About Project Chicago:
Coming from the world of irl rally racing and autocrossing, I can’t see why this game got a bad wrap when it came out. The tire physics feel good, force feedback on the wheel feels good, playing it in vr is great, the tire wear and fuel consumption characteristics are very realistic for each car. One thing I’ve noticed that I haven’t noticed in other sims is that you can feel the weight of the car change as you burn through your fuel load and the handling of the car changes accordingly. That is a fantastic touch of realism that I fully appreciate in a racing sim. I love the campaign/career mode. The race seasons are set up very realistically and the rules and regulations for each is fairly spot on (minus a few tidbit rules and regs that don’t really apply in sim.) overall I give this a solid 8.5 out of 10 for a sim. iRacing definitely takes the cake and assetto corsa takes second, but this is a close third. Having substantially enjoyed Project CARS, I decided to give the sequel a go. Unfortunately I really didn’t take to it. The handling is completely different to it’s predecessor and while that’s not necessarily a criticism in itself, it just doesn’t work for me. The cars feel weightless and gripless in my opinion, and it’s like driving around on an oil-slick. Worse still, the same limitations don’t seem to apply to the AI drivers. If you try following them, braking with them and turning with them, you’ll be off the track in no time while they continue merrily on their way. It’s a shame since the VR support is much better in PC2 than the first game. The VR graphics in the first game are really quite poor and PC2 seems to be a significant upgrade in this area. The playability is so poor that it undoes this, however.