
Visuals and sounds help with determining loss of grip, but without the feel, visuals and sounds are too little, too late. All feedback comes through the steering wheel. Realistic wheel controller force feedback in a simulator is poor feedback since the player can’t feel shifting of the car body or accelerations.

I would spin out in some cars, because I couldn’t feel the loss of grip. The problem I found in Project CARS was that driving some cars felt good, but in other cars it felt as though most of the feedback was turned off. After some trial-and-error testing and research, I’ve found the solutions concerning game settings, controller settings, and a Windows setting.

Adding to the problem, bugs and poor implementation of Fanatec 911 controller made things less clear. I found some cars, such as Ruf RGT and MacLaren F1, lacking proper feedback making them difficult to drive. Project CARS by Slightly Mad Studios is the first simulator where I’ve spent nearly as much time tweaking controller-related settings as driving.
