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Photonik

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  1. Photonik

    Dear Complainers and CM

    Well, 'indie' isn't a strictly defined term, so everyone sees something different in it. You could say, that anything but EA, Ubisoft and Activision is indie, if you like. For me, a studio can be called indie, if it just develops games, is in that independent of any publisher that forces deadlines on them or has anything to say about the content. A studio that hasn't got the capabilities of publishing a game on itself, meaning pressing discs, do commercials etc. Codemasters has 3(?) studios and publishes their games mostly on their own. They may not be a major like the 3 big players, but still no indie anymore. The studio gets a certain budget for a title from the headquarter, a deadline and some politics like DLCs. The people working in the studio don't have a completely free hand on how to design the game. They may have their freedoms but in the end they do as they're told. -> not indie. ...but this is just my personal view/definition of the term indie on game companies.
  2. Photonik

    Drag - Wheelie & Perfect Tune Request

    It's highly improbable or nearly impossible to achieve a wheelie with a 'normal' race car. A simple explanation of the needed acceleration to do a wheelie is a = g*b/h (where g = gravity, b = hor. distance from the center of mass to the rear wheels and h = hight of the center of mass) Let's say our usual racecar has a length of 4,2m, a weight distribution of 40:60 (b ~1,3m) and a CoM height of h = 0,5m. That equals to a = 25m/s² needed to do a wheelie. Now to the usual accelearation of a race car. Let's be optimistic and say it is 2s flat from 0-100km/h. (I know no 'car', not dragster, that has achieved that) a=v/t -> a= 27,78m/s / 2s = 14m/s² Now, you see that giant gap in possible acceleration and needed acceleration. A dragster can achieve 0-100 in about 0,7s if I'm right, what would give us a=39,7m/s², enough to make it possible. There are surely more things to consider, but if even the needed accel. is way off, it's impossible. To make it short... except for the hot rod and the funny cars you can't do a wheelie with any other car. :D 
  3. Photonik

    Drag Racing - Reaction Times and Tunning

    Maybe not Gran Turismo, but I doubt they just use a linear torque/power 'curve', but an idividual for every car/engine. In the end they licensed these cars and I as manufacturer wouldn't be happy if they didn't depict my engine at least somewhat like the real one. So a small N/A engine will need revs to get on speed, while a turbo-engine doesn't that much. B.t.w., the rotary engine ended its life because the RX7 and RX8, the only cars that still used it, ended their production-cycle. The MX5 always used a classic 4-cylinder petrol-engine. That car would never have been such a hit with a petrol-hungry rotary.
  4. Photonik

    Tuning

    Usually I use +100/+100 as the car reacts quicker and more direct to steering and 'wobbles' around less. On a few RWD cars that tend to slip the rear a lot I set the rear suspension to +50 or 0, as it gives a little more traction and gets better to control. The Audi R8 or the Touring Classics Sierra RS500 for example are some of these cars. But then again it depends on the track. If you have many slow corners, then preferred +50/0 on the rear, as the sliding pretty much only happens at low speeds. If there's only fast corners it doesn't matter and it's +100.
  5. Photonik

    Eibach winners post.

    I guess you'll just need a little patience. I think I got my mail on Oct. 3rd (so in the same week the challenge ended), replied on the 6th and received my springs yesterday. I guess there's a different team responsible in the states, maybe they are slower. :D 
  6. All of that was discussed before in this forum ;) Coloured circles: That's your 'impact rating'. Drive clean and make hardly any contact and you'll get white in no time. Hit everything in  your way and you'll degrade down to red. If others hit you, that unfortunately does affect your rating aswell. Performance/Damage: On own cars none. I drove a car down to 10% once and didn't feel any difference in handling or performance. So it doesn't really matter if you repair a car before any event or only if it degraded 10% or whatever. Asking for a documentation of unclear features is a funny attempt for CM games. :D  You won't get any. It's like nature/science... observe and come to conclusions.
  7. Photonik

    Grid/Codemaster's killer

    This is just ridiculous. How can they let different versions communicate with each other?! They have their own servers, don't they? So why not version check and deny players with an outdated game? I absolutely HATE when Devs do that! Reminds me of NfS6 (the one after Porsche) back in the days. That game checked for versions and denied different ones to play together, BUT it didn't force anyone to upgrade to the latest patch. Great! I needed the 1.1 which pretty much only fixed an issue with my wheel, so 99% of all other players ran with 1.0 and online was instantly dead for me, as I couldn't enter any game. But not checking at all, just letting it happen? That's like unprotected sex with a total stranger... what could possibly go wrong?!
  8. Photonik

    Grid/Codemaster's killer

    @Cheesenium‌  You see the difference with the DLC-strategy, do you? GAS had a certain amount of DLCs that were known and more or less in the works during release of the game. Some DLCs are a joke, like the additional garage slots or the xp-booster. You pay for something, that the game limits you to in the first place, so you really get nothing of value for your money. THAT is simply money generating 'content' that cost the devs 10 minutes of work. Generally I have no problem with DLCs in racing games. Creating high quality tracks and cars costs time and therefore money.  Both AC and pCars are kickstarter games (well AC kind of...) and have to do what they can with the money they have. If they can add additional content in the future that wasn't possible during the first period, great! The problem with CMs DLCs is that there was hardly any 'new' content. Many cars were recycled from GRID2 or even just switched discipline within the game. I believe the the Touring Legends DLCs was the only one with proper new content. Now to the integration of the DLCs... in GAS you get new cars that can't be used in the offline championships. The new disciplines offer additional events in a separated menu with no rewards at all after finishing them. Then there's the TimeTrial mode where the Touring Legends, for example, isn't integrated at all. For TL you don't get the same track limits as in any other series, so you can cut most corners harder. It was the same in GRID1, where you weren't able to use the new cars in the offline carreer. So in GAS you always know what is DLC, as it is integrated differently in the game than original content and THAT I don't like. It all should be seemless. I want to forget that I downloaded new stuff but that's hardly possible. Then to Assetto Corsa... you'll pay for higher quality in the future, nothing more. The game has official and extensive mod support, so you'll get virtually every track and car you want without paying a single cent. AC has a different philosophy behind it than GAS. It's more or less a great basic structure with a little content for the community to add content. GAS is a game that want's to offer the whole content but fails to integrate all the DLC in a decent way. Now, in GAS we got additional cars, but I don't really know what to do with them. GAS has an easy to learn, hard to master philosophy, but I don't get the 'sensation' of driving a certain car. Sure, they all behave a little differently in terms of cornering, grip, stability, but on no car there's a "holy cow, I want to drive this car for 10 years in a row"-moment, that some other games were able to deliver. They are just tools to get round the track in the fastest manner, nothing more. I set up every car the same, as I know it brings me more stability and doesn't affect cornering or speed in a negative way. So with that in mind I wasn't excited about any DLC car. They handle similar to the others, they sound like nothig special, cockpits aren't present. Why would I want to drive them? I know I had this sensation of driving certain cars in Shift2, be it for the sound or a tricky way to handle the car. I had different fun in different cars by just driving alone and mastering car and track. From what I've seen AC is similar to pCars, so I have reason to belive that I'll get the same in pCars and AC aswell. If they give me a new DLC car I know it'll be well done and a different challenge/excitement to drive. That's the big difference I see in CM-DLCs and future pCars/AC-DLCs.
  9. Photonik

    Grid/Codemaster's killer

    I really hope so! All the past years it was the PC that had to suffer under the vastly outdated and limited consoles. FPS-limitations, poor graphics, generally poor performance ports of the games, especially Codemasters stupid keyboard/controller-only menus. Countless games that were more or less ruined for PC by consoles. So better the other way around. The limited platforms should get limited features/games. In the end that's what consumers pay for on them. :D  Are you serious? Sure, the team is small and they might not have that much money to spend, but apart from the fact that the game IS suffering from bugs that ruined the game (broken savegame - you don't call that massive? - non-selling cars, ridiculous repair costs, car upgrades not working etc.). And that are just the bugs that now might have been fixed (on some platforms). The there's the poor gamedesign choices that have nothing to do with the company behind: Stupid and complicated livery system Stupid and complicated club/friend system no text chat no kicking/muting during a session, only at start challenges with ridiculously slow AI that only blocks you no useful restart of an event, ALWAYS back to the menu and reload the track. STUPID!!! ghosts/best times in TimeTrial that don't work properly AND cannot be turned off if not wanted no real practice mode no favorite setup for custom lobbies still no useful rear view mirror (and never for consoles) though there are actually working (blurred) mirrors in the generic cockpits! I could go on and on and on about things they did that make no sense. Like an alpha state of some game that still needs to work out how to work best and in the interest of the player. Sure, it is playable and it might give you some fun online and offline, but whenever you get reminded of these little things that should be there to ease your way you (or bette I) get furious. These are all decisions that go down to the devs, not the company. They don't care about AIs, ghosts, liveries, mirrors etc.
  10. Photonik

    Grid/Codemaster's killer

    There's only one thing that shouldn't matter in a 'cross-gen' comparison.... And that's graphics. And exactly that's what really doesn't matter to me. The game mechanics are the same as 15 years ago, it only got more complex. At least in some games. GAS unfortunately was one of the games that didn't evolve. Most game modes are only half done, not present, buggy. Features don't work or work horribly complicated and that represents the whole game for me.  What's broken in GAS is nothing new. It's stuff that has been there for a long time in many racing games (even by CM themselves), so old/current gen isn't really an argument.  Does pcars have mod support? Don't know but I think so. At least assetto Corsa does, so after some time we'll have virtually every track on the world present in that game. A game that has great handling, monstrous sounds, a practice mode(!!!) and all that without dlcs and stuff.  GAS is easy to get into, but that's pretty much it, considering pros against other racing games.  As I have no wheel and no raceseat at the moment, I still don't care about both these games, as it isn't that much fun with a controller. But some time around November I guess that's goodbye to GAS.  and for the next game they'll have to do a dann good job to compete with these two. If they have such a small budget and team I see no real future, if it'll be a mess like this again. 
  11. Seemed to me that you meant that behaviour of the game was intentional, but guess I read that wrong. To me it mattered as I forgot to look at the times beforehand most times and then didn't know what time was needed to get to the top, which was annoying. So knowing you are on p5000 or p50 isn't unimportant to have an indicator on how much is still needed to reach the top. On pc there's racenet anyway, so the possibility to see the actual ranking is there, even if complicated. Guess you don't have that on ps3 (hardly use mine, only got it for gta5  :# ). 
  12. @batman1297‌  Not correct. Yes, you always get only shown the 20 above and below you, but after the patch (at least on pc) the actual position you are in is shown correct. So if you're in pos. 521 you'll see the entries 501 to 541 with the correct numbers before it and not 1 to 41 with you on 21.
  13. Photonik

    GRID Autosport Feedback

    I have really no idea. I drive Formula in the challenges, apart from that never, so never observed that. A car without a roof isn't a proper car. :D 
  14. Photonik

    cheaters

    Hey, that was just google translate...I don't know any letter of that stuff above... BUT I got more than half a sentence out of him! :D 
  15. Photonik

    cheaters

    Вы знаете, как глупо Google Translate является? Ваши предложения не имеют никакого смысла вообще. И, если вы разместите видео, пожалуйста, объясните, как кого следует обманули, иначе вы просто дурят ​​из себя. Ну, вы уже сделали.
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