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Loore

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Everything posted by Loore

  1. Comes courtesy of the fine folk at Gamersyde. Is in 1080 / 60fps and a download is available should you wish :)
  2. The date is January 23rd, 2014 and it’s roughly five months before GRID Autosport will be in the hands of players around the world. It’s gone 6pm and the office is slowly winding down, the sound of the cleaners and their trusty Henry vacuums are resonating throughout the building and the motion sensor lights within the corridors rarely illuminate, blackness ensues. The office is a strange place after working hours as the emptiness of it all has a strange feeling about it, almost eerie in a way. While some of the team are still hard at work, the vast majority are already on their way home, it’s another day of work complete and we’re one day closer to announcing GRID Autosport to the world, a date that is creeping up on us at an alarming pace. ...Read More
  3. Just a heads up as I know handling is something you're all interested in. I've pushed a blog post live that gives a bit of an inside look into some of the decisions we had to make during the Autosport dev cycle. We're experimenting with more 'behind the scenes' type articles so let me know if you like it and we'll see what else we can do. End goal is to make the development process as open as possible for you all. Full read here on the blog
  4. Loore

    Q&A Thread - Part 2

    Totally blown away for your enthusiasm for all things Autosport, but as of now it's getting incredibly hard to follow the conversation as every thread is descending into a series of questions (with a lot of duplication), end result is that I'm unfortunately going to have to miss some of them. Can we please use this thread for all questions and when one gets answered I'll add it to this post so everyone can see them. Fire away! The Questions Q) Why no next-gen?A)  It's all a matter of timing, really. We exited GRID2 with this vast amount of fan feedback about what people wanted, and we also had the engine and the team around the game. We felt we could make a game for summer '14 that addressed that feedback if we used our existing technology, which is built for 360, PS3 and PC. Our next-gen EGO engine is underway, and future titles will absolutely support PS4 and Xbox One. However, we don’t have thousands of developers across multiple development houses around the world, so there was no way we could take our existing engine and port it, in a year. If we had taken this approach, all we'd be doing is taking technology designed for the previous generation and porting it to next-generation consoles – it wouldn't be optimal, and it wouldn't be a 'proper' next-gen game, taking advantage of the features and the technology that next-generation consoles offer. In addition, we'd be doing this at the expense of building our actual next-generation technology, whilst our talented programmers were tied down with a port. When we do make a next-generation game, we want it to be exactly that, not a ported current-gen game. James Nicholls, Chief Game Designer Q) Can you explain a bit how the 5 disciplines are presented within the game, percentage wise?  Is the main focus on the Touring discipline? Are we talking about 25 % or 40 % of the content? Or are all the disciplines equally divided?A) All disciplines are equally divided. So, Career mode is broken down into five sections (one for each discipline). You can choose which discipline you want to race in and the more you progress through it, the more becomes available. For example, if you take Touring Cars. You'll start off racing with entry level cars and by the end of the career you'll be racing in the more powerful Touring Car Spec Cars. Q) Is there a photo mode during replaysA) No Q) If the physics & handling model in Autosport was like a brake bias where sim was the front, and arcade was the rear; what would the percentage setting be?A) Probably around 60:40, hard to put it into numbers really. Q) Will the lobby host be able to restrict certain assists? For example, allow traction control but disable ABS? This would be really good for leagues especially.A) The lobby host has a toggle to turn assists on or off on a global setting but not individual ones.  Q) I wanted to know if we are going to unlock cars (like in Grid 2) or we will have to buy them. I think it's better to buy them.A) Single player you are given specific cars to race in. What car you use is dependent on the team in question. You’ll buy them in multiplayer, and they’ll be persistent. More on that soon! Q) Will the teammate always have the same car as the player or will we be able to choose which car he'll be driving before each race?A) Your teammate’s car will also be chosen by the team, it’s normally the same much like it is in real world motorsport. Q) Will there be a quick race mode? What customisable options are there? A) Yes, you can jump into what we call Custom Cup, that allows you to race with a vast amount of options, choose the discipline, track, car, AI, practice, qualifying, race length, difficulty settings, pretty much anything you’d need. Q) How cars unlock work in single player Quick Race? Are you given all out the cars in Quick Race from the get go or you have to unlock one by one from the career? A) Everything is available in custom cup, it’s not tied to your career progress like GRID 2. Q) What sort of AI improvements can we expect? Are they gonna behave more like Grid 1 where they occasionally make mistakes which gave the AI some character and realism?  A) AI have been tuned to each discipline, so a Touring Car AI driver will race completely different to an Open Wheel driver, one a bit aggressive the other really disciplined and precise. Yes, AI can make mistakes, I’ve been in a race, making my way through the pack when I’ve suddenly had to swerve out of the way of an accident up ahead. Likewise I’ve come around a corner only to find a car sat in the gravel kicking up dust where he/she has spun off. Q) Can you choose a name when you play in game or does it choose your PSN/360 nickname? A) Yes, Audio names are back as well, both male and female. Q) Is qualifying back? It's missing from most of the current-gen racing titles, so it would be nice to have this feature come back. A) Yes, as well as practice Q) Career mode is said it would be massive, how massive in hours? A) Hard to put it into hours as everyone’s play style will be different, more than enough content to keep you going. Q) Is there a kind of Tutorial/Introduction when you fire up the game for the first time? A) Yes, in a similar fashion to our other games Q) Does this mean you’re thrown straight into a short race before having the opportunity to tweak gfx, wheel settings etc? A) No, you’ll have access to the options before you click on career (which is where the tutorial is located). Q) Can you finish a career in GAS without changing a team? A) Different teams only compete in certain disciplines you you’re likely going to have change at some point. It all depends on your definition of ‘complete’, whether that’s finishing the disciplines your interested in or everything all together.  Q) When you are often in the rev limiter does it damage your engine? A) Over-revving and shifting at the wrong time, (primarily in manual gears), will cause the gearbox to accrue damage more quickly. Q) Are we able to race on race tracks with street cars? Like racing on Sepang in a M3? A) Yes, via Custom cups :) Q) Can replays be saved?A) Not at this time.Q) Is the AI as good as it was in TOCA2 and Toca World Touring CarsA) AI has had a lot of improvements made to it, will leave you to decide if it’s better or not.Q) Is the classical D-pad layout still available and does it match the thumb stick lap times? A) By default the d-pad is used to talk to your team engineer. The game hasn't really been made with D-pad controls in mind, just controller sticks and wheels. However, you can customise your controls should you wish.Q) Do AI opponents also suffer from mechanical damage?A) YesQ) Is there a podium sequence when one has made a podium finish? A) There is a simple podium sequence at the end of the season, showing the top three drivers /cars Q) Are there bonuses to be unlocked if you reach a certain mileage within a discipline?A) You do get a ‘discipline level’, more on that soon.Q) Is there a team manager who keeps you up to date with what's happening on the track? A) You have an engineer but he doesn't really say much on his own. Instead we've allowed you to take control by giving you the ability to request details via the D-pad. He gives you essential information and updates on the race conditions once per lap. You can then request information on how you’re tracking against your rival,  the condition of your car, your team mate status and the gaps to other drivers via the radio Q) Can cars loose oil which makes a surface slippery A) NoQ) Why did Codies not add a flag system to GRID AS A) There’s a danger if we go down the route of adding all these traditional sim options that the game will lose a bit of its identity. That’s not to say we won’t look at that kind of system in the future but right now it’s probably a step too far towards sim for Autosport, we’re all about that ‘middle ground’Q) How does qualifying work? one flying lap or several laps? A) You have 3 laps to set your fastest time and you start with a rolling start.Q) All cars / all tracks on Custom Online? A) Yes, with a few exceptions (can’t drive a drift car on a non drift route etc) Q) Is GRID Autosport going to allow modders to add tracks, not originally in the game? A) Unfortunately not, there's a potential monstrous issue here as all circuits have to be officially licensed to be included in the game. Supporting the Modding Community is something we're keen on doing though and have had numerous discussions regarding it. We don't want to get into a situation where the Community makes a great track, faithful to its real world variant and us have to remove it from Steam Workshop (or similar) due to getting an angry phone call. Q) Is it true that all endurance races happen during nights only? A) Yes, but you can however select an Endurance event during the day within custom cup. Q) Can you confirm if there's a lap countdown in the online lobbies, for players in the 'waiting room'.? A) No lap countdown right now. We do have all the event info, route map, discipline, total laps.
  5. It’s the dead of night and the illumination of the starting straight fades into the background, track lighting is at a minimum and the headlights from your competitors shine into the night. The brake lights in front appear, a set of red eyes staring your headlights down. Then they vanish. The car in front runs wide and finds itself in the gravel runoff, you’re in first place and now you’re all alone. ...Read More
  6. Loore

    Focus on Endurance

    Endurance mode! Here you go - click me. The Cars: AUDI R8 LMS Ultra Mercedes-Benz SLS AMG GT3 Aston Martin N24 V12 Zagato McLaren 12C GT3 Nissan 2008 (R35) GT-R Nismo GT500 Honda HSV-010 GT Lola B12/80 Shelby Cobra “Daytona” Coupe Ford GT40 MK1 Mazda 787B
  7. When we first announced GRID Autosport we confirmed that it would be home to 22 locations with a combined route list that totals over 100. Of these 22 locations the vast majority would be circuits, including the likes of Hockenheim, Sepang, Jarama and Yas Marina. Today we’re really excited to be confirming the full track list for you all. We’ve got some old friends making an appearance alongside a couple of fresh faces that we think will offer some great racing action, but enough talk, here’s the full list. ...Read More
  8. For anyone who’s been to a motorsport event, one thing that is very clear is the sights, smells and atmosphere around the track. Something we pride ourselves on here at Codemasters is the ability to bring our tracks and environments to life.  Being able put the player in the event and make them feel that they are there, part of the event, is something we aim to do on all our racing titles. GRID Autosport is no different and builds upon this with the clever use of visual effects. Heading to Yas Marina for a Drift event you’ll see lots of different elements around the track that may not be completely obvious at first, but really help to breathe life into what could otherwise be a very still environment. First of all there is heat haze. ...Read More
  9. Good news everyone, GRID Autosport is now available to pre-order on Steam! It’s been a subject that many of you have talked to us about, our Twitter account has had constant requests while the topic has been popping up with great frequency over on the Steam forums. We apologise for the delay, but it was with good reason. Our Community is extremely important to us and one thing we’ve wanted to accomplish before going live with them was to make pre-orders reward our past fans. With this in mind the GRID Autosport pre-order offering on Steam will have two parts to it. ...Read More
  10. Hard to imagine that the first GRID came out 6 years ago this week! To celebrate I'm collecting thoughts and feedback from everyone regarding the game, and I know a few of you here have some strong feelings for the game. In short, what made the game special to you?
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  12. Unlike the Touring Car discipline where drivers aren’t afraid to rub a little paint now and then, Open Wheel is all about avoiding contact as the fragile nature of the cars mean only the faintest of touches is required to put a dent in your hopes of a podium. Slipstream is also more prominent within the Open Wheel discipline, making it a valuable tool in your arsenal as you look to progress up the field. As useful as it may be, you still have to be wary; dropping into the slipstream of the car ahead may give you an overtaking opportunity but your usual braking distance at a corner will have changed, get that wrong and it could be into the gravel trap, run off area, or worse. ...Read More
  13. The fact we announced GRID Autosport over a month ago is a bit of a scary thought but the launch being less than four weeks away is all kinds of exciting (if also a little scary). One of our core objectives this time around was that we didn’t want to keep anybody in the dark, from day one we’ve been as open and honest as possible, while sharing as much information on the game as we possibly could, “We’re not talking about that yet” isn’t something we like to say all that often. So while we’ve been busy talking about the game it’s possible that you may have missed something, it’s ok, we don’t hold it against you, the internet is a big place after all. If you have missed anything then you’ve come to the right place. Here’s the recap of everything we’ve talked about so far! ..Read more
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  17. It’s hard to find many people who don’t remember that first race in Race Driver: GRID and it’s partly the reason why we’ve decided to bring back the iconic city of San Francisco into GRID Autosport. The street-based circuit makes for some great pack racing, with overtakes having to be timed to perfection or the risk of running out of space and into a wall becomes all too real. San Francisco also has that special something that not many other real world cities have, gradient changes. Racing uphill (and then down again) adds a whole new element to the racing experience and it often comes down to a battle between the brave and the sensible. Do you go flat out downhill but risk landing your car awkward and potentially end up spinning out of control or do you take it sensible but running the risk of your brave opponent pulling it off? It’s choices like this that make San Francisco a great place to race around and we’re incredibly excited to see it return to the GRID series. ...Read More
  18. Built in 1999 and located in Malaysia, the Sepang International Circuit has hosted a variety of major motorsport events, most notably the Formula One Malaysian Grand Prix which has taken place every year since its opening. The primary route consists of 15 turns and 8 straights with plenty of overtaking opportunities along the 5.543km of track, so it should definitely make for some great racing in GRID Autosport. Now for some science; the track surface was built using a specially formulated bitumen compound, a mixture of hydrocarbons that are obtained during the distillation of petroleum. This special compound is not only incredibly smooth but it also helps protect against the tropical Malaysian climate. ...Read More
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  20. Hey everyone, We've just published a quick article that talks more about the assists in GRID Autosport, along with some of the options you'll have and how these affect the rewards you're given. All the info over on the blog http://blog.codemasters.com/grid/04/your-race-your-rules-your-options/ I know assists were missed with GRID 2 so I look forward to hearing your comments on this, is there anything you think we've missed, anything else you'd like to see?
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  22. Loore

    The Q&A Thread

    Totally blown away for your enthusiasm for all things Autosport, but as of now it's getting incredibly hard to follow the conversation as every thread is descending into a series of questions (with a lot of duplication), end result is that I'm unfortunately going to have to miss some of them. Can we please use this thread for all questions and when one gets answered I'll add it to this post so everyone can see them. Fire away! The Questions Q) Why no next-gen?A)  It's all a matter of timing, really. We exited GRID2 with this vast amount of fan feedback about what people wanted, and we also had the engine and the team around the game. We felt we could make a game for summer '14 that addressed that feedback if we used our existing technology, which is built for 360, PS3 and PC. Our next-gen EGO engine is underway, and future titles will absolutely support PS4 and Xbox One. However, we don’t have thousands of developers across multiple development houses around the world, so there was no way we could take our existing engine and port it, in a year. If we had taken this approach, all we'd be doing is taking technology designed for the previous generation and porting it to next-generation consoles – it wouldn't be optimal, and it wouldn't be a 'proper' next-gen game, taking advantage of the features and the technology that next-generation consoles offer. In addition, we'd be doing this at the expense of building our actual next-generation technology, whilst our talented programmers were tied down with a port. When we do make a next-generation game, we want it to be exactly that, not a ported current-gen game. James Nicholls, Senior Game Designer Q) Can you explain a bit how the 5 disciplines are presented within the game, percentage wise?  Is the main focus on the Touring discipline? Are we talking about 25 % or 40 % of the content? Or are all the disciplines equally divided?A) All disciplines are equally divided. So, Career mode is broken down into five sections (one for each discipline). You can choose which discipline you want to race in and the more you progress through it, the more becomes available. For example, if you take Touring Cars. You'll start off racing with entry level cars and by the end of the career you'll be racing in the more powerful Touring Car Spec Cars. Q) Is there a photo mode during replaysA) No Q) If the physics & handling model in Autosport was like a brake bias where sim was the front, and arcade was the rear; what would the percentage setting be?A) Probably around 60:40, hard to put it into numbers really. Q) Will the lobby host be able to restrict certain assists? For example, allow traction control but disable ABS? This would be really good for leagues especially.A) The lobby host has a toggle to turn assists on or off on a global setting but not individual ones.  Q) I wanted to know if we are going to unlock cars (like in Grid 2) or we will have to buy them. I think it's better to buy them.A) Single player you are given specific cars to race in. What car you use is dependent on the team in question. Q) Will the teammate always have the same car as the player or will we be able to choose which car he'll be driving before each race?A) Your teammate’s car will also be chosen by the team, it’s normally the same much like it is in real world motorsport. Q) Will there be a quick race mode? What customisable options are there? A) Yes, you can jump into what we call Custom Cup, that allows you to race with a vast amount of options, choose the discipline, track, car, AI, practice, qualifying, race length, difficulty settings, pretty much anything you’d need. Q) How cars unlock work in single player Quick Race? Are you given all out the cars in Quick Race from the get go or you have to unlock one by one from the career? A) Everything is available in custom cup, it’s not tied to your career progress like GRID 2. Q) What sort of AI improvements can we expect? Are they gonna behave more like Grid 1 where they occasionally make mistakes which gave the AI some character and realism? A) AI have been tuned to each discipline, so a Touring Car AI driver will race completely different to an Open Wheel driver, one a bit aggressive the other really disciplined and precise. Yes, AI can make mistakes, I’ve been in a race, making my way through the pack when I’ve suddenly had to swerve out of the way of an accident up ahead. Likewise I’ve come around a corner only to find a car sat in the gravel kicking up dust where he/she has spun off. Q) Can you choose a name when you play in game or does it choose your PSN/360 nickname? A) Yes, Audio names are back as well Q) Is qualifying back? It's missing from most of the current-gen racing titles, so it would be nice to have this feature come back. A) Yes, as well as practice Q) Career mode is said it would be massive, how massive in hours? A) Hard to put it into hours as everyone’s play style will be different, more than enough content to keep you going. Q) Is there a kind of Tutorial/Introduction when you fire up the game for the first time? A) Yes, in a similar fashion to our other games Q) Does this mean you’re thrown straight into a short race before having the opportunity to tweak gfx, wheel settings etc? A) No, you’ll have access to the options before you click on career (which is where the tutorial is located). Q) Can you finish a career in GAS without changing a team? A) Different teams only compete in certain disciplines you you’re likely going to have change at some point. It all depends on your definition of ‘complete’, whether that’s finishing the disciplines your interested in or everything all together.  Q) When you are often in the rev limiter does it damage your engine? A) Over-revving and shifting at the wrong time, (primarily in manual gears), will cause the gearbox to accrue damage more quickly. Q) Are we able to race on race tracks with street cars? Like racing on Sepang in a M3? A) Yes, via Custom cups :) Q) Can replays be saved?A) Not at this time.Q) Is the AI as good as it was in TOCA2 and Toca World Touring CarsA) AI has had a lot of improvements made to it, will leave you to decide if it’s better or not.Q) Is the classical D-pad layout still available and does it match the thumb stick lap times? A) By default the d-pad is used to talk to your team engineer. The game hasn't really been made with D-pad controls in mind, just controller sticks and wheels. However, you can customise your controls should you wish.Q) Do AI opponents also suffer from mechanical damage?A) YesQ) Is there a podium sequence when one has made a podium finish? A) NoQ) Are there bonuses to be unlocked if you reach a certain mileage within a discipline?A) You do get a ‘discipline level’, more on that soon.Q) Is there a team manager who keeps you up to date with what's happening on the track? A) You have an engineer but he doesn't really say much on his own. Instead we've allowed you to take control by giving you the ability to request details via the D-pad.
  23. Ravenwest were a team that instilled fear into the hearts of many race drivers over the course of their careers. Founded in 2008 and fronted by the now legendary Nathan McKane and Rick Scott the team are back from a prolonged absence and ready to get back to doing what they do best…winning races with that no holds barred attitude that made them so famous. http://blog.codemasters.com/grid/04/ravenwest-motorsport/
  24. Loore

    PC Texture Pack

    Thought the PC players among you would like to know that we plan on releasing a high resolution texture pack. Due to the size of the files it doesn't quite fit on the disk so we're going to offering it up as a free download from launch day. It's a 5gb download but will boost the car textures up to 4k resolution.  Some more info over on PCGamesN “We have little dashboard reflections. In head cam you can see reflections on the windscreen, something we'd never be able to afford to do on consoles without breaking our fps performance limit. In the past we wouldn't have done features like that but now we're thinking we can do it on PC. Better lighting and things like that. Little bits in lots of places.”
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