#Project cars 3 mustang upgrade#
The realistic secondary effects are all in place, can be felt as you drive, and may well change the optimal approach to driving any given car.ĭavid Kirk: Principal Physics Programmer: Right, and this is all tied together by the PIR (Performance Index Rating) system-the thing that keeps cars balanced when you upgrade them. We tell the turbos to spin up for more boost, and in many cases this also means more lag. If you just put better tyres on a car, you won’t increase your top speed on straights, beyond getting a faster exit from the previous corner.Ĭasey Ringley: Vehicle Technical Art and Handling: And things like the turbo upgrades are not simple modifiers on torque either. If you’re building a car with just engine power, but were already lacking grip, you’ll struggle even more. The engine upgrades add more power (at various points of the RPM range depending on the upgrade type). A tyre upgrade only gives you better tyres. A weight reduction only reduces the weight, and maybe shifts the distribution of weight a little bit.
We’re actually modifying the engine to have more power, we’re simulating adding a turbo and what that would do to the torque curve, and we are improving the suspension to perform better, but through all of this, we’re not “cheating” the system to produce similar results, we’ve modelled these parts according to how they will affect cars out in the real world.ĭavid Kirk: Principal Physics Programmer: The upgrades work using the underlying physics, so a suspension upgrade only affects the suspension components and setting ranges of the suspension. I love the fact our upgrades are basically elements of our physics engine that are already there. Nick Pope: Principal Vehicle Handling Designer: Yes. Jussi Karjalainen: Handling QA Lead: The other important point, of course, is the authentic nature of the upgrades. The combinations are almost limitless and we’re really looking forward to seeing what creations players dream up-from out-and-out handling kings designed to dominate tight circuits to cars made for high-speed ovals, and everything in-between.
If you’re more cautious, you might start by focusing on making the handling safer and reducing your time in the barriers. If you’re more confident, you might just focus on power upgrades and manage the lack of traction with your driving talent. Upgrades add more layers to allow players to choose how they want to play, not from settings in a menu, but by letting them create vehicles that feel and handle closer to what they want from their cars. Our improved optional driving assists and aids have achieved that from a player skill standpoint, and upgrades will add to that from an overall player-experience one. That really fits not only into the whole ‘weekend warrior to racing legend’ component, but also subscribes to what it can be like in the real-world where, you can turn up at a local club race or track day in your tuned M3 and fight it out with the latest supercars.Īnd finally, a big goal for Project CARS 3 was to give players the opportunity to fine-tune and tailor their own experience. You can take one of your favourite road cars and compete against the thoroughbred race cars if you want.
Upgrades effectively bolster our (already impressive) vehicle roster meaning players can move cars further up the classes, we can have much wider variety in the races, with a sort of “run-what-ya-brung” feel. If you find a car that you really like, you can now take it on a journey through large parts of the career with you-you don’t have to abandon it once you progress and the competition steps up a level, you can treat it to a few new parts and keep enjoying it, let the car be the hero too!Īnother huge benefit is the variety that upgrades bring.
#Project cars 3 mustang driver#
That connection between car and driver matters in real-life racing, and we want it to matter in our game as well. Firstly, upgrades bring with them more of a connection, greater agency, to the vehicles that players have worked hard to purchase by earning credits in their races. After discussing it with the team we quickly started to see the benefits to the wider game that they could bring. Nick Pope: Principal Vehicle Handling Designer: For Project CARS 3 we had the opportunity to add something we haven’t brought to the franchise before: Vehicle Upgrades. A 600hp ’66 ’Mustang? On vintage tyres? Heck, yeah! Having some fun with car upgrades along with the physics and handling team on Project CARS 3.