https://www.youtube.com/watch?v=CAvJC0AtI3I&feature=youtube_gdata_player
Think I found it. Not sure link works as it's from my phone.
holy shit shes annoying
https://www.youtube.com/watch?v=CAvJC0AtI3I&feature=youtube_gdata_player
Think I found it. Not sure link works as it's from my phone.
I think iRacing was doing laser-scanning for a while, and we looked at their rig, but the rig wasn't as accurate as what we were measuring with a GPS rig, and we actually brought [spirit] levels out.
Weow...
There's PR and then there is this BS...
And I love how they started off claiming all tracks were laser scanned and now it's only some but they kept the best older oneswhile actually removing the most accurate ones and keeping the least accurate ones...
It did, it just wasn't released in the US.
It had a second DVD with trailers, interview, etc...
I also thought about going digital with Forza but like others, I couldn't wait for it to download. Also, dat Forzavista 787b...
Do you get to drive them?(To gauge physics/handling)
We don't really need to drive them. This is the thing that people misunderstand about racing games. If we were not trying to be a sim, we might have to drive them. But because we're trying to be a sim, we don't have to drive them. The reason is, when you think about a car's 0-60 time, or its horsepower - those are all the results of physics. Those aren't 'the physics'.
So we are recreating the way the car makes power, and how that power goes through the inertia in the drive shaft, and where the friction is, how long the suspension is, where the tyre patch is in contact with the road and how it move and what the resulting physics of that is. The reason that a car in the real world might understeer or oversteer is because of those attributes. We measure and model all of those physical attributes.
But how can you be sure that the physics engine is working properly if you don't test at least some of the cars? Surely you need to have a baseline for the physics engine, even if you've got all the data to feed into it?
So, we do research the cars. We have a whole bunch of things like 0-60 that we research. And yes, there is a test suite, that's an automation that goes through and runs all the cars from 0-60 and we're able to see that our game hits the same numbers. But we've been spot-on with that for years.
The level of detail and simulation that we're into, it's about polar moment of inertia and the way the car moves around, which isn't going to show itself in 0-60. You can hit 0-60 by hook or by crook, but actually getting the way it's going to make Gs and the way it's going to add yaw by moving the weight to the front versus the back - this is all about suspension and tyre physics and inertia through the car.
The only way to get that right is to measure everything on the car - really take the car apart and build a math model that allows us to reconstruct the car accurately. There's no way to test that against the real data. There's not a widespread database of cars polar moment of inertia. There's a small number. Whereas 0-60, there's a widespread database. So that's why we automate the testing of that.
Saw a commercial for Forza during the Chiefs-Broncos night game, biggest NFL game of the year. MS putting some money behind this.
A nice little insight into how physics are determined in case anyone is interested.
The IndyCar and F1 cars are rated X999. You can change the body kits on the IndyCar and wheels. It cost me 4000 tokens. And went for a "dark wood" paint job which to my surprise looked incredibly realistic, like actually made of wood. There were 3 rim style category choices: racing spec, 3-piece rims, and special rims, that all looked superb and detailed with the correct texture of metals, painted, and polished. White painted wheels are now truly WHITE. The lotus would have a slight edge from stability and acceleration compared to W12. Cornering is about even and take different angle approaches to corners. The lateral rated G's did not seem to change when I upgraded the IndyCar.
Tuning is pretty much the same but the results of tunes have changed dramatically. The same tune in Forza 4 will work different on Forza 5 on the same car. Painting is also the same on the options on what to do with the livery, but they added 5 or 6 new pages custom user generated contend.
I tried to full game and the driveatars have like 5 or 6 difficulties above "avarage" I suggest that no one tries "unbeatable" because that is ridiculously no joke. Pro was really aggressive and way harder than Forza 4 can ever dream of.
As far as the career progression goes. It can go were ever you would like it to go which mean it only depends on what you enjoy the most. The most impressive part of the career was the Top Gear track that had you go around it with literally thousands of junk along the path. It is a must see, at the start of the race there are countless trash bins in the way and the A.I. in front just took off trying to pass each other while the waves of trash bins flew over. The other life-size cardboard cutouts of London buses and famous building in the way where players most likely to run off the track. The physics on the objects were incredible and realistic with absolutely no frame drops with all that mayhem. It would seem like Top Gear was making a mockery of it self by putting all that clutter on the track because it is just an empty air field, so it wanted "some" landmark and scenery for their track.
Career Progression is great and it only depends on your choices of what you like to do. You really don't have to grid anymore to get or do what you want.
From what I played Autovista is integrated to the home screen and you start with the current my car and can jump straight to Autovista from there. You can jump in the car, lookaround, start the engine, display autovista styled stats of the car and pretty much everything from the the previous autovista. No commentary though.
I have played the full game at the Jalopnik party in San Fran and the best part of having Bathurst in the game is that the cars have actual weight to them. The weight physics are really impressive and it shows on this track the most. Some of the turns felt like you were on Fujimo. Road Atlanta was not playable because it is part of the 3 downloadable tracks and the Xbox had no connection to Xbox Live.
There was never a mention of these features in the game. Downforce is static for cars, so I'm sure that the active aero is just for show in game. DRS and KERS would be like them adding nitrous to the game. There is no way that is functional. Although I like to mention that I could find this out later this day at the Jalopnik party in San Fransisco to confirm this or any other assumptions. It will be the full game. No demos.
Which are the 3 downloadable tracks?
He only mentioned RA.
Some impressions from a guy on FM.net who played the game at the Jalopnik party
Downforce is static for cars, so I'm sure that the active aero is just for show in game.
XBox 360 Wheels on XBox One
So far there is no adapter solution to make an Xbox360 wheels compatible with Xbox One and it is unsure if this will be possible.
But there is a high chance that you can use your pedals, rims and shifters with a potential new Fanatec wheel for Xbox One although we cannot confirm a launch date yet. This will save you a lot of money and you can keep using the equipment you prefer.
Sounds good. Good levels of AI off the bat from the sounds of things too.
Wonder what the other two tracks are? Please be Maple Valley and Suzuka.
Sounds good. Good levels of AI off the bat from the sounds of things too.
Wonder what the other two tracks are? Please be Maple Valley and Suzuka.
Mascot is back!!
I would think they are tracks we already know about, just not on the disc.
Sounds good. Good levels of AI off the bat from the sounds of things too.
Wonder what the other two tracks are? Please be Maple Valley and Suzuka.
That's really, really bizarre. With a lowercase "b".I'm amazed that active aero still doesn't affect drag or downforce. I'd have thought it would be relatively easy to implement by changing some basic parameters.
A nice little insight into how physics are determined in case anyone is interested.
So we are recreating the way the car makes power, and how that power goes through the inertia in the drive shaft, and where the friction is, how long the suspension is, where the tyre patch is in contact with the road and how it move and what the resulting physics of that is. The reason that a car in the real world might understeer or oversteer is because of those attributes. We measure and model all of those physical attributes.
Some impressions from a guy on FM.net who played the game at the Jalopnik party
Downforce is static for cars, so I'm sure that the active aero is just for show in game.
Helios must still be arranging the free Xbones and FM5s for me and Drugstore Cowboy. I haven't heard anything from him yet.
I'm sorry but I don't buy it. In fact, I remember reading that active aero affected drag in Forza 3 despite not being visually represented, so...I'm amazed that active aero still doesn't affect drag or downforce. I'd have thought it would be relatively easy to implement by changing some basic parameters.
Nope, they are Catalunya and the Airfield Test Track. So we knew the entire track roster already.Wonder what the other two tracks are? Please be Maple Valley and Suzuka.
bathurst! they havent shown a replay yet - someone ask if they are 30fps + motion blur
Some impressions from a guy on FM.net who played the game at the Jalopnik party
missed it. any way to watch it afterwards?
All Forza Motorsport 5 coverage is embargoed until later this week. I wish I could tell you how great it is. I wish I could tell you that it's probably my favorite next-gen launch game. Oh! Oops!
Look for our full review in a couple of days. -- Dale
The guy on Gamespot said he logged in this morning and apparently his drivatar had raced 67 races during the night, giving him ~15k credits.
http://www.gamespot.com/videos/xbox-one-pre-launch-live/2300-6416189/
Scroll back to somewhere around 16 minutes.
We could see the liveries being pulled from the cloud during those races as well, pretty neat.