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The Q&A Thread

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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 replays
A) 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 Cars
A) 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) Yes

Q) Is there a podium sequence when one has made a podium finish?
A) No

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.

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I'll post the ones I asked

Q:
P308R said:
@Loore

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 devided?

Will there also be a possibillity to take pictures during replays?
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.

There is no photo mode.


----------
Q
@Loore can you confirm this or can you explain a bit the structure?

A
Five disciplines; Touring, Endurance, Open Wheel, Street and Tuner.

Each of these disciplines has multiple types of series under it. For example GT will come under Endurance, Time Attack under Tuner and so on.

The ones listed are just a small selection and the way the game works is by breaking the cars down into classes

Further Example:

Touring [Discipline]
Class 1 | Lower spec Touring Cars
Class 2
Class 3
Class 4
Class 5 | Higher spec Touring Cars

Street is just that, racing around street circuits.

Tuner contains Drift, Timer Attack and Muscle cars.

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What drift events will be in the game this time around, and is the handling more like it was in the original GRID, with specified cars for the event?

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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?

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I'll repost my question here. You already answered this one, but I think it would be better if everybody sees the answer.

"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.
And by the way, 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? I found it weird for him to always have the same car as you when you can only buy it once..."

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I was talking about single player, Loore said you choose the team you want to race on and you can use their cars.

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I have a question regarding the assists in custom lobbies.

Will the lobby host be able to restrict certain assists? For example, allow traction control but diasble ABS? This would be really good for leagues especially.

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Re:  Pitstops

Loore, you said you "listened" to the fans, but I dare say a vast majority would prefer pitstops, especially for leagues and online play. "The Racing Experience" involves strategy as well as driving.

Question:  A big selling point of Autosport is, evidently, tire wear and getting back to the "roots" of racing. So how can two things -- tire wear and pit stops -- be so closely tied together in real life but only one included in Autosport?

Question:  I cannot think of a series that runs 40 minutes or 20 laps without pitting, can you?

Question:  If there is a damage model that encourages you to be careful on the track, yet there are no pitstops or penalty system, does this not actually reward the offender if he is better at using flashbacks or driving a damaged car?

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I have a couple of questions:

1) Will there be a quick race mode? What customisable options are there?

2) 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?

3) 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? How reliant is the AI on rubber banding as I find Grid 2's AI relies too much on it, especially on Touge? What difficulty options are available for AI?

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Question:  I cannot think of a series that runs 40 minutes or 20 laps without pitting, can you?
The average GT stint at LeMans is around an hour, before needing to pit. For an LMP1, it is around 40 minutes before needing a pitstop.

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Q: Can you finish a career in GAS without changing a team?

Q: Will there be an official podium after the races?

Q: Can you choose a name when you play in game or does it choose your PSN/360 nickname?

Q: Careermode is said it would be massive, how massive in hours?

Q: Why isn't this thread exploding with questions?

Q: When you are often in the revlimiter does it damage your engine?

Q: Is there a kind of Tutorial/Introduction when you fire up the game for the first time?

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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.

Q: Is there decent steering wheel support this time with 900° rotation as opposed to the completely useless 200° from GRID 2?

Thanks!

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Q: Are the performance of the all the cars that particular more balanced and no longer have overpowered ones like the one in Grid 2?

Q: How is the upgrade system this time? Are we freely able to choose which upgrade for the car?

Q: Since there is tire wear, does that mean we have a choice of using soft tires or hard tires?

Q: How is the corner cutting penalty this time when players ended up going off track at the exit of corners?

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Q: will there be real teams as in the first grid ? and real race drivers as antonio garcia and dirk muller ?

Q: what about prototipes (LMP and DP) in endurance racing?

GREAT JOB CODIES the game seems really spectacullar carry on working as you´re currently doing , we love games such as GRID 1and the first DIRT  .
THANKS!

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Q: I know you can't tell of all the tracks in the game yet @Loore, but will it be possible to have mod tracks?
This could be SO awesome....

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ChokDK said:
Q: I know you can't tell of all the tracks in the game yet @Loore, but will it be possible to have mod tracks?
This could be SO awesome....
Just to clarify, do you mean modding tracks? 

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Q: Are we able to race on race tracks with street cars? Like racing on Sepang in a M3.

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Q: Does using a flashback undo damage received just before using said flashback ?

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