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Showing content with the highest reputation on 3/14/2020 in Posts
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2 pointsI got called a fat little piggie today by my wife, she was deliberately trying to **** me off so I'd finish my workout (I was whining more then usual) so I could hop off the treadmill and punch her. I settled for her most hated ever pet name and called her a Megasaurus (her name is Megan and at 6"5 she sure is mega), shes hated that as long as I've known her so my revenge was complete!!! cept my calves ache...
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2 pointsI'm convinced many of you will have fun showing off this marvelous beauty to the crowds! Sébastien Bedoret - Skoda Fabia R5 Evo - Haspengouw Rally 2020 https://www.racedepartment.com/downloads/s-bedoret-haspengouw-rally-2020.31449/
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1 pointI try to race clean in GRID 2019, as I do any other racing game, but the AI brake so early before every corner and they will also aggressively block you on the straights, so collisions are inevitable. But the way collisions are handled seems really frustrating. When you are on a straight and you’re about to overtake a car in front (the AI never seem to use more than 90% throttle), the AI will always swerve into you, and I have lost track of how many times they’ve swerved into my fender and sent me spinning as if my car had no weight, while they just keep on going. Into the corners, I have found that you can use the AI drivers in front as instant brakes, as they are impenetrable walls whenever they are in front of you. And to take it a step further and go from aggressive driving to ‘hostile’ driving, you can go deep into the corner and as long as your car’s bumper is in front of the other car’s bumper when you make contact, they will be sent spinning instead, and you can carry on without repercussion. I think the most frustrating thing is when you accidentally bump the rear of an AI car, often on the straights given they swerve in front of you and never use full throttle, and your car kind of ‘glues’ to theirs, as if the AI is so bewildered at a slight bump that they then get completely off the throttle, giving up and ruining both their race and yours. So you try to steer to get around them and ‘unstick’ yourself, but of course they are in front and so they are an impenetrable wall, and you manage to spin yourself out on a straight. Just some thoughts on the collision system. It’s the main reason why I find this game more frustrating than fun. Anyone else feel the same?
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1 pointImo since Barry joined the club this forum is heading in the right direction. More interaction between players, sharing info and reaction in the forum is way better than before. Lets give Barry some credits for his outstanding job. Keep up the good work Barry!!!
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1 pointI'd like to see an expansion of the information about the vehicles, more info for the tracks, descriptions for tuning options and descriptions for repair options. I'll go through a quick rundown of what I'm imagining for each category. ============================== Expanded Vehicle Information - For all the info that's already shown, there are a few things that aren't there that would be useful. Things like the Ride Height, the amount of Torque produced by the engine, and how much the HP and/or Torque is changed when you upgrade the engine. Being a nerd, I could also go for a little more info regarding the Vehicle History, but that's just me. Expanded Track Information - It seems to me that although there is a lot of useful info, some of it is incomplete. My biggest annoyance is the info about Elevation Change, all it says is the difference between the Start and Finish. There's nothing about whether that change is going up or down, or what the elevation of the Start or Finish lines are. This would be especially useful on the tracks with higher elevations, since it seems like certain vehicles have a loss of engine power on those. I also think it would be helpful to be able to access some sort of 3D model of the track when you look at it's info when at the Service Area or when choosing a track, like for Custom Events or Time Trials. Description for Tuning Options - What I mean for this is making a few adjustments to how the Tuning Option is presented and expanding some of their descriptions. For example, the way the options for Brake Bias and Torque Bias are represented should be changed from a simple percentage that goes up or down; instead it should be two numbers ( 50/50 ) to show the amount of power going to both the front and rear. The Ride Height option could also be adjusted, because as it is, all you're told is how many millimeters you are raising or lowering it. You don't know if the Ride Height is constant, or if it changes with the different Surface Types. It'd be a little more helpful to know what the actual Ride Height is and have that shown as the stat that's being changed. Descriptions for Repair Options - When repairing a vehicle, there come times when you just can't afford everything. However, all you're told is how much damage each part has received. You don't know what that damage actually does unless you've been playing long enough to know what each tier of damage (Light, Medium, Heavy) actually means for certain parts. Some things are obvious (if your Engine is damaged, you go slower; if your Transmission is damaged, your shifting is affected; etc.), but I don't like not knowing what does what.
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1 pointNo, veteran setting and manual acceleration. Here's my setup: 1759 PI Power: 152 Aero: 928 Lightweight: 179 Handling: 500 Brakes: 0
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1 pointI hope it releases as planned as staying at home and playing it is one of the few things I'm still allowed to do... I live in Northern Italy. I mean, I'd stay at home anyways but having two new SUBARUs to play is definitely a pro
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1 pointDo I see correctly that the lamp pods are giving more light than they used to? Or is it just me not playing the game for almost two weeks now? 🤔
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1 pointI got it working by switching PS user profiles! I had to start over again of course but now it works. It must be a bug of trial vs. full version or something...
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1 pointI don’t know all the specifics but one thing to consider is that each platform has their own policies on how soon or how often you can drop the price of something, or put it on sale. Hypothetically, on Platform A you need to keep a static price for 30 days before you can go on sale, and after that sale ends you can’t change the price again for at least another 30, things like that.
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1 pointHey @cyruz1 - So the news is as expected. The reason that the wipers are on the Audi and no others is that you guessed it, it's the only car that has wipers in reality. It was something that was discussed at the time (in fact, a bug was reported by those unaware that some cars didn't have wipers) but it was intentional. Because of our strict guidelines when it comes to having the cars mimic their real-life counterparts, we had to leave the wipers on the Audi and not include them for the other cars - therefore, it's not something we can alter either. In times where you want to race in the wet and use those specific time-attack cars, there's only one solution and it's the obvious one that I won't even need to mention. The weather doesn't change during the race, so you won't have to worry about switching between views too frequently. You can always change your camera angle before the race starts in multiplayer when your car is on the grid - handy if you know you are going to struggle with the conditions based on the cockpit view. You should also be able to view all the event details by hitting the 'pause' button whilst in Skirmish, allowing you to prepare for such eventualities. I hope you can still enjoy your time in GRID! 😉
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1 pointI can say it's looking like I'm about to be working from home indefinitely over here in the US while they try to get this all under control. Now I might be regretting that I have added my co-workers & senior employees as friends on Steam though... kind of hard to explain why I was 5 minutes late to a meeting when 2 of them could see I was in Wales with the 2000cc when it started
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1 pointI really can't see it coming this late, but the rather persistent rumour makes me want to believe!
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1 pointCosmetically they are similar (most obvious different on the S6 is the enlarged bonnet vents), but the car was heavily reworked under the skin. Quite a lot of the S6 configuration was transferred to the S7. The Japanese are very superstitious, so Prodrive skipped the number 13. Incidentally - and I don't know if it is true of all Japanese cars - but you won't find any 13mm bolts/nuts on a Subaru.
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1 pointWhen every game released in 2019 releases a "Game of the Year" edition, lol. Well, I guess they couldn't call it "How It Should Have Released" edition.
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1 pointThere's been ongoing discussion when it comes to graphics/visuals recently and after speaking to the development team last week, I want to give some insight on GRID 2019. Hopefully, this post clears a few things up. Whilst this thread is locked, I'll be linking back to this should similar topics come up in future posts. Whilst some of the tracks in GRID 2019 are featured in GRID Autosport, it's wrong to say that the textures have been downgraded - they haven't. At the very least, they have been carried over from previous titles. Whilst not the entire reasoning, it's worth pointing out that the sun is in a different position in GRID 2019 compared to Autosport which also may alter the lighting of different assets. A lot of the issues being raised with graphics and textures are indeed due to LOD (level of detail) - the technique of using a dynamic resolution of different textures/objects depending on the distance they are from the camera (for those that don't know!). As with any game, there is a finite amount of resource when it comes to visuals. With GRID 2019, the decision was made with the resource budget to give more graphical fidelity to those deemed most important - things closer to the camera based on your perspectives such as your car, rival cars, and on-track textures. If more resource was given to those things further away, this could impact the performance of the game - it's as simple as that. If we changed things up, whilst people upset about the textures of those things further away would be fewer, there would be more people pointing out the lack of 60fps, including players Xbox One X/PS4 Pro/PCs (that aren't high-end). The same goes for trees and other things that are usually whizzing past you at 180mph+. They aren't the main focus of the race, therefore aren't given as much allocation from the resource budget. That being said, we have made many visual tweaks and improvements to GRID 2019 since launch. Whilst it's easy to take cropped screenshots and compare the finer details, they aren't a true representation of the entire picture, especially when comparing to early development videos. Obvious graphical bugs will continue to be reported, by me, but there won't be any overwhelming changes in how the game renders assets as mentioned above so please manage your expectations. For that fits the bug criteria, please use the following post as a template before posting: I'm sure all of you would prefer to have better-looking cars that run at consistent frame-rates as opposed to picture-perfect trees and more frequent lag spikes. In a perfect world, we'd offer both but right now that simply isn't possible. For some great screenshots showcasing the beauty of GRID, it's worth checking out our screenshots thread. This post from @PIXELSLIDER is one of my favourites: I hope you continue to enjoy GRID! 🙂
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0 pointsHehe his tastes are odd...though I once spent nearly 20grand on a piece of Fulgurite so heh each to their own. (fyi CM your forum spellchecker blows)
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