I'm so happy to see so many enjoying the V8 Power Pack DLC for @projectmracing
I think the true quality of the physics engine is shining more here with the less grippy tyres and the great work from Aris and the team. Now to fix the remaining issues.
Hmm... a GT Legends 2 would be epic. I own that IP...
I'm overjoyed to welcome Aris to the @projectmracing team and Straight4. I first met Aris in person at Imola all of about 25 years ago and he is one of the very best in the industry at what he does.
Join us in giving Aristotelis Vasilakos a big warm welcome to the team!
Overseeing the creative direction across the studio, his experience will help shape the long-term future of #ProjectMotorRacing
Learn more: bit.ly/4tJiQfL
The team have put silly hours in on this. I hope you all enjoy PMR 2.0.
A new foundation.
Update 2.0 is the most significant overhaul to #ProjectMotorRacing since launch and introduces a redesigned UI, far improved driving feel, enhanced online systems, and a stronger Career Mode.
#BRINGEARPLUGS
Project Motor Racing | Update 2.0 Launch Trailer
Project Motor Racing Update 2.0 represents the most comprehensive overhaul of the simulation since launch.
Don't miss this guys. Substantial improvement to GT4 feel with our latest update here.
A new update for #ProjectMotorRacing is now available on all platforms.
Update 1.7.0.0 introduces the Ford Falcon V8, alongside significant improvements to GT4 class and the introduction of License Points in Ranked Online.
Patch notes: bit.ly/4brtrF9
Grab the latest here. This comes with very strong improvements to the feel of the GT3 class for me.
A new update for #ProjectMotorRacing is available.
Patch 1.6.0.1 has started rolling out across all platforms, with a focus on significant improvements to the GT3 class, and further stability on performance.
Read the patch notes: bit.ly/3On2KcK
A ton of updates in 1.6 peeps. Enjoy!
A new update for #ProjectMotorRacing is available.
Patch 1.6.0.0 has started rolling out across all platforms, with a focus on improving the LMDh class, online components, and much more.
Read the patch notes: bit.ly/4tyHFMu
Have at it peeps. We're also adding some things to the mod hub.
A new update for #ProjectMotorRacing is on its way.
Patch 1.5.0.5 is available from today delivering a range of improvements across visuals, performance, AI behaviour and more.
Learn more: bit.ly/4sAtsOy
Have a very Merry Christmas peeps. Thanks for all of your suggestions and reports on Project Motor Racing. I personally really appreciate it and it helps us to make it more of the sim you want to have. We'll be maintaining this ethos of constant improvement, with added gusto, into the new year and the time ahead.
@projectmracing
@buytwocopies
Please enjoy our latest patch.
Patch 1.5.0.3 is currently being deployed across all platforms.
The Radar System is introduced with this patch, along with several improvements across AI behaviour, online components, penalty system, and more.
Learn more: bit.ly/4anPsFS
Here's what we have coming soon to PMR.
Taking a look at the road ahead.
Further improvements and new community driven features, all detailed in our short-term roadmap where the goal is to build a stronger more resilient foundation for #ProjectMotorRacing
Learn more: bit.ly/4q9Yg6J
I hope you all enjoy our latest update to @projectmracing
projectmotorracing.com/newsA…
Getting lots of requests for this peeps: projectmotorracing.com/newsA…
Hi all.
Some bugs crept in to the Day 1 patch code which we're investigating and fixing. Some are fixed already. We'll get a patch out to you as soon as it's properly tested.
I personally only played full steam dev builds to be on the same playing field as everyone else and am experiencing some of the same issues as you today. Please accept my utmost apologies for any annoyance or inconvenience this has caused. I effed up and the team are fixing it.
So here's where we're at.
There's an edge case boot bug on Xbox when live. We should have had a soft launch to test that. We didn't.
There was a change to some slicks which caused a heat fall-off issue leading to grip anomalies on those tyres.
There was some last minute safety code put in to cap the FFB force max to remove potentially dangerous jolts. But it also removed a lot of FFB feel/nuance...
There was a range/deadzone bug introduced on some console/peripheral combinations.
We've reverted some AI code that affected their proximity logic adversely. They now race again like they used to, like on the video I linked.











