quotations, Bwahahahahahahahaahaha! ROTFLMFAO!!!! How is the simulation of camber?


    1. What does camber have to do with FFB settings you fucking tit? If you’re gonna be an anti-shill at least be right when doing it.


      1. I was referring to and responding to the part in quotations and if you could read and comprehend you would have understood I was not talking about the FFB, which was not in quotations.

        He said, “it can be fantastic and as a sim, actually simulates more than any other game on the market”. Camber is one of the things this pile of shit game attempts to simulate but does so very very very poorly.

        I hate having to spell things out for fucking morons!


        1. You’re so funny Dave. ROTFLMAO!!! XDXDXD

          Adding quotation marks doesn’t change the context of the phrase… it just means you’re too inept to understand the concept of what was said, so you hate it instead.

          Trying so hard to be edgy your fedora almost fell off. Better get back to reddit with all the other neck beards and jerk off over how right you think you are.

          Awww honey I’m sorry if that offended you. I know you’re just worked up because the mean old Ian made a boo boo with camber simulation, just like every other simulator.

          Can’t wait for my next WMD payment… until then I’m having a blast in Pcars 2 with everything they’ve added.
          This is fun, let’s do it again sometime sweetie 😉


  7. This site has a good amount of quality articles lately including this one and kudos to Bell for doing an interview here, but Project CARS being the most advanced simulator? More advanced than Assetto Corsa, rFactor2, iRacing, and Automobilista?


  8. Blimey, grown-ups. What a refreshing change – informative and interesting with only a hint of sniping. Well done.

    The assetto Japanese car pack review was also good – I read the review and bought the product. These articles are a much better use of the site – sceptical but reasonable us tons better than paranoid and angry

    Liked by 1 person

  9. Well that was rather bland and meaningless. Aside form the coup for PRC at getting such a big name that interview did absolutely nothing for me. Ian Bell is well versed in PR speak.

    Nice effort James, for once.


  10. Nice one! I feel you guys upped your game a bit with the latest articles. As for Mr. Ian Bell’s effort here, it is highly appreciated. It’s always cool when a developer sits down and talks to the community about how developing a game really is. I like that he indeed acknowledges a lot of the problems, too.

    I got an urge to try out pCARS after this, so yes, it is a marketing move, but it is a very good thing to be bridging the gap between gamer and game developer. I don’t hate on any of the games or the developers; I simply play what I like and don’t play the ones I don’t. I really really hope they manage to get pCARS 2 right, to be “their GTR2”. As for R3E, it’s not GTR3 and, as far as I’m concerned, not a “microtransactions disaster”. It’s closer to Race07 though, and that’s OK.

    The feeling I get from Mr. Ian Bell’s answers is that they bit a lot more than they could chew with pCARS. It was supposed to be so much but ambitious projects can fail because of that. Probably this is why R3E is taking such a careful approach. The latest article about AC shows that there are good things there also. R3E is doing some good stuff too. Dirt Rally was a shocker when it came out. pCARS 2, if they fix the problems, should be a nice contender as well. I’m just keeping my fingers crossed, ’cause if everyone manages to get it right, we’ll have a lot of games to enjoy.

    Keep ’em coming, guys 😀 . In the meantime, I’ll just keep tearing up rubber in whatever game does it for me.


  11. LOL James and Ian in bed together, and Ians response to the moderating situation is very funny, funny interview, Ian even boasting about past pugilist victories, gold.


  12. SMS burnt any reputation if they ever had some with all the false promises and marketing shittalk and not caring about gamebreaking bugs. I will not forget that. If you have the possibility have a look into the pcars 2 forums, the story just repeats itself.

    A project cars experience from yesterday evening:

    Multiplayer 30 people – LeMans 43laps (2.5 hours) – LMP1/2 GTE
    Everone was looking forward to it and has done a fair amount of preparation for it.

    Green lights come on:

    – 4 people are stuck in the pits, race over before it started
    – 1 person had a disconnect after a few laps, this made the game crash for 2 others
    – 1 person stuck in the pits, game not reacting to inputs anymore
    – Magic netcode where cars show up at a place where they’ve been driving seconds before, crashed another 2 cars out of the race.

    So of the 30 people the game bugged out for 8 of the them.
    Another 2 had a ruined race because of ‘magic’ netcode.

    The guy stuck in the pits was a well known youtube streamer and one of the guys who’s game crashed was even an sms employee who’s opinion is the game works well.

    I laughed.


    1. I do have the possibility to look into the pcars 2 forums. The entire game has been stripped open to work on the issues. How is that in any way comparable to how pcars 1 is now?


  13. Fair enough. I still don’t trust him but do respect his admittance of shortcomings. I would have liked to hear him discuss the issues with the tyre model’s accuracy instead of deflecting into ‘oh but we have wear and yeah that bit was wrong’. It’s still wrong. I mean wtf, is this guy really playing dumb or just clueless?

    At least explain how you plan to address the issues with the model that still exist:

    camber appears to be very badly broken, very contradictory and essentially a hidden cheat for ‘sim racers’ to troll people with real-world knowledge. Perhaps not the intent but beyond time to fix this shit.

    ps4 and PC have significantly different heat retention and overall, temps really don’t matter much. The grass doesn’t matter much. Contact is weird as hell and doesn;’t matter much. MP is rubbish, the base netcode is rubbish, makes rf2’s temporary box car or iracing blink drops seem like inspiration from baby jesus himself. Even AC clearly kicks pcars ass in terms of contact as well now, mp is better than pcars SP… way better.

    There are too many fundamentals that are way out of whack, and he would claim all in the name of ‘gamepads’ and a wider audience? Put a fucking curve on the gamepad inputs, enable ABS, TC and SC, ‘best’ (lol, in sms world) line, auto brake even…. Why does everything need to be fucked up, simply because this isn’t a PC exclusive? Fix your vr support too, it’s an atrociously poor showing. The renderer inefficiency is truly astounding, what the fuck happened?

    It doesn’t need to be like that. SMS just isn’t interested or capable of creating a simulator.

    They could create experiences…., like the lmp cars. Perhaps they need to focus on something like that, a fairly unique potential offering. Bonus, very few have driven those cars, so obvious bullshit will be more likely to ‘slide’ 😉

    Given what we’ve seen and the lack of acknowledgement for basic aspects of simulation, I really don’t seem myself choosing to race something like gt3 in pcar2 over the other choices.

    Whatever. I’m not pre-ordering his shit, that’s all I know at this point.


  14. He seemed like a nice enough guy, given time to prepare his answers. I think he’d be alright to sit down at a table with for a chat.


  15. I’ll be ‘that guy’, and ask what verification we have that this is the same Mr. Bell from the forums?

    Same with that ADAC-driver who ‘praised’ Black-Flag enough to get his own page, yet all we ever really saw was a google-able picture of his car and a bunch of text.

    Like, a twitter shoutout or forum post isn’t too much to ask for. 2016 and all that.


  16. This idiot doesn´t even know his own game. A real shame James hasn´t played it too much so he doesn´t have ammo to make the really hairy questions.

    Intermediate tyres are STILL broken in most classes. Soft tyres are still undestructible in most classes. The heating model is shit, alignment changes don´t change the I-M-O temperatures spread, and there are no consequences for running wildly overheated soft compounds. Camber and tyre pressures are open to stupid exploits.

    “The important thing is that you acknowledge them and fix them as quickly as you can” > Indeed. And YOU fucking failed Ian. 1+ years and your game is still broken in all sorts of ways.


      1. Thank you. Don´t forget I am also heavier, taller and faster than Mr. Bell so I could punch him in the face in that dinner and he would have to deal with it.


  17. Ok, enough is enough. Somebody has to be the first to say this out loud: sim racers are by far the most batshit insane internet community I’ve ever had the pleasure of informally studying. It’s fucking hilarious on an almost-cosmic level. For some of you I really wish you’ll be spared the reality check of realizing what horse manure’s been coming from your simcade mouths. I love it. Very entertaining 🙂

    Kudos to Mr. Bell. Hadn’t thought you’d have the balls to throw yourself to the lions’ kittens, but I respect it a lot. I enjoy having my prejudices corrected by reality 😉

    Having said that, I’ve given up on pcars, bc I just was not able to figure out a working method to reliably make sense of all the FFB parameters. Otherwise love the game – would love some kind of tutorial explaining a method to find your own FFB sweet spot (as opposed to ppl. posting settings and claiming they’re fabulous without ever given any sign they’ve done the boring work of learning to understand how a haptic feedback system’s feel correlates to certain mathematical signal-shaping processes.

    I don’t hold anything against you though, bc inasfar as my intuition is correct (and it’s pretty reliable in these things), making simulation games as a convincing visceral experience that works over a vast range of systems with a limited budget is



    Codies & Dirt:Rally nailed it big but it’s noteworthy how rare this is so I’m not going to bitch.

    Well, not too much … depends on how bored I am.



  18. I have nothing but respect for the tough questions posed and for Ian answering every questions with more than one sentence. This was brilliant and much needed

    Liked by 1 person

  19. Dude. You lost me at “we HOPE Pcars two is bug free”

    Hope is not a word leaders in charge of, and driving a project use.

    But we all know IB is not issuing any guarentees.
    Just more PR speak for what will likely be another busted game.
    Maybe start with working setups saves. As currently nothing saves proper in this game.


  20. I really loved pCars with the release and soon found out how the FFB could be even better. The tire model was better than in AC at that point and to take a credit to pCars, especially Assetto Corsa went the same route in the tire model and even iRacing learned their lesson and gave up this on/off grip with many cars.

    AC was at tire model v3 at the release as far as i remember and are know at v7 (much better) and soon introduce v10 (by skipping v8-9). When James was writing, that an older version in AC was better, i really thought he´s mental. I´ve over 850 hours on my AC-steam-account and the tire model was never even close as good as today in the hole (every car drives different). It was total boring with v3 especially in tight corners just holding the line with no tire slip at all. Even Raceroom (which i would call very Simcace today, even it never really changed) was nearly as good as AC in tire physics and even better at the limit just 15 month ago. Today it´s far behind because just building new car to sell.

    But pCars also initiate a race to catch up for the competition because of the success and without it, i doubt that AC would be as good as today and other titles as well. The FFB in Automobilista is just awesome and kicking ass with the marble and dirt pickup at the tires.

    This 200 features Ian Bell mentioned are total Bullshit. This titles just dialed out the worst bugs and MP ist still a mess. I can´t see any innovation in handling or physics, even the opposite. As far as i remember, the first tire model was way better than the one today or the competition just evolved so much, that i have to think that of pCars today.

    Just my 2 cent.


    1. AC’s 1.0 release was tire v4, but unlike iRacing the version numbers don’t mean anything as far as feel or bug fixes, they are purely about features. v4 added graining and flatspots. Later versions added different load sensitivity and heating models. Changes to the basic tire physics have always applied to every version, the version numbers are purely to let the game read old tire files correctly (since some mods will inevitably use the old version, and not have numbers for graining or whatever)


  21. After re-reading the interview, I’d like to see what these 200 new features Ian Bell claims to have added to Project CARS. Fixing bugs doesn’t count as adding features, and that statement is just pure marketing drivel along with Project CARS being “the most advanced simulator.” How is it the most advanced simulator when you go faster with zero camber? How is it the most advanced simulator when you can exploit the tire pressures to get faster laptimes? How is it the most advanced simulator when other sims like AC, rF2, iRacing, and AMS all simulates car physics better than your game?


      1. Yet if PCars is the most advanced racing simulator, then its car physics should be above the games I mentioned. AC doesn’t have an overly complex physics system, yet it has a more superior tire model than PCars, and there doesn’t seem to be any tuning exploits unlike in PCars. PCars being the most advanced racing simulator is just marketing bullshit, and when compared to other PC racing sims, it is simcade at best.


    1. Yeah that 200 features added made me laugh too. The self entitled Game of the Year edition was even announced with having 500 plus (fivehundred!!!) features added since release.

      SMS and reality. LOL, Shitheads.


  22. Kudos to both PRC for crafting tough but not insulting questions, and to Ian Bell for having the good grace to answer them all in a calm, reasonable manner (which is not to say his answers are not self-serving; of course they are…he’s the captain of the enterprise that is WMD).


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