CrunchinJelly
formerly cjelly
11 days!
Shaneus said:I'm sort of on the fence regarding the traffic during the Rivals races, too. I don't enjoy the fact that they can get in your way at potentially any part of the track, but it feels like it's forcing me to learn how to take a less-than-optimistic line without the stress of having to come first.
Its going to be great when the OT goes up in a few day's. Is G Rom doing it?cjelly said:11 days!
MrTroubleMaker said:Its going to be great when the OT goes up in a few day's. Is G Rom doing it?
I've gotten several PGR vibes from the demo.Shaneus said:Yeah, I'm not losing my shit over it. Hopefully they'll push for full framerate when there's no other cars on the track or something.
I'm sort of on the fence regarding the traffic during the Rivals races, too. I don't enjoy the fact that they can get in your way at potentially any part of the track, but it feels like it's forcing me to learn how to take a less-than-optimistic line without the stress of having to come first.
Also, for the first time the driving model feels so satisfying that I'm actually enjoying driving with almost all assists off. The BMW is a bit of a bitch in that regard but incredibly satisfying once you nail a corner while teetering on the edge of traction.
One more thing... really enjoy the PGR-esque skill notifications on the left-hand side. No doubt there'll be challenges related to those but even just in regular driving it's cool to know if you've taken a corner well (according to the game) or overtaken someone incredibly closely.
Yeah, it's really only dominating to show that it can be done with different classes of cars as the traffic and to show that they can choose even whether to have traffic or not.op_ivy said:keep in mind, in the full game, traffic mode is just another type of race to compete in. it wont be exclusive to rival mode, nor will it dominate it like it seems to in the demo. i find it a ton of fun, but at the very least i think most will like additional race modes in the historically tedious career mode.
Absolutely agree with you there. I'm not sure whether they poached anyone else from Bizarre other than Wiswell, but it sure seems like they've borrowed a lot attitude-wise from them to make it more casual. A very British aesthetic which I've really only seen from Bizarre and Psygnosis (and perhaps a few others that don't immediately come to mind). Even the intro movie from the demo is using a rocky, commercial backing track instead of the almost clinical, lab-like one from FM3. Very reminiscent of PGR4.BCD2 said:I've gotten several PGR vibes from the demo.
Rivals mode kind of seems like a natural progression of scoreboard/ghost racing in PGR2. You might even say that Bernese Alps has traits to it that you'd find in a PGR game - the huge speed and good looks that can wow the more casual player.
It just seems less buttoned up in general. More inviting.
Iknos said:Yeah saw the steering assist for myself. It is a ridiculous assist that makes things harder to drive if you know how to drive.
This takes the game into arcade territory. Physics are one thing but when the game drives for you and you can never turn that off it is another.
To do well in this game I'll have to unlearn how to drive a real car and learn the arcade tips and tricks to do well here.
An example is when you need to counter steer in real life you turn towards where your car is headed. Not in 4za. You have to turn in the opposite direction but only a teeny weeny bit because the game multiplies your steering by 4 when the tires lose grip. In many ways they made "simulation" feel harder than it is supposed to in real life. A real driver will never be able to catch a slide because of the crazy way this game handles it.
This is a slap in the face of racing fans who have invested hundreds in a racing setup. This is a slap in the face to Thomas from Fanatec because he invested in 4za and is taking a risk on the game.
To those that want to know more about the assists in "sim" mode there are a few at play. there is an extra assist in sim mode if you use a controller.
1) steering still twitches. For one reason or another your steering column has a heart attack when cornering and countersteering. Drive in external view while cornering and looking backwards in the 458 and you will see your tires move like a glitchy kinect avatar.
2) when countersteering to save a skid your steering input is multiplied by four or five times so you only need to turn the wheel 15 degrees to get a full lock in the opposite direction. The faster you go the easier it is to countersteer.
3) controller only: the same neutured steering when traveling over 90 km/hr assist exists in 4za. With a wheel I am able to fly down a straight and turn to lock and the game reads it and understandably understeers. Can't do that with a controller.
All of these are easily noticeable with a controller off the bat and the first 2 are noticeable with the wheel.
As a result the driving does not seem natural with a wheel.
To be honest, all it takes is someone from Turn 10 to alleviate the fears. Either tell us that it's confined only to the demo or that it's part of the full game as well. We can then move on and deal with it.Shaneus said:Hasn't there been confirmation that there's zero steering assist in the full game? Maybe the demo isn't capable of differentiating between a controller, MS wheel and Fanatec.
I know it picks up when I am using the speed wheel, as opposed to my fanatec, but whether it is actually changing how it controls in game I'm not aware. I really hope its just a bug because it makes no sense for it to be in there. Perhaps someone could do a lap with both normal and simulation steering and see if the wheel behaves the same in both settings.Shaneus said:Hasn't there been confirmation that there's zero steering assist in the full game? Maybe the demo isn't capable of differentiating between a controller, MS wheel and Fanatec.
This is truly terrible. :/Iknos said:Yeah saw the steering assist for myself. It is a ridiculous assist that makes things harder to drive if you know how to drive.
This takes the game into arcade territory. Physics are one thing but when the game drives for you and you can never turn that off it is another.
To do well in this game I'll have to unlearn how to drive a real car and learn the arcade tips and tricks to do well here.
An example is when you need to counter steer in real life you turn towards where your car is headed. Not in 4za. You have to turn in the opposite direction but only a teeny weeny bit because the game multiplies your steering by 4 when the tires lose grip. In many ways they made "simulation" feel harder than it is supposed to in real life. A real driver will never be able to catch a slide because of the crazy way this game handles it.
This is a slap in the face of racing fans who have invested hundreds in a racing setup. This is a slap in the face to Thomas from Fanatec because he invested in 4za and is taking a risk on the game.
To those that want to know more about the assists in "sim" mode there are a few at play. there is an extra assist in sim mode if you use a controller.
1) steering still twitches. For one reason or another your steering column has a heart attack when cornering and countersteering. Drive in external view while cornering and looking backwards in the 458 and you will see your tires move like a glitchy kinect avatar.
2) when countersteering to save a skid your steering input is multiplied by four or five times so you only need to turn the wheel 15 degrees to get a full lock in the opposite direction. The faster you go the easier it is to countersteer.
3) controller only: the same neutured steering when traveling over 90 km/hr assist exists in 4za. With a wheel I am able to fly down a straight and turn to lock and the game reads it and understandably understeers. Can't do that with a controller.
All of these are easily noticeable with a controller off the bat and the first 2 are noticeable with the wheel.
As a result the driving does not seem natural with a wheel.
shinnn said:fuck the images ID already surpassed the 2000 count lol
sorry if those are old.
http://www.abload.de/img/getphoto.ashx547476w.jpg
http://www.abload.de/img/getphoto.ashx544p7tu.jpg
http://www.abload.de/img/getphoto.ashx543i74i.jpg
http://www.abload.de/img/getphoto.ashx534u7pk.jpg
I uploaded that Audi in LS lolShogmaster said:Fuck me those are reDONGculous...
I don't get this at all. Are you saying that if the rear tires break loose when turning right you have to turn the wheel right in order to catch the drift?Iknos said:An example is when you need to counter steer in real life you turn towards where your car is headed. Not in 4za. You have to turn in the opposite direction but only a teeny weeny bit because the game multiplies your steering by 4 when the tires lose grip.
p3tran said:thats why I said you figure out the road and your window of opportunity to pass, and anticipate ai moves.
ex. if three cars are fighting for position side by side for the upcoming turn, better slow your pace for a couple of secs, even enter the turn a bit slower for max speed out so as to pass them after they enter it and make up for loss.
for sure, you dont have to ram them eventhough if replay was available I would put up some incredibly tight passes between two cars in very-very high speeds.
I like this game mode. its great fun!
arcade territory? like what?Iknos said:This takes the game into arcade territory. Physics are one thing but when the game drives for you and you can never turn that off it is another.
woa!! I tune cars for a living, I drive them fast too.To do well in this game I'll have to unlearn how to drive a real car and learn the arcade tips and tricks to do well here.
Probably two or three hours, IIRC.guest1321 said:anyone know what time the demo is being released? I am debating staying up for it
I made it 1 and a half. Tomorrow morning it is!!!!!Izayoi said:Probably two or three hours, IIRC.
Pepto said:I don't get this at all. Are you saying that if the rear tires break loose when turning right you have to turn the wheel right in order to catch the drift?
I think he means that you do have to counter steer, but that it is simplified and you only need to flick the wheel to counter steer to correct. I.e. you can't over correct?Pepto said:I don't get this at all. Are you saying that if the rear tires break loose when turning right you have to turn the wheel right in order to catch the drift?
You can over correct in the demo.Angst said:I think he means that you do have to counter steer, but that it is simplified and you only need to flick the wheel to counter steer to correct. I.e. you can't over correct?
I understand any knee jerk anger, but that is just so wrong..Iknos said:Yeah saw the steering assist for myself. It is a ridiculous assist that makes things harder to drive if you know how to drive.
This takes the game into arcade territory. Physics are one thing but when the game drives for you and you can never turn that off it is another.
To do well in this game I'll have to unlearn how to drive a real car and learn the arcade tips and tricks to do well here.
Oh god. Some of you guys comments are making this sound like NFS Hot Pursuit.Dash Kappei said:This is truly terrible. :/
Definitely waiting for sim reviews before buying it now, sure hope it's not there on the final game but somehow after FM3 I'm on the pessimistic side.
evil_as_skeletor said:I had to back door it as it does not appear on the front page of newest demos
BahahahahaMascot said:I felt like back-dooring Dan himself when I played the demo. It's THAT good.
squared said:Is it lifting because of grip, or a jump/bump etc??
acm2000 said:down hill i assume, porsche wont lift from grip
Look at the suspension working away there. Very nice.derFeef said:
yummy.
derFeef said:
I knew it!cjelly said: