The online racing simulator
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MadCat360
S2 licensed
Quote from chavm481 :this made me cry http://www.gamersyde.com/strea ... _nrburgring-12509_en.html

That one ain't too good.

Here's one from VVV with all assists off but still with the controller.

http://www.facebook.com/video/ ... v=131238846664&ref=mf

lol @ 5:20: "it's got loads of power." *68 MPH*
MadCat360
S2 licensed
I watched Duno at Infineon at turn 9. She must have been lapped about 6 times that I saw.

She's still probably way better than most of us here. *shrug*
MadCat360
S2 licensed
Cool thanks.
MadCat360
S2 licensed
You always want to select the gear that allows the most torque out of the corner. A good guide for doing this is to make sure that you are not shifting before you reach the track-out point. Another guide is to use the highest ratio possible, while still being able to get wheelspin. The XRG isn't that torquey, so it's not really an issue - to get serious wheelspin when the car is set you kinda have to be high up in the rev range and if you're that high then you're definitely shifting before the track out. It all depends on when the torque comes in, and how many revs the engine can do. You want torque at the apex, horsepower on the straight.

As for when to shift, you want to shift after peak horsepower. The reason for this is simple average math. If the engine is producing 200 horsepower at the peak of 10,000, but is still producing 190 horsepower at 10,500, then by all means, rev that sucker all the way up there. Because when you shift, depending on the gearing and the engine, you'll drop 1,500 to 2,000 RPM and depending on how the engine delivers the horsepower you might be down to anywhere between 150 to 170 horsepower once you change gears.

So as a practical example, lets say we have 200 peak horsepower at 10,000 RPM and each shift from 3rd to 4th takes us down 2,000 RPM.

Through 4th gear:

*shift at peak horsepower 10k RPM* 8k RPM 170 HP --> 8.5k RPM 180 HP --> 9k RPM 190 HP --> 9.5k RPM 195 HP --> 10k RPM 200 HP *shift to 5th*

Horsepower average through the ratio: 187 HP

Now lets try shifting 500 RPM later into 4th gear with these numbers:

*Shift after peak horsepower at 10,500 RPM* 8.5k RPM 180 HP --> 9k RPM 190 HP --> 9.5k RPM 195 HP --> 10k RPM 200 HP --> 10.5k RPM 190 HP *shift to 5th*

Horsepower average through the ratio: 191 HP

Of course it depends how much the horsepower drops off, but in most cars going 200 RPM past peak horsepower is a good bet.
MadCat360
S2 licensed
Question, on this Radical free trial thingy, the E-mail I got says the credit card is being used for name confirmation, but I'll be using my parent's card. How does that work? Can I use my own name or will I have to use my dad's name? (lol)
MadCat360
S2 licensed
Quote from bbman :Contradicts the answer of a Shift-dev in a Gamespot interview to "never want to punish a player" - proper sim goes out the window right there...

They've said specifically that the full sim mode will be very hard to play with a controller, you'll almost need a wheel.
MadCat360
S2 licensed
Infineon's never been a safe track. The runoff is good, but it's mostly loose dirt with some dead grass (most of the year) and the walls are hard if you hit them. Plus lots of crests and weird cambers and things. That's what caught out Power, and possibly flag station visibility. They've always been hard to see up there, they're kinda tucked away.

I watched a Spoon Sports USTCC entry fly up into the stands after launching over a berm at about 100 MPH off of the main straight kink. Very scary, very nasty. Almost killed a whole flock of people, and the driver had crushed disks (the car rolled).


Quote :When asked if the team would consider another driver for Sunday's race, Cindric said, "It's Power or nobody."

That's why Penske is such a cool team.
MadCat360
S2 licensed
Fantasmicalogical!
MadCat360
S2 licensed
Couple passing tips:

The safest pass is one that is close to the car you're overtaking. Especially in video games with low field of view, being noticed is important. The more to the inside you are, the later you will enter their vision. You want to be a couple feet away when you pass someone. Not only does it allow them to see you more and sooner, it will allow you to better dictate the corner once alongside. The further to the inside you are, the more likely it becomes that the car to the outside will turn in on you due to anticipation. By running right up along side, they have no choice but to follow your lead. This will also increase the chances of you getting past the car since you always force them to use a higher radius and a later turn in.

The most consistent pass is a light-braking pass. Simply going for an out-braking attempt might work if the drivers are evenly matched, but more often than not you'll lock up, or overcook the corner and end up losing position. You want to brake in the same spot as normal, but just brake lighter, just light enough so that you'll ease up to them quicker, then start threshold braking once alongside. Use maybe 90% pressure if 100% is threshold. This is a lot safer since you have control through your normal braking zone.
MadCat360
S2 licensed
Quote from AstroBoy :I dont get how you can compare Cod4 to Grid the only similarity is there both games but i reckon Lizard has naild the nail down through the board and out the other side.

It's fairly easy. Grid is authentic (looks, locations, control methods), but not realistic. Same for Call of Duty. Call of Duty could be like ArmA, but would it really be more fun because of that? It would lose all of the fast-paced excitement.

I might also liken Grid to Ace Combat. Ace Combat's got the basics, pitch, yaw, stalling, missile lock on, radar assisted gun targeting, all that stuff, but it simplifies, compacts, and speeds everything up a bit, with fantastic, fun, happy-go-lucky results.

Quote :GRID is all about making racing cars exciting again. We got tired of playing games that are more about collecting or tuning or decorating cars than they are about actually racing them, and we feel we’ve got the perfect skills and technology to put that right. Our focus is on what happens between the grid and the chequered flag – the drama, the rivalries, the aggression, the crashes - all the things which make a full season of motorsport exciting in the real world, but concentrated into every thrilling race experience.

I didn't see anything in there that says it's supposed to be an anal simulation, just being exciting. If Grid doesn't make you in the least bit excited I'd say there's something very wrong in how you're looking at it.
MadCat360
S2 licensed
I remember watching an ALMS race last year on NBC, and when the green flag went up the commentator just said 'here they go" and then didn't say anything for like 2 corners, meanwhile there was like 5 or 6 passes going on.

Most of the Speed guys do a good job, though. I love it when Hobbs goes a little senile during F1 practices and starts making engine noises.
MadCat360
S2 licensed
Quote from The Very End :Sorry for my lazyness, anyone have a link to the demo?

Thanks for the quick reveiw there, makes me want to try this game a lot. I don't care if it's super realistic, just as long it's fun and somewhat "good" feeling over it.

No links, console only atm.

It feels really good, at least with the crappy Xbox wheel. You really feel the suspension and the tires and the weight.

Also, you can add little toys and things to the dash. I love the awesome fuzzy blue dice. And they're physics activated!!!
MadCat360
S2 licensed
You type 232 characters per minute
You have 41 correct words and
you have 1 wrong words

Ah well. I type even slower than that normally.
MadCat360
S2 licensed
That's incredibly handsome.
MadCat360
S2 licensed
You're taking this way too seriously dude. Calm down.

I don't understand why you think Grid is trying to be realistic or serious. It lets you choose "Bozo" as a nickname (and the engineer and manager lady will call you that, which is gold. "There's a crash up ahead Bozo!").

Quote :And complaining that people shouldn't bash GRID for being highly unrealistic is unwarranted tbh unless GRID has a far superior netcode, interface, physics, etc to LFS.

It's a different sub-genre. Arena-style twitch deathmatch games like Quake and UT don't grab me, but you don't see me trying to call it a crap game just because of that (actually I rated UT3 quite high when I was writing for an indie game site even though I don't like those types of games).

Quote :This is due to me having an higher knowledge and more experience with professional racing.

Ah. So what TV channel can I find your races on? What series? What team?
MadCat360
S2 licensed
I didn't notice any difference from easy to hardcore.
MadCat360
S2 licensed
Quote from lizardfolk :See...once something ridiculous like that happens then it's not fun any more. Are you that easily wowed by special effects that u'll start to completely ignore the game's horrible mechanics?

And I suppose Call of Duty is a crappy game too because you can't trip on weeds and you can respawn?

Also, on grass, race line, racecraft etc: play online. You don't see the guys who win races, set fastest times and top leaderboards going off track, missing apexes, and using bad racecraft.
MadCat360
S2 licensed
Rich people have lots of money, and poor people don't. That's the only difference. That and tan levels. There's nothing stopping a poor person from moving up and making it big. Just odds, really. It's pretty classless, but rather your social ranking seems to grow with your bank account...

Although, that lifestyle is quickly disappearing with Obama...

And oh yeah, it's rough in some parts. There's plenty of places you DO NOT want to be at night, and a few you don't want to go near period. Detroit really is as bad as international press make it out to be. I live near Oakland, California and it seems like there's a shooting report just about every day. Most of the country is pretty damn safe though.
Last edited by MadCat360, .
MadCat360
S2 licensed
Quote from 5haz :
But trust me, you will be left dissapointed. Also, GRID is nothing like being in a real race.

o rly? I thought it came the closest to pulling off the intensity of racing. Actually, it's the only racing game I've ever played to really get my heart going 150-200 BPM (about what I get at the start of a real race). GRID's one of the better racing games I've ever played. Tons of fun online, great little career mode, the cockpit view is cool, the AI actually respects the player for once and makes mistakes, etc etc.

You guys (and pretty much all "simracers") need to get over the snobby elitism. So what if an F3 car sets Formula 1 world records in this game? It's damn fun. It's not out to be realistic, it's out to be fun. Something a lot of sims could learn from...
MadCat360
S2 licensed
Quote from danowat :Awesome, just awesome.

Should please the Aussies

Just the Aussies?! I wanted V8 Supercars too! C'mon, Bathurst!

(IMO, NASCAR should be like V8 Supercars, just with muscle cars instead of saloons)
MadCat360
S2 licensed
Quote from Shadowww :Oi!
http://www.youtube.com/watch?v=y2qldOnMmpg&fmt=22

(don't know, maybe it was posted before)

Did anyone else notice that the AI cars STARTED damaged? You can look to the left as he leaves the line and there's some bent hoods.

Maybe those are the more aggressive drivers?
MadCat360
S2 licensed
Kinda hard to coach a mouse user (no offense, I used a mouse till my non-ffb wheel started working again), because of lack of pedals and feel, but I think you could turn-in later for turn 2, take a deeper angle for the first right-hander in that right-left-right section. For those combo corners, you always want to be turning in the direction of the corner you're approaching.

So for example, you've just exited turn 1, you're swinging out wide and preparing for turn 2a. As you turn in, your steering is pointed right. As soon as you apex, the line should be set up so that all you're doing now is turning in for 2b, the left, and only turning left. You do this more or less every time (from the replay in the OP).

But, once you apex for turn 2b, you keep turning left even though you're approaching a right-hander, 2c. Lots of people call this pinballing; you're reacting to the track rather than anticipating. The direct cause is too "shallow" of an angle at the apex of 2b and you end up taking more curb than you mean to in 2c.

It stems, ultimately, from turning in too early and apexing too early in 2a. Turn in a foot later, apex half a foot later, and you'll have a nice quick unwind followed by an effortless "veer" around turn 2c. IMO, you don't need to use any curb for 2c, even if the WR guys do.
MadCat360
S2 licensed
Quote from zeugnimod :Say thx to me as well, I recommended you to him in his last giveaway-thread.

Thanks a ton, very kind of you!
MadCat360
S2 licensed
That was awesome.
FGED GREDG RDFGDR GSFDG