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PROJECT CARS DRIVI NG SCHOOL

Another key part of the players experience will be a refinement of the core fundamental racing knowledge/techniques/skills needed in order to become a better driver, and education on the dark art of tuning which aims to inform players on how to get the most out of their cars performance. Whilst the above are either absent in other titles or relegated to a simple tutorial, Project CARS presents these as a series of fresh and integrated areas that cover many different areas. The Driving School therefore is primarily a teaching device. Ie.. one that teaches more casual players the more advanced techniques and features they may be either inexperienced at, unaware of, or downright scared to touch. Challenges are there to instruct and inform these players in all manner of areas covering driving style, car mechanics, and motorsport discipline. Eg.. braking distances, apex mastering, stability control, traction. There are two categories in the Driving School related to Driving and Engineering. Each has the following Challenges within that progress from Casual to Advanced. Additionally, each Challenge has Bronze, Silver, Gold, and Platinum versions that progressively get harder. An Instructor (eg.. Ben Collins) will sit alongside you during the Driving challenges, whilst an Engineer will talk to you via Pit2Car radio for the Engineering challenges
DRIVING Corner Entry & Exit Players select a specific corner to master and then from a rolling start they will then attempt to hit the entry/apex/exit points indicated. They will then be ranked on their success/time taken. This educates the player in the perfect line through corners, speed control and how to master specific corners in real-world track locations. Silver, Gold, Platinum versions of this cover Double Apexes, nighttime, and wet weather combinations Trail-braking Players are taught the difference between braking and then turning into a corner, and trail braking where you overlap braking whilst turning Players are ranked based on their lap time in comparison to a target time with Silver, Gold, Platinum versions decreasing the target time required. Braking Points Players start on an open area of track and must accelerate towards and stop dead within a braking zone ahead. They will then be ranked on their success/time taken. This educates the player in knowing the stopping distance of their vehicle and its brake performance which can then be tweaked before trying again. Variations here cover the differences between Early and Late Braking and how that equates to tire lock/wear/temperature and grip management. Silver, Gold, Platinum versions of this include smaller braking zones, threshold braking, night driving,

and wet weather combinations Weight Change Players must navigate a cone slalom and must reach a set finishing point in time without touching any cones. The player is ranked on the time remaining when they reach the finishing line. This educates the player in weight changes under extreme steering. Silver, Gold, Platinum versions tighten the slalom course further and reduce the time available. Fuel/Tire Consumption Players start amidst a fictional event where both remaining fuel and tire wear are in critical conditions. The player must then achieve the objective of reaching a pre-determined point on the track (eg.. the pits or finish line) without running out of fuel or having the tires damaged further. This educates the player on the importance of not overdriving the car and making it last the distance. Silver, Gold, Platinum versions reduce the fuel available/tire tread and increase the distance to be travelled. Gear Shifting Players can take part in a solo Standing Mile event in a stock car. They will be ranked on how accurate their gear shifting was to the perfect timing. This educates the player on the importance of shifting at the correct times. Silver, Gold, Platinum versions require more accuracy to the perfect shift timing. Smooth Is Fast Players take part in a 1-on-1 event against an instructor and must reach a pre-determined point within a certain split time of the leading car Players are ranked based on the split time with Silver, Gold, Platinum versions requiring a tighter split difference and faster cars/more competent instructor Launch Control Players participate in a fictional starting grid in a stock car and must achieve a perfect launch Players are ranked according to the accuracy of their timing compared to the optimal launch Silver, Gold, Platinum versions tighten this optimal launch window and require yo u to achieve a certain position by a pre-determined place on the track Pack Racing Players take part in a fictional race event against 63 other opponents in a tight pack. Players are ranked on reaching a set destination without making contact with another driver. Silver, Gold, Platinum versions tighten the pack further. Scandanavian Flick Players are placed on a course and instructed how to initiate this maneuver that allows rally drivers to easily turn tight corners Players are ranked based on their time to reach a set destination with Silver, Gold, Platinum versions increasing the tightness of the corner and reducing the time limit Crash Avoidance Players are placed in the middle of a fictional event and instructed to reach a set destination within a time limit without making contact with other cars or going off-track. A pre-scripted crash ahead of the player will then take place for the player to avoid. Players are ranked on the time taken to reach the destination and Silver, Gold, Platinum versions

increase the severity of the crash and decrease the time limit Slipstreaming Players take part in a fictional 64-driver race where they are educated on the effects of slipstreaming/drafting on downforce/speed, as well as being able to analyze safe/optimal opportunities for overtaking opponents Silver, Gold, Platinum versions include more aggressive opponents that will defend overtaking more and try to prevent slipstreaming further. Defending The Line Players take part in a 1-on-1 duel with another car. The aim is to reach the destination before the trailing car does (ie.. the player must defend themselves from being overtaken). Silver, Gold, Platinum versions place the player in increasingly more powerful vehicles against more aggressive AI Drift Initiation Players learn how to initiate a drift using both a traditional throttle off/on technique and the handbrake Players must then hold a drift for a set time and are ranked on their proximity of initiating the drift compared to a pre-determined initiation zone Silver, Gold, Platinum versions require the player to hold the drift for longer and the initiation zone is decreased Drift Control Players learn how to control a drift using throttle feathering Players must then hold a drift for a pre-determined distance and are ranked on the time taken to complete that distance Silver, Gold, Platinum versions require a longer distance to be held within a shorter time Drift Connections Players learn how to connect consecutive drifts Players are ranked on their ability to maintain a continual drift around obstacles Silver, Gold, Platinum versions increase the number and proximity of the obstacles Race Rules Players can take part in tutorial that teaches them correct race etiquette including Flags (yellow, blue, black etc..), Pit Speed, Overtaking Slower Cars, Cold Tires etc.. Completion of all sub-objectives here educates the player on correct and safe track behaviour as well as areas to watch out for in your first race and subsequent ones. Silver, Gold, Platinum versions require more flags/rules to be adhered to consecutively.

ENGINEERING Telemetry Sub-sections here take the player through the main areas of the in-game telemetry system including Friction, Tires, Suspension, and G-Forces. Completion of each educates the player in how to analyze telemetry and how correct car setup can used in tandem with it to enhance handling and performance. Cross-references are also made to specific setup areas of the car that relate to the telemetry being discussed Top Speed vs Acceleration Players can take part in either a solo Drag race over a quarter-mile to test their acceleration (measured by the time it takes to reach the finish line) or a Standing Mile race over a full mile to test their top speed (measured by the terminal speed when crossing the finish line). In either case they are ranked on their speed/time taken. Cross-references are also made to specific setup areas (eg.. gear ratios, downforce) so the player can tweak and retry Car Setup Players will be taken through each area of car setup and educated on the relevant effect it has on handling/performance through the player driving extreme and ideal versions of that setup (ie.. high ride height versus extremely low, or minimal downforce versus balanced). Players will then be asked to fix a car setup in order to achieve certain goals (eg.. in order to keep a tire temperature nominal during a lap, or beat a certain lap time, or minimize roll on a corner) Completion of each sub-objective educates the player on each specific aspect of car setup as well as providing a deep understanding of how they relate to each other and the direct feeling and statistical measurement it can have on handling & performance Broad sub-categories include amongst others Understeer/Oversteer Stability (twitchiness vs sluggish control) Bottoming out & suspension Acceleration

whilst specific categories relate directly to: Ride Height Tire Pressure Tire Temperature Suspension Toe Angle Dampers Downforce Roll Bars Brake Pressure Brake Balance Caster Angle Steering Ratio Gearing Fuel Load

Driving Aids

Sub-sections here take the player through the use of ABS/Stability Control/Traction Control settings and how they affect braking/handling/grip

In all cases, the player can re-attempt these Challenges as many times as they want, or watch a demonstration of how its done. Players can also choose between an AWD/4WD/RWD/FWD and Rear/Mid/Front-engined vehicle when attempting any of the above Challenges in order to see the differences inherit with those form types. Each Challenge within the Racing School rewards the player with an Accolade automatically displayed on their profile. Identification of these Accolades can therefore be used strategically when recruiting new team members and playing online against others to ensure a certain level of skill and understanding has been reached by an individual. Achievements are then directly linked to the earning of these Accolades (eg.. 5 Silver Accolades or 20 Platinum Accolades).

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