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* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or [=McLaren=] P1 have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while braking (typically to a battery) and can be used to boost acceleration with limits being dependent on the vehicle used. The Formula A allows the KERS to be used for nine seconds per lap, the Formula B uses the charge all in one go per lap, the Le Mans prototypes use it automatically without input, etc.

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* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or [=McLaren=] P1 have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while braking (typically to a battery) and can be used to boost acceleration with limits being dependent on the vehicle used. The Formula A allows the KERS to be used for nine seconds per lap, the Formula B uses the charge all in one go per lap, the Le Mans prototypes and [=McLaren=] P1 use it automatically without input, etc.etc.
* OneWomanWail: Present in the songs "Huayra", "Lux Aeterna", and "Spa 24 Hours".
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* LawyerFriendlyCameo: 4 of the Open-Wheel class vehicles are named Formula A (based on the 2013-spec Formula 1 race car), Formula B (based on the 2011-spec [=GP2=] vehicle), Formula C (based on the 2011-spec [=GP3=] car), and Formula Rookie (based on the 2013-spec Formula Ford car).


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* OriginalCharacter: A handful of LM Prototypes are specifically made for the game by its fanbase. These include the Marek and RWD cars.
* RealSongThemeTune: "My Pet Coelacanth" by Music/{{deadmau5}} has been used for the launch trailer. Interestingly enough, deadmau5 is actually a fan of ''Project CARS''.
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* RemovableSteeringWheel: A curious graphical option allows you to (visually) remove the wheel and driver hands in the first-person perspective, this is presumably for players using a steering wheel peripheral so they don't get "double-vision" from seeing the real-life wheel and the in-game wheel. Another neat feature is that if said wheel is acting as your dashboard then it will still show up, just without it moving nor the driver hands.

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* RemovableSteeringWheel: A curious graphical option allows you to (visually) remove the wheel and driver hands in the first-person perspective, this is presumably for players using a steering wheel peripheral so they don't get "double-vision" from seeing the real-life wheel and the in-game wheel. Another neat feature is that if said wheel is acting as your dashboard (such as the Formula A/B or BAC Mono) then it will still show up, just without it moving nor the driver hands.wheel moving.

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* GameplayAutomation: The rest of a session can be simulated after meeting certain requirements in the career mode or at anytime during a quick-race. The game also drives the car for you when entering/exiting the pit lane.



* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or [=McLaren=] P1 have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while braking (typically to a battery) and can be used to boost acceleration with limits being dependent on the vehicle used. The Formula A allows the KERS to be used for nine seconds per lap, the Formula B uses the charge all in one go, the Le Mans prototypes use it automatically without input, etc.

to:

* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or [=McLaren=] P1 have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while braking (typically to a battery) and can be used to boost acceleration with limits being dependent on the vehicle used. The Formula A allows the KERS to be used for nine seconds per lap, the Formula B uses the charge all in one go, go per lap, the Le Mans prototypes use it automatically without input, etc.

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* CreatorCameo: Various SMS staff can show up as the AI opponents, crashing into one merits an achievement


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* {{Tuckerization}}/CreatorCameo: Various AI racers are named after SMS staff, deliberately crashing into one will net you an achievement. (It counts as a crash if it invalidates your lap time)
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* AntiFrustraionFeatures: You have the ability to turn on Steering assist, Braking assist, Traction Control and Anti-lock brakes, the later of two even on race-cars that wouldn't have them. The steering assist will however make you turn in a bit sooner than the fastest of racers, and the braking assist will start pre-braking point in case you overshoot. So it is worth learning how to race without them.

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* AntiFrustraionFeatures: AntiFrustrationFeature: You have the ability to turn on Steering assist, Braking assist, Traction Control and Anti-lock brakes, the later of two even on race-cars that wouldn't have them. The steering assist will however make you turn in a bit sooner than the fastest of racers, and the braking assist will start pre-braking point in case you overshoot. So it is worth learning how to race without them.

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Linking


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* Anti-Frustraion Features: You have the ability to turn on Steering assist, Braking assist, Traction Control and Anti-lock brakes, the later of two even on race-cars that wouldn't have them. The steering assist will however make you turn in a bit sooner than the fastest of racers, and the braking assist will start pre-braking point in case you overshoot. So it is worth learning how to race without them.

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* Anti-Frustraion Features: AntiFrustraionFeatures: You have the ability to turn on Steering assist, Braking assist, Traction Control and Anti-lock brakes, the later of two even on race-cars that wouldn't have them. The steering assist will however make you turn in a bit sooner than the fastest of racers, and the braking assist will start pre-braking point in case you overshoot. So it is worth learning how to race without them.



* Nintendo Hard: The go-karts, particularly if you are using a controller or keyboard. To understand, in real life, they have the acceleration of a corvette, the turning radius of a shopping cart, and the braking on an indy car. With a steering ration of 4:1-8:1 (that is 4 degrees of steering wheel turn to turn the wheels 1 degree) they are easy to cut the tires and cut in too fast. In real life the lack of power-steering makes up for this. Which obviously you don't have. There is a reason karts are popular for training wannabe racers in real life. If you can be successful with a shifter-kart, you can race almost anything. The Stockcars could also said to be hard on the rougher courses without TCS/ABS, thanks to their solid rear axle.

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* Nintendo Hard: NintendoHard: The go-karts, particularly if you are using a controller or keyboard. To understand, in real life, they have the acceleration of a corvette, the turning radius of a shopping cart, and the braking on an indy car. With a steering ration of 4:1-8:1 (that is 4 degrees of steering wheel turn to turn the wheels 1 degree) they are easy to cut the tires and cut in too fast. In real life the lack of power-steering makes up for this. Which obviously you don't have. There is a reason karts are popular for training wannabe racers in real life. If you can be successful with a shifter-kart, you can race almost anything. The Stockcars could also said to be hard on the rougher courses without TCS/ABS, thanks to their solid rear axle.



* SubsystemDamage: When enabled, your car can sustain various forms of internal damage such as gearing down too fast, (subsequently) over-revving the engine, grinding the clutch (should you be using a racing wheel with a pedal for it), overheating the brakes, wearing down the tires, etc.

to:

* SubsystemDamage: When enabled, your car can sustain various forms of internal damage such as gearing down too fast, (subsequently) over-revving the engine, grinding the clutch (should you be using a racing wheel with a pedal for it), overheating the brakes, wearing down the tires, etc.etc.
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* Anti-Frustraion Features: You have the ability to turn on Steering assist, Braking assist, Traction Control and Anti-lock brakes, the later of two even on race-cars that wouldn't have them. The steering assist will however make you turn in a bit sooner than the fastest of racers, and the braking assist will start pre-braking point in case you overshoot. So it is worth learning how to race without them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*Nintendo Hard: The go-karts, particularly if you are using a controller or keyboard. To understand, in real life, they have the acceleration of a corvette, the turning radius of a shopping cart, and the braking on an indy car. With a steering ration of 4:1-8:1 (that is 4 degrees of steering wheel turn to turn the wheels 1 degree) they are easy to cut the tires and cut in too fast. In real life the lack of power-steering makes up for this. Which obviously you don't have. There is a reason karts are popular for training wannabe racers in real life. If you can be successful with a shifter-kart, you can race almost anything. The Stockcars could also said to be hard on the rougher courses without TCS/ABS, thanks to their solid rear axle.
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The game is well-known to be crowdfunded through a specially made platform called World of Mass Development, or WMD, which is quite similar to Kickstarter, where people can pledge various amounts of money for developing the game, and play each beta build that was progressively released; the more money is pledged, the more benefits one gets in the game. ''Project CARS'' started development in 2011, right after the release of ''Shift 2: Unleashed'', with over a hundred builds made available for the pledgers, and was subsequently released in May 2015 ([[ScheduleSlip though it was originally meant to be released on 2014]]). A second installment, ''Project CARS 2'', has also been recently announced, and is currently in development through the same platform.
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* InternetCounterattack: Similar to what happened with Left 4 Dead, Project Cars '''2''' was announced less than two months after the fist game was released. Needless to say, the fans were not amused...
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* InternetCounterattack: Similar to what happened with Left 4 Dead, Project Cars '''2''' was announced less than two months after the fist game was released. Needless to say, the fans were not amused...

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* InternetCounterattack: Similar to what happened with Left 4 Dead, Project Cars '''2''' was announced less than two months after the fist game was released. Needless to say, the fans were not amused...



* RemovableSteeringWheel: A curious graphical option allows you to remove the wheel (visually) in the first-person perspective, this is presumably for players using a steering wheel peripheral so they don't get "double-vision" from seeing the real-life wheel and the in-game wheel.

to:

* RemovableSteeringWheel: A curious graphical option allows you to (visually) remove the wheel (visually) and driver hands in the first-person perspective, this is presumably for players using a steering wheel peripheral so they don't get "double-vision" from seeing the real-life wheel and the in-game wheel.wheel. Another neat feature is that if said wheel is acting as your dashboard then it will still show up, just without it moving nor the driver hands.
Is there an issue? Send a MessageReason:
None


* InternetCounterattack: Similar to what happened with Left 4 Dead, Project Cars ''2'' was announced less than two months after the fist game was released. Needless to say, the fans were not amused...

to:

* InternetCounterattack: Similar to what happened with Left 4 Dead, Project Cars ''2'' '''2''' was announced less than two months after the fist game was released. Needless to say, the fans were not amused...
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* InternetCounterattack: Similar to what happened within the Left 4 Dead fandom, Project Cars ''2'' was announced less than two months after the fist game was released. Needless to say, the fans were not amused...

to:

* InternetCounterattack: Similar to what happened within the with Left 4 Dead fandom, Dead, Project Cars ''2'' was announced less than two months after the fist game was released. Needless to say, the fans were not amused...
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* InternetBackdraft: Similar to what happened within the Left 4 Dead fandom, Project Cars ''2'' was announced less than two months after the fist game was released. Needless to say, the fans were not amused...

to:

* InternetBackdraft: InternetCounterattack: Similar to what happened within the Left 4 Dead fandom, Project Cars ''2'' was announced less than two months after the fist game was released. Needless to say, the fans were not amused...
Is there an issue? Send a MessageReason:
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* InternetBackdraft: Similar to what happened within the Left 4 Dead fandom, Project Cars ''2'' was announced less than two months after the fist game was released. Needless to say, the fans were not amused...
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Some edits.


'''''Project CARS''''' is a simulation RacingGame developed by Slightly Mad Studios and published by Namco Bandai in May 2015 on PC, {{UsefulNotes/Steam}}, UsefulNotes/XboxOne, UsefulNotes/PlayStation4 (and once planned for UsefulNotes/WiiU before technical limitations halted it). Considered the SpiritualSuccessor to ''VideoGame/NeedForSpeed: Shift'' and ''Shift 2: Unleashed'' as they had worked on those two titles for ElectronicArts, mainly borrowing and refining mechanics from the previous two games along with introducing their own. The game also changes the pace in how races are conducted as now there are practice and qualifying sessions in which drivers set the fastest times around the track to get the pole position in the actual races along with a career mode in which the player partakes in races set on the calendar.

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'''''Project CARS''''' ('''''C'''ommunity '''A'''ssisted '''R'''acing '''S'''imulator'') is a simulation RacingGame developed by Slightly Mad Studios and published by Namco Bandai in May 2015 on PC, {{UsefulNotes/Steam}}, UsefulNotes/XboxOne, UsefulNotes/PlayStation4 (and once planned for UsefulNotes/WiiU before technical limitations halted it). Considered the SpiritualSuccessor to ''VideoGame/NeedForSpeed: Shift'' and ''Shift 2: Unleashed'' as they had worked on those two titles for ElectronicArts, mainly borrowing and refining mechanics from the previous two games along with introducing their own. The game also changes the pace in how races are conducted as now there are practice and qualifying sessions in which drivers set the fastest times around the track to get the pole position in the actual races along with a career mode in which the player partakes in races set on the calendar.



* FunWithAcronyms: Look back at the top of the page.



* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or [=McLaren P1=] have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while braking (typically to a battery) and can be used to boost acceleration with limits being dependent on the vehicle used. The Formula A allows the KERS to be used for nine seconds per lap, the Formula B uses the charge all in one go, the Le Mans prototypes use it automatically without input, etc.
* RemovableSteeringWheel: A curious graphical option allows you to remove the wheel (visually) in the first person perspective, this is presumably for players using a steering wheel peripheral so they don't get "double-vision" from seeing the real-life wheel and the in-game wheel.

to:

* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or [=McLaren P1=] [=McLaren=] P1 have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while braking (typically to a battery) and can be used to boost acceleration with limits being dependent on the vehicle used. The Formula A allows the KERS to be used for nine seconds per lap, the Formula B uses the charge all in one go, the Le Mans prototypes use it automatically without input, etc.
* RemovableSteeringWheel: A curious graphical option allows you to remove the wheel (visually) in the first person first-person perspective, this is presumably for players using a steering wheel peripheral so they don't get "double-vision" from seeing the real-life wheel and the in-game wheel.
Is there an issue? Send a MessageReason:
None


* CoolCar: A larger variety of them compared to ''Shift 2'' which includes go-karts, road cars, touring cars, UsefulNotes/FormulaOne racers, [[UsefulNotes/TwentyFourHoursOfLeMans Le Mans]] prototypes, Grand Touring 5, 4, 3, 2 and 1, etc.

to:

* CoolCar: A larger more diverse variety of them compared to ''Shift 2'' which includes go-karts, road cars, touring cars, UsefulNotes/FormulaOne racers, [[UsefulNotes/TwentyFourHoursOfLeMans Le Mans]] prototypes, Grand Touring 5, 4, 3, 2 and 1, etc.
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* CreatorCameo: Various SMS staff can show up as the AI opponents, try crashing into one and see what happens.
* CoolCar: A larger variety of them compared to ''Shift 2'' which includes go-karts, road cars, touring cars, UsefulNotes/FormulaOne racers, [[UsefulNotes/TwentyFourHoursOfLeMans Le Mans]] prototypes, etc.
* ColorCodedForYourConvenience: The four modes in the game, Career, Solo, Online, and Community, are represented by the colors red, green, orange, and blue, respectively.

to:

* CreatorCameo: Various SMS staff can show up as the AI opponents, try crashing into one and see what happens.
merits an achievement
* CoolCar: A larger variety of them compared to ''Shift 2'' which includes go-karts, road cars, touring cars, UsefulNotes/FormulaOne racers, [[UsefulNotes/TwentyFourHoursOfLeMans Le Mans]] prototypes, Grand Touring 5, 4, 3, 2 and 1, etc.
* ColorCodedForYourConvenience: The four modes in the game, Career, Solo, Online, and Community, are represented by the colors red, green, orange, and blue, respectively.respectively, being themed off of the game's logo itself.



* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or [=McLaren P1=] have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while braking and boosts car acceleration when active, great for accelerating out of a corner you braked for.

to:

* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or [=McLaren P1=] have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while braking (typically to a battery) and boosts car can be used to boost acceleration when active, great with limits being dependent on the vehicle used. The Formula A allows the KERS to be used for accelerating out of a corner you braked for.nine seconds per lap, the Formula B uses the charge all in one go, the Le Mans prototypes use it automatically without input, etc.
Is there an issue? Send a MessageReason:
None


* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or [=McLaren P1=] have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while breaking and boosts car acceleration when active, great for accelerating out of a corner you braked for.

to:

* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or [=McLaren P1=] have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while breaking braking and boosts car acceleration when active, great for accelerating out of a corner you braked for.
Is there an issue? Send a MessageReason:
None


* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or[=McLaren P1=] have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while breaking and boosts car acceleration when active, great for accelerating out of a corner you braked for.

to:

* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or[=McLaren or [=McLaren P1=] have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while breaking and boosts car acceleration when active, great for accelerating out of a corner you braked for.
Is there an issue? Send a MessageReason:
None


* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or McLaren P1 have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while breaking and boosts car acceleration when active.

to:

* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or McLaren P1 or[=McLaren P1=] have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while breaking and boosts car acceleration when active.active, great for accelerating out of a corner you braked for.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NitroBoost: Not using real nitrous compared to ''Shift'' but some cars such as the Formula A or McLaren P1 have what is known as a KERS ([[http://en.wikipedia.org/wiki/Kinetic_energy_recovery_system Kinetic-Energy-Recovery-System]]) that charges while breaking and boosts car acceleration when active.
Is there an issue? Send a MessageReason:
Yet another page correction.


* ColorCodedForYourConvenience: The four modes in the game, Career, Solo, Online, and Community, are represented by the colors red, green, yellow, and blue, respectively.

to:

* ColorCodedForYourConvenience: The four modes in the game, Career, Solo, Online, and Community, are represented by the colors red, green, yellow, orange, and blue, respectively.

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* ColorCodedForYourConvenience: The four modes in the game, Career, Solo, Online, and Community, are represented by the colors red, green, yellow, and blue, respectively.



* SubsystemDamage: When enabled, your car can sustain various forms of internal damage such as gearing down too fast, (subsequently) over-revving the engine, grinding the clutch (should you be using a racing wheel with a pedal for it), overheating the brakes, wearing down the tires, etc.
* ColorCodedForYourConvenience: The four modes in the game, Career, Solo, Online, and Community, are represented by the colors red, green, yellow, and blue, respectively.

to:

* SubsystemDamage: When enabled, your car can sustain various forms of internal damage such as gearing down too fast, (subsequently) over-revving the engine, grinding the clutch (should you be using a racing wheel with a pedal for it), overheating the brakes, wearing down the tires, etc.
* ColorCodedForYourConvenience: The four modes in the game, Career, Solo, Online, and Community, are represented by the colors red, green, yellow, and blue, respectively.
etc.
Is there an issue? Send a MessageReason:
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* SubsystemDamage: When enabled, your car can sustain various forms of internal damage such as gearing down too fast, (subsequently) over-revving the engine, grinding the clutch (should you be using a racing wheel with a pedal for it), overheating the brakes, wearing down the tires, etc.

to:

* SubsystemDamage: When enabled, your car can sustain various forms of internal damage such as gearing down too fast, (subsequently) over-revving the engine, grinding the clutch (should you be using a racing wheel with a pedal for it), overheating the brakes, wearing down the tires, etc.etc.
* ColorCodedForYourConvenience: The four modes in the game, Career, Solo, Online, and Community, are represented by the colors red, green, yellow, and blue, respectively.
Is there an issue? Send a MessageReason:
None


'''''Project CARS''''' is a simulation RacingGame developed by Slightly Mad Studios and published by Namco Bandai in May 2015 on PC, {{UsefulNotes/Steam}}, UsefulNotes/XboxOne, UsefulNotes/PlayStation4 (and once planned for UsefulNotes/WiiU before technical limitations halted it). Considered the SpiritualSuccessor to ''VideoGame/NeedForSpeed: Shift'' and ''Shift 2: Unleashed'', mainly borrowing and refining mechanics from the previous two games along with introducing their own. The game also changes the pace in how races are conducted as now there are practice and qualifying sessions in which drivers set the fastest times around the track to get the pole position in the actual races along with a career mode in which the player partakes in races set on the calendar.

to:

'''''Project CARS''''' is a simulation RacingGame developed by Slightly Mad Studios and published by Namco Bandai in May 2015 on PC, {{UsefulNotes/Steam}}, UsefulNotes/XboxOne, UsefulNotes/PlayStation4 (and once planned for UsefulNotes/WiiU before technical limitations halted it). Considered the SpiritualSuccessor to ''VideoGame/NeedForSpeed: Shift'' and ''Shift 2: Unleashed'', Unleashed'' as they had worked on those two titles for ElectronicArts, mainly borrowing and refining mechanics from the previous two games along with introducing their own. The game also changes the pace in how races are conducted as now there are practice and qualifying sessions in which drivers set the fastest times around the track to get the pole position in the actual races along with a career mode in which the player partakes in races set on the calendar.
Is there an issue? Send a MessageReason:
None

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* CreatorCameo: Various SMS staff can show up as the AI opponents, try crashing into one and see what happens.


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* DrivesLikeCrazy: Drive as fast and as hard as you want to but make sure not to go off the track or deliberately hit anyone if you actually want those lap times to count in qualification.
* MarathonLevel: Much like real races, practice and qualifying sessions can go up to half an hour at most and some races can be up to three hours long or, like the name suggests, the UsefulNotes/TwentyFourHoursOfLeMans. However you can enable the ability to reduce the amount of time a career race lasts along with the ability to simulate the rest of the session or simply skip it once you meet the requirements. There is an achievement for racing for a whole twenty-four hours and the game suggests streaming it.
* RemovableSteeringWheel: A curious graphical option allows you to remove the wheel (visually) in the first person perspective, this is presumably for players using a steering wheel peripheral so they don't get "double-vision" from seeing the real-life wheel and the in-game wheel.
Is there an issue? Send a MessageReason:
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Added DiffLines:

'''''Project CARS''''' is a simulation RacingGame developed by Slightly Mad Studios and published by Namco Bandai in May 2015 on PC, {{UsefulNotes/Steam}}, UsefulNotes/XboxOne, UsefulNotes/PlayStation4 (and once planned for UsefulNotes/WiiU before technical limitations halted it). Considered the SpiritualSuccessor to ''VideoGame/NeedForSpeed: Shift'' and ''Shift 2: Unleashed'', mainly borrowing and refining mechanics from the previous two games along with introducing their own. The game also changes the pace in how races are conducted as now there are practice and qualifying sessions in which drivers set the fastest times around the track to get the pole position in the actual races along with a career mode in which the player partakes in races set on the calendar.

!! Examples of tropes within ''Project CARS'':
* CoolCar: A larger variety of them compared to ''Shift 2'' which includes go-karts, road cars, touring cars, UsefulNotes/FormulaOne racers, [[UsefulNotes/TwentyFourHoursOfLeMans Le Mans]] prototypes, etc.
* SubsystemDamage: When enabled, your car can sustain various forms of internal damage such as gearing down too fast, (subsequently) over-revving the engine, grinding the clutch (should you be using a racing wheel with a pedal for it), overheating the brakes, wearing down the tires, etc.

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