2015-02-18

The Community Assisted Racing Simulation Project was revealed to the world at a time when it was bound to be received with fluctuating skepticism. Gran Turismo 5 had us in awe, for it had hit a sim-racing peak that was never fathomed to exist on consoles, a peak it shared only with its Xbox counterpart, Forza. The console racing sim-racing community was certain this dominance couldn’t be broken. Others had tried, but were never quite there; Need for Speed: Shift was great but it still had laps to go before it achieved a certain sim-racing depth. So did Codemasters. It wasn’t as though this dominance was all sunshine and rainbows however. Gran Turismo and Forza brought about a visual appeal that was rooted in grandiose. They looked beautiful, and drove great, albeit not as intricately or realistically as PC simulations such as IRacing. Moreover, beyond a certain point, they turned into single-player chores for lack of artificial thrills and excitement which were attainable only via pretentious online lobbies. Those who sought more, were forced to move to the PC, yet even there the adrenaline lay hardcoded in multiplayer. That left racing enthusiasts like me, yearning constantly for a middle ground; One that offered a true-blue sim experience in terms of automotive technicality and artificial competition that could be enjoyed at a moment’s notice and never once faltering in immersion.



It was but natural then that quite a few of the internet-cultured citizens of the world were unsure if Project CARS would indeed deliver. Mind you, the early builds looked spectacular, better than anything we’d ever see before, yet it just seemed too good to be true. Need for Speed Shift: 2 did little to alleviate those doubts, denting Slightly Mad Studios perceived ability to create a proper racing simulation.

We waited and we watched, as the dedicated community behind Project CARS nurtured their precious little work of art with a deep belief that it would someday reformulate the simulation racing genre. A belief that was aggressively stated to the world by Creative Director of Slightly Mad Studios, Andy Tudor and the rest of his team. Gameplay videos, screenshots, interviews and snippets made their mark as that belief gradually found its way into racing enthusiasts’ hearts. Four years later, today, Project CARS is the most anticipated if not the most sought after game a few weeks before its release. We’ve read the previews. They are, simply put, astounding with some already regarding the game as he Best Sim Racer the gaming civilization has seen.

We at Throwing Digital Sheep quite frankly, predicted this massive tide that would sweep us off our feet. We were also aware that despite this, there would still be some with queries they sought the answers too. Queries that for various reasons may not have reached the creative team’s ears. In an attempt to bridge the gap, we picked up the onus of doing so and contacted Creative Director, Andy Tudor, who along with the rest of Slightly Mad were more than ready to mix with the community for whom the game was conceived for in the first place. We let you ask the questions and now we only request that you grab a drink and sit back as we have your queries answered in conversation with Andy Tudor.

Hello Andy, first off thank you for being a part of this initiative. I believe congratulations are in order for the rave reviews the first look at the game has been garnering.

Did you honestly expect them to be of such a level of positivity straight off or were you and the team a tad dubious?

” We’re always dubious! Despite having the community onboard from day one, despite the success of the crowd-funding, despite the enthusiasm from fans, despite the positive publicity we’ve had throughout development, despite the reaction from gamers at shows, despite the feedback from the real drivers, despite all the amazing things that have gotten us to this stage, you just never know what someone completely fresh to the game is going to think about it. We can guess and hope that it’s in line with the positive sentiment and belief there has been for the game whilst we’ve been making it but until that score out of ten or recommendation appears in print there’s always potential doubt. So to see that the reaction has been so fantastic is justification that the work we’ve been doing has been worthwhile and there’s genuine desire out there for what we’ve accomplished. “

Amidst all the positivity, the team may have come across a fair bit of negative criticism. Could you explain how this may have influenced the development process, if any?

” Absolutely. Whilst praise is great motivation, it’s the people highlighting issues or identifying areas for improvement that really drive us – because those are the things we need, and want, to do better at. If all we had were people saying how amazing things were we’d be living in Cloud Cuckoo Land where we were under the false impression everything was great when it’s not. So when we hear “I still think the grip levels are too high in the wet” or “I wish I could do X in the game” we take notice, evaluate each of them, scope out what it would mean to do something about it, and then dream bigger – ie.. What could we do to go beyond the player’s expectations on this item? It was like that the whole time during development, it’s like that right now as people contact us on Twitter and Facebook, and it’ll continue to be the way after launch. “

Moving onto why we’re here, the list of questions sent in by fans is far from short Andy so you may want to grab a beer before we begin.

The first comes from dedicated follower Johnny Penso who writes,
“First of all, congratulation on having the guts to bring the sim racing world directly to console players and for having the massive stones to establish and engage the Project Cars community in the design and development of the game. I sincerely hope you are a runaway success and that this becomes THE model for game design in the future.
My question is this. I expect the game to be a raging success from the get go. Assuming this is the case, can you give us some specifics on how you see the game continuing to develop over the next 12-18 months in terms of refinement, added features, added cars and tracks etc?”

Andy: ” Hey Johnny, thanks for the kind words. We’ll have more specifics on how Project CARS is going to grow fairly soon but let’s just say this… We’ve been making the game alongside you guys in this very organic way – you ask for a feature, we add it, we fix things here and there, we improve something, add a new car, release a new track etc.. It’s a far more fluid way of doing things than a regimented ‘traditional’ pack of DLCs and if any of you play League Of Legends or Starcraft or Star Trek Online then you’ll have been used to this kind of continual update and community feedback cycle for a while now as it’s very much how MMORPGs are supported.

So with that ethos in mind, when you see what we have in store I think you’ll be pleasantly surprised that we have big plans for Project CARS and that – just like DESTINY – it’s going to be around for a very long time and be continually-updated with new content that’ll keep it fresh and relevant. Project CARS is built for the future. “

Johnny:“ I’m curious as to what happens to the current WMD community after the game is released. Will you continue to solicit direct feedback from all the community or maybe just a select few? Will you have something setup for direct feedback from the community at large? Will you have community representatives on the forums?”

Andy: “ Very simply, the WMD community will continue to be part of the Project CARS decision-making process after launch. There are already a number of community ambassadors on the forums. “



Thanks Johnny, those were great. The next bunch comes from a rather sensitive lad who wishes to stay Anonymous. Here are some of his best,
“Could you elaborate on the pit-lane mechanism that will be fundamental to the simulation experience? Will dynamic on-the-go adjustments in the pits be a feature we can expect? “

Andy: ” Ideally you’d set up a pit strategy before going out on race day – that’s why we’ve included practice and qualifying sessions to help plan these You can make as many of these as you want to cover certain scenarios you might encounter such as different numbers of stops (and therefore different fuel refills), replacing tires or changing pressures, or fixing damage. Of course, out on race day anything can happen though so you’ll be able to edit your strategy before reaching your pit box in order to adapt to your current situation and attend to the things that are most relevant at the time. “

“Secondly, would content and items such as tunes, paint jobs and liveries be shareable between friends and the community at large? Is a team “cloud” of sorts a possibility or will we be granted a similar system? “

Andy: ” You mean like some sort of ‘Locker’ that collates your event setups, tuning setups, liveries, and pit strategies so you could share them with friends and the world at large? More info on this in future! “

“Could you detail the leaderboards for us? My biggest gripe with Forza’s leaderboards was that they only highlighted the overall fastest lap times and didn’t really let me compare lap times with players in the same cars and performance classes as me”

Andy: ” This is down to limitations on each platform unfortunately so Project CARS will be no different in that respect I’m afraid. There are no limitations on PC however. “

“Thus far, we’ve been exposed to Le- Mans Prototypes, Road Cars, Track-day machines and Formula cars. Will we be seeing more of trucks such as NAStrucks and the like? “
May I just add, that an uncanny amount of folks have been curious about the possible inclusion of stock cars, new and old.

Andy: ” Maybe not trucks, but stay tuned if you’re into that sort of thing. Eagle-eyed viewers may have spotted a stock car or trans-am silhouette in our latest trailer for example “

“And lastly regarding customization, what are the tire choices that will be on display? Will customizable grids be an option?”

Andy:” Wets, intermediates, slicks, soft compound, hard, the list goes on as they’re dependent on what car class you’re currently in. As for customizable grids, you can determine where you want to be positioned (front of pack, rear, middle, dependent on qualifying) but not specific AI positions. “

10.  Intriguing choice of questions Mr. Anon!
Next, Tom Coertjens inquires,“Will the PS4 and XBONE be able to handle a full Le Mans grid of 56 cars?”

Andy: ” There’s an upper limit of 45 on all platforms but of course this will depend on the grid capacity of certain locations too – 45 would be pretty crowded on a small karting track for example “

11.  Cheers Tom. That much action on our consoles would be one hell of an adrenaline surge! We’ve waited ages for something like this haven’t we?

Continuing, Speedy_17 writes,
” First of all, thanks for developing the game of my dreams.

My question: will we be able to create custom seasons/championships in offline quick race mode? For example, can I create a 10 race season with tracks of my choice and then select the opponents of my choice (maybe even with their livery)? This has always been my favorite feature in the TOCA series back in the day, so I hope your answer is “yes”. Thank you.  “

Andy: ” The ability to create custom seasons/championships is something we’ve talked about internally absolutely but it’s a great example of what I mentioned above where a relatively-small feature request actually presents some cool potential when you expand it out. Why restrict it to offline play for example? How about being able to share your custom season with friends? How about downloading other peoples or voting on the best ones? How about playing a season co-op together? How about leaderboards showing all participant standings via a second screen? As such, it’s something that has enormous possibilities long-term and would be something that should be tackled with this expanded scope in mind from day one so we can knock it out of the park. “

12.  Nice one Speedy! Now, Steve Levalle’s got an interesting one,
“Hi Andy
We have been following the progress of PCARS since summer last year and I must say we are truly excited to host some Leagues once released. We have heard a lot about the game and the features looks perfect for league racing however we have heard little on the console versions. I assume everything we know will also be present on the console version the only main difference being grid size.
However my question is:
It seems to be a common problem with league racing on consoles with lagging cars or connection disconnects, the last few games out there have not been great which really disrupts League racing or worse cancelling the leagues all together due to online issues. What can we expect from PCARS?”

Andy: ” So one of the things I’m most proud of is our online stability. You can see this in our previous Need For Speed titles where the whole process of finding a lobby, preparing, going in to the event and back out again is pretty tight such that you can do it for hours on end without any issues. Of course we can only control the experience to a certain extent though and with more console players on wireless connections you’re going to occasionally find someone with a high ping potentially but wherever possible we’re doing things behind the scenes to do with packet loss and predictions to ensure they’re never really a problem in your games. We’ll be introducing dedicated servers close to launch also that will aid stability but for the majority of cases (and I have everything crossed here!) everyone should have a seamless experience. “

13.  In relation, Barry Kneale inquires,

“Hi Andy. Please could you give us some info on the Playstation 4 online lobbies? How many drivers would be allowed per lobby?

Andy: ” 16 with any combo of either Human or AI opponents. “

14. Barry Kneale: “Also, Will Le Mans 24 hours support online driver change?”

Andy: ” Online, no. But you can swap drivers (if the motorsport allows it) when coming into the pits offline. “

15.  Barry Kneale: “Finally, as we can see from many online videos you have a fantastic crash damage system in place but can you tell us if engine failures are included and how do we avoid engine failures if included?”

Andy: “ Don’t push it too hard, basically! As part of our Player Tailoring system, you can toggle mechanical failures on or off for added realism which will mean you can potentially blow your engine or burn through a clutch through misuse. “

16.  We have Wayne Steadman asking,
“ Does the game include a gear indicator like in Gran Turismo that suggest the optimum time to shift?”

Andy: Yes!

17.  Wayne Steadman: “Having the Le Mans License, can you tell us what it brings to the game?”

Andy: ” It’s the circle of life basically… We wanted to have dynamic time of day and weather in the game which in turn allowed us to include endurance racing as a motorsport. That in turn allowed us to approach Le Mans for the official track, which then caught the eye of real-life Le Mans drivers like Rene Rast and Andre Lotterer who now use it as practice for the real thing! So we’ve come full circle now – the Le Mans license is prestigious so it adds value to the game and in turn the game is contributing even in a small way to the real-life event now. “

18.  Jack, an NFS Shift devotee asks,
“NFS Shift is my all-time favorite NFS game and one of my favorite racing games. You guys have done an amazing job and I’m sure you’ll do amazing with CARS also.

My question is why did you decide to make the cars non-upgradeable?”
I would guess allowing upgradability across such a wide expanse of motorsport disciplines would take away from authenticity?

Andy: ” Two things – firstly since we’re representing motorsports there are pretty specific rules regarding car performance, weight, etc.. So we’d have to expose those to the player and then you’d have a mini-game simply trying to fit within those regulations. Which is fine! Some may really enjoy that. But secondly it would also require a currency system of some sort – whether Cash or Research or XP or something in order to unlock those over time and give strategy to which things you’re going to install and at what cost. That’s stuff that the driver never has to think about really since it’s all taken care of at the race team level, whether it’s the manager or engineering staff or whatever. We wanted to take away that traditional grind as it puts your motivation in the wrong place – on how much money is in your bank account rather than your career path or goal of becoming champion – but potentially there’s the equivalent of ‘Be the GM’ mode in FIFA that could be explored in future. “

19.  Another tuning related query comes from Dave ZitterBart,

“First of all I have to say PCARS is the most visually impressive racing sim I have seen so far, looking rather forward to it.

My questions is about tuning the cars in game, will that be a capability? If so will it be simplified like the Gran Turismo series or more technical like iRacing? “

Andy: “ Technical! But since it is a ‘dark art’ for many, we’ve also included a glossary of terms and examples of what each item does for those that need a little help. We want to teach players how powerful tuning can be otherwise no-one learns and you’ll continue to go into each racing game not knowing what all the sliders available actually do. “

20.  Barry, and we’re having quite an abundance of Barry’s here today, says

“I really believe this game will not only shake up the racing genre for consoles, but will also make a lot of developers stand up and take notice of the methods used, namely the WMD platform implemented by Slightly Mad. I cannot wait to get my hands on the Game and have been following it religiously for some time now.

As for questions, when will we see the finalized full car and track lists?”

Andy: “ Just before launch – we have a bunch of tracks still to reveal, and some other surprises too “

Stephen Baysted, the man in charge of Lead Audio. I must say that the audio from what I’ve seen in all the trailers and sneak peeks is immense! I would expect my ears to go off though really, what makes the sound in Project CARS so unique? Could you elaborate the audio recording process that puts so many other developers to shame?

Stephen: “ For Project CARS, the audio team – myself, Greg Hill and the highly talented audio programmers – has broken new ground in many areas in terms of the detail and complexity of our sonic models.  Our approach is, as always, to give the game player the most realistic sonic experience within the limits of current technology.   In terms of design, we’ve captured high-fidelity recordings with specialist microphones from a very large array of cars in a greater level of detail and quality than previously and our audio programmers have been implementing some very creative ways of making the vehicle audio interact with the racing circuit environments.

For every car in the game, there are in excess of one hundred separate recorded files that together constitute a ‘sound set’.  A sound set comprises sounds from the following sources: engine, brakes, exhaust, turbo and induction, transmission, tyres, gears, as well as impact sounds and special effects.  These are all layered and crossfaded and ‘played’ by physics inputs through the player’s joypad or steering wheel and pedals.  We aim to record every vehicle in the game and for each recording we ask the racing drivers to run through a detailed set of tasks.  These tasks – which we sadly can’t discuss in detail here! – give us the optimal material for recreating the sonic characteristics of the real racing car.  We record cars either at the racing track or in controlled conditions on a chassis dynamometer. “

Impressive, thanks for the detailed insight Stephen – . Tell us, Pete Morrish, as Lead Producer on the Project, what has been your role in the game’s evolution? How has the journey been?

Pete: ” My role, really, is twofold: first, to make it possible for the development team to do the best job they can by getting stuff out of their way; second, to tame the incredible raw talent in our team by sorting out a decent set of processes.

The first is part of that is all forward-looking behind-the-scenes stuff. Some might say it’s a bit boring, but I like making sure that we’ve got external QA sorted out for when we need it, and that we’ve gathered together everything we need to make submissions to ratings agencies. It’s not working on the bleeding edge of development, sure, but it is making sure that we’re not going to get derailed by something that we should have seen coming. Generally, I try to make sure that I’m as invisible to the team as possible. Anyone that works in development will have their own story about production staff that derailed a project by excessive meddling; I try to stay quite ‘hands off’ when it comes to the actual game; I figure that we’ve got people who know better than I what’s best for the games we’re making, and it’s my job to make sure that they can execute.

The second part of my role is organizational as well, but at a different sort of level. Game development can be quite chaotic, and sorting out a good set of processes is all about trying to make sure that things are done in predictable, formal and repeatable fashion. Again, sounds a bit boring, but by making sure that energy, time and talent is spent where it needs to be spent, we make sure that our development is as effective as possible. And by making sure that similar types of work are done in similar, defined ways, we get to practice and iterate – both incredibly valuable processes in their own right. “

After all backstage efficiency defines front end quality.  That was very interesting Pete, you’re doing a fantastic job. Tell us, do any of you have any memorable driving/racing experiences you’d like to share with us from the real world?

Pete: ” For me, it’s really the other way around: working on Project CARS has unleashed my inner petrolhead. I’ve always been into my cars (having owned a Cooper S, a Boxster S, and a 111R), but never to the level I am at the moment.

Since working at Slightly Mad, I’ve bought myself my Level One Dream Car (a Lotus 111R Sports Racer), which anyone that follows me on Twitter will know is called Moses. I’m about to track him for the first time, having just booked my first ever track day – due just before we launch Project CARS. I’ve also got a long weekend planned in May for exploring the Evo Triangle, and I’m half-planning on road-tripping over to Le Mans in June. And I’m probably going to be taking my ARDS test later in the year.

I do like a good road-trip when the opportunity arises, so Moses has already taken me up to Liverpool for the BAC Christmas Party, and over to Köln for Gamescom. There are sure to be more this year, so if you see a blue-with-white-stripes Elise parked up near a games show somewhere – come say hello! “

21.  May you and Moses have a time to remember P. You have our prayers and luck for the ARDS, bless you buddy.

Alright, coming back, JohnSchoonsBeard has an interesting one. He says,
“Your consultant Ben Collins (former Stig) spoke recently of making a “breakthrough” last year in terms of making the cars feel and drive like they do in real life. What was it and how did it come about?”

Andy: ” We introduced a completely different Carcas/Tread tire model called SETA that analyses the tread for flatspots, measures volumetric temperature, rubber tearing and even allows the tires to deform with pressure as they roll over a rumble strip. This all runs at 600 times per second and gives a 360 degree view of each wheel to ensure complete accuracy. “

22.  The next couple are from a chap named Kurei, from the GTPlanet forums. Kurei writes,
“Hello Andy, as a potential console-player (awaiting release/reviews), I’m curious if the development team has any thoughts or interest in bringing community-made content (i.e. PC mods) to the consoles in some form or another ?”

Andy: ”  Considering many of the staff working on Project CARS started out life modding other peoples titles it would be hypocritical of us not to support the community in their endeavours but equally times have changed nowadays and legally we’d have to investigate each on a case-by-case basis. We don’t want to stifle content but equally we can’t authorize modding that may breach the terms of service or copyright of specific licenses. Sounds boring I know but it’s ‘the law’ “

23.  Kurei:  “Many PC Sims offer the ability to ‘turn-off’ the display of the driver’s arms when using the cockpit-cam, leaving just the steering wheel in-view.(See Assetto Corsa, R3E, rfactor2, etc) Would you consider adding the option to do the same in P.CARS on both PC & Consoles?”

Andy: “It’s already there “

24.  Next up is Dan, who says, “Which car in the game do you think best represents the brand of ‘Project CARS’ and why?”

Andy:” Interesting! There’s a few possibilities though… The BAC Mono because of Oli Webb’s involvement in the game (being the test pilot and one of our handling consultants)? The Ruf CTR3 SMS-R because it’s a collaboration between ourselves and Ruf to make a race-spec version of one of their greatest cars? The Audi R18 TDI since it represents the Le Mans license we have? Probably though it’s the RWD P30 LMP1 – a fictional performance hybrid prototype created by our community member Ryan Day that really shows the collaborative spirit that we’ve had with gamers during development. “

25.  And then we have Rick,

“Hi just like to say first off can’t wait to get my hands on Project Cars!

I’d like to know in terms of fine tuning the cars ,is there going to be an option for ‘developer settings’ for the people who are not too sure in how to go about fiddling with them and thus making the car drive real bad?

Additionally, do you plan to release any kind of game guide on the tracks, ultimate car setups and the history behind Project CARS?”

Andy: “ Hey there, we fully expect that kind of conversation to happen amongst gamers when it comes to tuning setups and we aim to highlight some of your ‘best setups’ in a special section on our website at launch. Right now you can head to our YouTube channel and watch a great little series called ‘Race Control’ that’s been put together by the community that’ll teach you more about race craft. Also check out Sim Racer magazine that is putting together guides for different race locations. And if you want to learn about the history of Project CARS, you should pre-order the Limited Edition of the game that comes with a beautiful book taking you behind the scenes of its creation. “

26.  As if that wasn’t enough, I do have a few questions of my own if you would indulge me for a while. Firstly, back in Gran Turismo, I spent as much time in the game’s photo-mode as I did racing. The game’s in-built Sony DSLR was fantastic and I would then go on to edit my shots as a hobby. My question is, will Project CARS include such a photo-mode? If so, could you explain how it would works?

Andy: “ Yes! And it’s available from Day One You can freely move the camera, change your focal distance, blur intensity, exposure, and then cycle through a number of different filters. You can take photos either out on the track or at home in your garage, and they all appear within your Driver Network Highlight Reel from which you can then share them on social media in the variety of ways available on each platform. You can head to our Flickr gallery at flickr.com/projectcarsgame where we’re starting to curate the best of your photos in our Driver Network Gallery. Take a great snapshot and you may see it up there! “

27.  Visit that flickr page quite often ! Anyway, lastly, Games like Gran Turismo and Forza naturally placed a greater emphasis on racing and grinding without the inclusion of any real human drama that was a causing factor of the impending blandness. On the other hand, Codemasters with their TOCA and GRID series managed to bring a great deal of theatricality to the table, a bit too much rather leaving them lacking in the physics department. Project CARS promises an independent driver journey amidst all this. Does the game offer to strike a balance between racing and human drama, or does it propose something unique altogether?

Andy: ” Project CARS has been made through the collaboration of our own expertise and history making racing games, the wishes and desires of you guys – the gamers – and the input and feedback from real racing drivers. So you naturally can’t escape the ‘human element’ there. And by taking the ‘currency grind’ out of the equation you then start thinking like a race driver – on where you are in your career and where you want to go, on which accolades you’ve won, on perfecting your race craft, on winning the season, on choosing the right contract offer to further advance your career path, and ultimately what historic goals you’re trying to achieve. So there’s a lot to unlock and progress with, a lot of depth with each race, and long-term lots to keep coming back to the game for in terms of regularly-scheduled events, wanting to beat the times of your friends, playing in a league with your friends, and playing with the new cool things we’ve added to the game. “

Loving the sound of that day-by-day. Before we head onto put in some food to go with that beer, would you and the rest of the team like to say something to everyone reading this? Something for the internet to swoon over perhaps?

Andy: “We just want to say a big thank you to the race fans out there. Without you we wouldn’t have been able to make this game. You guys believed in us, you guys helped make Project CARS what it is today, you guys spread the word about the game such that it’s now being talked about in the same sentences as Forza and GT, and ultimately you guys approved it as being a bold new contender in the racing space. It’s been a long journey but it’s nowhere near over yet. There’s no rest for the wicked unfortunately so whilst we’re finishing up the core game in preparation for launch, we’re also starting work on stuff you won’t see until the summer and talking to some very cool people on things that are sure to put a smile on people’s faces. I wish we could tell you more but rest assured that when we can tell you, we will ;-)”

Talking to some very cool people on things that are sure to put a smile on our faces? They aren’t being featured on Top Gear are they? Is Andy the next star in a reasonable priced car?

Either way, we hope you’re content with the team’s responses and our efforts to make it happen. If you’re puzzled about the absence of your questions, please know that it was either merged with other similar questions or the team didn’t want to comment on them at this point of time. None of your questions were overlooked.

In retrospect, the fact that Project CARS will continue to grow much after it’s release based on user expectations, needs and ideas provides for some exciting possibilities in the future. It’s refreshing to see a racing game break away from the norm of near pointless, money-spinning DLC’s that has settled in on the console racing genre.

Moreover, with grid capacities as high as 45, I can’t seem to fathom the thrill of racing in a Le Mans Prototype among others under the moonlight. The first of possible inclusions in the future happens to be a “Locker” system that would allow the sharing of tunes, liveries and race strategies with friends and the community at large. The next of course, is a “Manager” mode, analogous to FIFA’s mode of the same name and Gran Turismo’s notorious “B-Spec” mode. While said modes never really appealed to me as a gamer, being as I like to be in the thick of the action, it would be interesting to see Slightly Mad Studio’s take on the same.

The show however isn’t over yet, for as promised, we have been in conversation with a few senior members of the WMD Community who have been kind enough to talk about the path Project CARS has travelled on and it’s evolution over time. That of course is featured in Part Two of this article, lest you be overloaded with too much information for one day. Till then, do share your opinions with us down in the comments.

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