The 24-Hours of Le Mans comes to Project CARS 2 with the “Spirit of Le Mans” Pack, 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.
Along with the 9 cars (incl. 4 modern LMP1s and epic prototypes from Ferrari [the 512 S and 512 M] and Porsche [the all-winning Porsche 917 LH]), comes the faithfully recreated 1971 track, 5 Career events, and 10 bespoke liveries to bring the Spirit of Le Mans to life like never before.
Addition of the Ferrari 488 Challenge car, and liveries from the 2017 Ferrari Challenge series. This is the latest Ferrari to feature in Maranello’s single-marque championship, and the most powerful car in the series’ 25-year history.
Addition of two new layouts to the Porsche Leipzig on-road circuit.
Corrected a small number of turbo and suspension issues on various cars.
Resolved an issue where some drivers would appear stuck on track during qualification or race session.
Resolved an issue where the end of race results would display incorrectly.
Resolved multiple ghost loading issues in time trial.
Polished the Online Reputation calculations, including tweaks for when players retire due to excess damage.
Corrected an occasional issue of players being taken to the wrong lobby if the host set up a new lobby whilst the old one was populated.
Mechanical failures no longer include aerodynamic damage.
Various improvements to the AI at a number of tracks and conditions.
Solved an issue in career when, under certain circumstances, the standings would not display correctly.
Multiple other miscellaneous fixes and optimisations.
Hell Rallycross: improved tree walls and outer terrain LOD distance.
Indianapolis: changed the position of pit exit-line objects, and resolved an issue where the car could avoid the pit-out trigger.
Knockhill: reduced garage depth to fix the AI hitting the kerb and marshal-box exiting pit garages.
Lydden Hill: fixed a hole in collision mesh that caused players to lose control when hitting a dip in the road.
Monza Oval: turned off oval flag. This disables the oval setup being applied, as track direction is opposite to the other ovals in the game.
Spa Francorchamps: polished the pits to stop rain and snow falling in garages.
Texas Motor Speedway: resolved player receiving insufficient progress notification while leaving the pits.
Resolved issue where, after race is restarted, advertisement boards failed to disappear and remained on-track after being knocked about.
Updated pit crew animations for tracks with left-hand-sided pit stop fueling.
Added a new Opposite Lock Assist for gamepads and keyboards. This is designed to help the player control oversteer and slides, and can be toggled On or Off in the Gameplay screen in Options.
Fixed incorrect altitude of many tracks for better balance of performance between turbo and naturally-aspirated cars.
BMW 1M: Improved FFB scale.
Dallara IR-15 Oval: increased FFB multiplier and fixed the FFB feeling very light, default gamepad setup changed to a differential which removes the left pull due to tyre stagger, revised tyre rubber for ovals when cold, and lowered rolling resistance of oval tyres.
Ferrari 333SP: small balance of performance changes to fit with other
LMP900 cars. Fixed final drive ratios and improved AI gear usage.
Ford Escorts: raised and moved back chase camera position to help with high FOV settings.
Ford Falcon V8SC: shifted aero drag balance rearward, fixed rear wing yaw effect, re-balanced adhesive and ‘rip grip’ for slick tyre compounds.
Ford Fusion Stockcar: new Road Course tyre that now has a stiffer carcass and wider adhesive peak. Adjusted the AI tyres to match.
Ford Mustang RTR Formula Drift: improvement to cars’ handling based on Vaughn Gitten Jr.'s feedback.
Ford Sierra Group A: moved the launch RPM higher to help the AI on race starts.
Formula A: reduced fuel tank capacity to a more reasonable level.
Formula C and Formula R: revised tyres, engine braking, and damper setup for better stability and easier driveability. Revised Stable setups.
Adjusted FFB for changes to tyres. Fixed rain tyre being faster than the slick.
Formula Cars: decreased sensitivity to aero and suspension damage.
Ginetta G40: Tuned for better control after large impacts and jump landings. Rebalanced side aero forces and tyre carcass bump-rebound damping.
Lamborghini Huracan GT3: slight drag decrease to hit known top speeds with low rear wing.
Lamborghini Sesto Elemento: increased FFB strength (previously too low).
Ligier Judd LMP2 and RWD P20: better engine cooling adjustments after HP changes.
LMP2 cars: gave approx’ 50hp power increase to get them closer to real-world lap times, and adjusted radiator sizes to suit.
Lotus 38 and Lotus 56: increased speed on ovals.
Mercedes AMG GT3 and SLS GT3: default wings changed for AI cars to obtain better speed balance at low downforce tracks.
Nissan GTR GT3: small increase in power to 525hp.
OMSE RX Lites: increased FFB multiplier and shifted aero drag toward the centre.
Porsche 911 GT3 R: revised suspension geometry and setup from new reference material. Re-calculated chassis moments of inertia.
Toyota GT-One 1999: small balance of performance changes to fit correctly with LMP900 cars.
IndyCar & Ford Fusion: increased AI tyre wear to better match player on ovals, making pitting and strategy similar.
Improved AI tyres for Ford MKIV, Lotus 40, Ferrari 365 GTB Competizione, and Mercedes-Benz 300 SL AMG
Group C and IMSA GTP: increased engine rotational inertia, new tyre carcass, and re-balance of adhesive vs ‘rip grip’. Bump Stop lengths also reviewed, as was lift:drag ratio on all cars. Fuel consumptions also addressed.
Group C cars: adjusted FFB for latest changes to tyres. Fixed rain tyre being faster than the slick.
GT3 Soft Slicks: tweaks to temperature operating window to broaden their range, mainly fixing their poor performance in cold conditions.
Small HP balance adjustments to Bentley, Cadillac ATS, and Ferrari GT3 cars.
Added 5 litres to fuel capacity to Aston Martin V12 Vantage GT3, Porsche 911 GT3, and BMW Z4 GT3. This ensures they can do a 90-minute race/fuel-run with the rest of the GT3 cars.
GTE Class: improved the rolling resistance of AI tyres to better match player speeds.
Fine-tuned fuel estimates for LMP1, GT3, GT4, and turbo cars.
Rallycross: improved adhesive vs ‘rip grip’ to help stability of slides on RX tyres.
Altered side- and push-drafting.
Reduced drag penalty associated with aero damage, and also adjusted thresholds for AI to pit.
Corrected differing amounts of fuel between players in Fixed Setup races. Shifted the aero drag centre towards the rear on a number of cars, fixing rear wing yaw effect.
Adjustments made to reduce in-air negative tilt of some vehicles.
Reduced the speed of slick tyres in the rain.
Increased rain tyre heating for player cars.
Reduced heating on touring car rain tyres.
Reduced base wear on slick-based rain tyres. Fixed issue that de-calibrated wear on some tyres.
Driver helmet now correctly shown in Helmet View camera.
Improved results of simulated career sessions. Randomness reduced by enhanced focus on performance and driver skill. Qualifying-to-race grid positioning will now more closely match results when not being simulated.
Improved an issue where changing track in Multiplayer to one with a smaller grid size limited entry to the lobby, causing some players to spawn under the track.
Career - Group A: changed the date of Round 1 for the PA Final race at
Bathurst so that the weekend no longer takes place during snow season.
Adjusted ambiguous spotter logic calculating probabilities remaining to take Joker Lap in RX.
Fix to ignore other classes for cut-track penalties in multiclass races.
Corrected the player having control of the car before the 'manual control' handover at the start of Formation Laps.
Resolved Competitive Racing License not disabling if Flag / Penalties are disabled.
Fix for Player not automatically getting correct tyres when pitting on default pit strategy.
Fix for players receiving speed limit penalties in the pits when the auto-speed limiter is engaged.
Turned headlights off when the car is in a ghosted state.
Issues relating to Join In Progress and Spectators for Rolling Starts resolved.
Improved formation laps: leader now slows down earlier in order to allow the rest of the field to catch up during the the switch from Formation Lap to Rolling Start.
Improvement to prevent players being able to drive in Community Events with DLC cars, when they don't own the DLC.
All vehicles are now permitted to use Kart tracks for Private Testing.
Fixed remaining race time calculation for the end of session simulation.
Resolved an exploit for Tuning Setups being applied to fixed setup Community Events.
Radical and Light Sports slick tyres: adjusted the range of ideal temperature to reduce difficulty of controlling car while the tyres are warming up.
Fixed the Lotus 38 and Lotus 56 being slow at Indy Oval.
Added sound for penalty HUD messages.
Tuning of cut track ‘tweakers’ following Update 3 feedback. This now reduces the amount of calculated slow down time required following track limit breaches.
Resolved an exploit where players could enable driving aids that are not allowed in Time Trial and Community Events.
Improved an issue where the AI, taking over control of the car when setting the 'Swap Driver' option to ON in the ICM, would not pit.
Resolved the issue where the Tuning Setup would reset to default after player attained a personal best time and then restarted the session.
Corrected the Pit Stop Estimate time not being calculated for RX cars.
Improved poor sounds of high/fast revving engines.
Added Sampala track to Private Testing mode.
Stability improvement when the admin of an Online Championship assigned any car to a player through a DLC-car class.
Fix for player not joining a lobby when accepting an invite whilst on Esports screen.
Removed 'Randomize All Cars' button in Online Championship when using Kart tracks.
Removed penalties accrued by player due to others retiring and spectating during the formation lap.
Resolved the skipping of a Career Round if player joined and completed an Online Championship race whilst their Career Championship was active.
Corrected car stalling whilst being held in pit box due to other cars passing, despite clutch pedal being pressed.
Fixed an exploit where the player could become immune to penalties when ghosted in multiplayer.
Fix for 'Invite Only' trophy unlocking after DLC installed and a new Career started.
Improvements for when players ‘Join In Progress’ into a session.
Added pit speed limiter to cars from which it was previously missing.
Resolved rare instances where incorrect starting grid positions were assigned to players.
Corrected issue where left-sided pitstops were causing parts of the vehicle chassis to flip.
Improved an issue where ‘return to position penalties’ were allocated based on overall position, and not class position.
Corrected an issue where Livetrack and weather was not correctly syncing across online races.
Refined an issue where fuel level appeared white despite not being enough to complete a session on-track without refueling.
Improvements to the cut-track penalty system now takes into account crashed, pitted, and other class opponents in timed races.
Corrected behaviour to prevent Online Reputation Safety Rank increasing when there are no opponents on-track.
Fixed an issue where pit crew would freeze during a fuel-only pitstop.
Added ‘automatic by weather' choice to the pitstop strategy menu. Crew will now change tyres if they are deemed unsuitable for the weather.
Polished an audio issue where pit-crew animations and sounds were not in sync on shorter pit-stops.
Resolved an issue where, during an RX Lites career, in Q2, the HUD would display incorrect info.
Corrected an issue where points were not being awarded to each class in a multiclass race for fastest qualifying lap.
Fixed an issue where a player would incorrectly receive a time penalty when hit by another player during the formation lap.
Stability improvement when crossing the finish line in multiplayer races.
Resolved a Rare ‘hang’ caused by crashing into AI during the warm-up lap.
Brands Hatch GP: slowed AI lap times by about 2 seconds based on player feedback.
Brno: new AI alternate start line to improve first lap racing.
Catalunya GP and Catalunya National: improved AI alternate start lines to improve their race starts.
Daytona: updated AI. Added missing pit-path corridors to improve pit entry speeds. New alternate start-path to clean up contact at the start.
Daytona Road Circuit: reduced AI speeds coming off the oval into Turn 1 and other general changes to improve lap performance. New AI alternate start line to improve first lap performance.
Daytona Tri Oval: Implemeneted AI pit lane path to prevent the AI from hitting the pit wall , and improved pit entry and exit merges. Tweaked AI line at the Kink to prevent them from lifting slightly in stock cars. Adjusted inner corridors on the banked corner to prevent AI banking when racing side-by-side.
Dirtfish Mill Run: updated AI corridors.
Dubai Autodrome: new AI alternate start line to improve first lap racing.
Dubai International: new AI dry racing line for better consistency.
Fuji: new alternate AI start line to fix inappropriate merging from Formation Lap to Rolling Start phase.
Hockenheim: new alternate AI start lines and AI improvements.
Imola: new alternate start line to improve AI at race starts, and adjustments to AI cornering speeds.
Indianapolis: added an alternate starting path for AI to improve rolling starts.
Laguna Seca: new AI alternate start line to clean-up race starts. Slowed the AI speed on the pit lane exit at the inside of Turn 1 to better match player’s speed.
Le Mans: slowed the AI alternate start line in Ford Chicane as previously, cars were getting loose when the race went green on rolling starts.
Long Beach: adjusted AI cornering speeds to improve their lap times.
Monza GP: new AI start line to clean-up race starts. New AI pit lane path to fix cars going off into the gravel after the chicane. General improvement to AI speeds through the lap to make them faster based on player feedback. Also improved AI setups for GT1 cars to fix them getting loose through the Parabolica.
Nordschleife Stage 3: turned down the AI speed in Pflanzgarten 'jump' (both layouts) to prevent AI going off.
Nurburgring GP: new AI alternate start line to improve race starts. Reduced AI speed in the Schumacher Esses, and increased entrance speed in the previous 180-degree corner.
Rouen GP: improved AI pit entry speed to stop them going in too fast.
Sakitto GP: new AI dry racing line for better consistency, and new alternate start line to improve race starts.
Silverstone GP: new pit path to resolve issue with AI driving off the track after Turn 2.
Snetterton: new alternate start line to improve race starts.
Sugo: new alternate start line to clean-up race starts, and adjusted AI speed through Turn 6 and final turn.
Texas Oval: resolved an issue where AI could hit the pit wall.
Texas Motor Speedway Road Course: new AI alternate start line to improve race starts.
Watkins Glen: new AI line and alternate start line to improve AI competitiveness and general cornering behaviour.
Willow Springs: fixed AI speeds into final turn.
Zhuhai: new AI racing line to improve pace and consistency.
Fixed an issue where the AI was not affected by aero damage.
Improved AI aggression.
Improved AI behavior on ovals. Improved how aggressively AI change lanes in order to reduce contact and improve racing.
Improved when AI use KERS/boosts as previously they weren’t using it on some straights when they should/could have.
Improved the timing of AI pulling out of slipstream when overtaking.
Improved AI whilst passing slow cars, or when trying to give back positions.
Various improvements to AI logic for avoiding danger, as well as overtaking.
Slow or lapped AI cars now allow more room for overtaking cars, improving multi-class racing and AI lapping / passing slow cars.
Improved AI tyre wear to better match player experience.
Corrected AI behaviour when pulling over due to damage.
Improved AI pit exit speeds to fix AI ramming the player on pit lane exit.
Improved AI behaviour and speed on cool-down lap.
Improved rare cases of AI swerving during pre-race laps causing occasional instability.
Improved AI mandatory pit stop logic to avoid too many stops in fluctuating weather conditions.
Improved AI tyre choice in light rain conditions, and their tyre selection in changing conditions.
Improved AI rain speed, reduced their rolling drag with saturation, improved
AI throttle application on corner exit and braking on corner entry in the rain to obtain better balance.
Improved AI in snow conditions.
Improved AI path finding off-road.
Improved AI behaviour when being forced into situations where reversing is necessary.
Improved AI drivability at tighter tracks in the Ford Bronco ‘Brocky’.
Dallara IL-12 Oval: adjusted AI top speeds, rolling resistance, load sensitivity, and total grip to balance with other changes, and reduce corner entry speed at Indy to better match players’ speeds.
Ford Fusion: given the AI the tallest final drive ratio at Daytona to fix them bouncing off the rev limiter while in the draft.
LMP3 cars: new tyres for the AI in order to better tune their rolling resistance.
Corrected Controller/Wheel setups getting reset if control type is altered and game is restarted.
Improved Livetrack 3.0 performance.
Various stability improvement .
Refined a stuttering problem caused when vehicles take damage.
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 that he Official Project CARS 2 Demo is now available. Get a taste of the variety of racing action on offer in the full game, and experience for yourselfes 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. 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.
The demo also showcases the extensive virtual reality support in the PC version of Project CARS 2. . The three scenarios in the demo will test you with escalating challenges, allowing you to experience class-leading physics in various cars and varying conditions, and give you a taste of what there is to be experienced in the full game.