1.02 Update live!

  • Thread starter alfaphlex
  • 722 comments
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NO,I was in GT3 race at Monza with GT-R GT3 and sometimes they even brake after you just to overtake you,and when on straight and when you align yourself next to AI car and make contact they don't automaticly brake they stick untill you push em out of track :D
Interesting. I'll have to check this out during my normal Wed night session 👍
 
Hopefully next patch they can change the miss shift so it won't force us into N.
If they would just tighten the shift time on the 1-2 shift like the other gears it would probably be enough to get rid of alot of the problem.


Also does anyone know if your'e still forced to sequential shifting with full custom transmissions?
 
So now since i havent buy the game (stupid financial problem), i'm gonna have to download 2-ish GB worth of update..... God bless my internet connection.
 
@Rallywagon @smskeeter23 @nasanu I don't think the issue is so much a technical one as a gameplay one.

You can already pick a car about 100pp more powerful than the AI at the outset (cf. 600pp limit in the 500pp race), and even with an evenly matched car and the AI's ~30 second head start, it's not difficult to win many of the races by several seconds or more.

Without the artificial challenge/difficulty introduced with the rolling starts, you'd likely be in P1 by the first corner and proceed to leave the AI far, far behind.
 
@Rallywagon @smskeeter23 @nasanu I don't think the issue is so much a technical one as a gameplay one.

You can already pick a car about 100pp more powerful than the AI at the outset (cf. 600pp limit in the 500pp race), and even with an evenly matched car and the AI's ~30 second head start, it's not difficult to win many of the races by several seconds or more.

Without the artificial challenge/difficulty introduced with the rolling starts, you'd likely be in P1 by the first corner and proceed to leave the AI far, far behind.
Just ratchet up the speed of the whole pack, problem solved. No more rabbit.
 
One is for sure , they didn't touch "stopies" , damn . Checked on Bathurst 500pp race ,when every time AI Lancers do a nosedive when braking on last turn before downhill. Done also a fast test of AI and looks like AI still waits for player if player is too slow. Maybe there are some changes regarding AI , but It doesn't look much.
 
Just downloaded the update. Looks pretty good, some features I like, some I don't care for, but it is what it is. Pretty happy about the log-in bonus as that will definitely help in my grinding efforts.
 
"Personal music working properly in races. Volume control added as well."

How, volume control.... manually???
 
Funny, thats how I feel too. Kinda explained the reason for it. And your way to "expalin it" using what, tire smoke as your example? I'm not sure what you told me to see really? Have you raced in a room with 16 people? hell, even 15 or 14? Are you under the impression it went well? If thats your website, then I think we are pretty close to being in the same field. Programming and IT work right? Not sure how you quatify your notion that single player takes more processing power.


Not tyre smoke.. I have not experienced a large amount of lag in GT6 yet, usually playing with locals, however in GT5 when someone was either too far away or had saturated their connection it had telling effects on the physics. You could see (especially on the ring) that for one gravity was not simulated for opponent cars as if they experienced packet loss just as they approached a jump the car would keep heading up after the jump. Also you could see cars facing the wrong way but traveling straight. The physics are dumbed down to the point of simply 'keep doing what you are doing till the next update, then head for that location'. Offline the PS3 has to work everything out from the AI instructions to the physics those instructions act on.

I have also had this very discussion at beyond3D where actual racing game devs, not just game devs have confirmed that racing games have no reason to run full physics for online opponents. Now your argument is that pointing a car to a new coordinate is just as complex but really all it is is changing some variables. Update comes in, opponent car is now at x,y traveling at a speed in b direction, change values to match and run minimal physics to make it look right (wheels bounce and such). Computationally its nothing compared to a full car simulation.
 
Since this thread is going rather fast, I'll just update some of the open questions:

- Is the stockyard bug fixed?
- Is the body rigidity bug fixed?
- Is it now possible to use the H-shifter in fully adjustable gearbox?
 
@Rallywagon @smskeeter23 @nasanu I don't think the issue is so much a technical one as a gameplay one.

You can already pick a car about 100pp more powerful than the AI at the outset (cf. 600pp limit in the 500pp race), and even with an evenly matched car and the AI's ~30 second head start, it's not difficult to win many of the races by several seconds or more.

Without the artificial challenge/difficulty introduced with the rolling starts, you'd likely be in P1 by the first corner and proceed to leave the AI far, far behind.

Just ratchet up the speed of the whole pack, problem solved. No more rabbit.
I was just going to say that. In GT5, in a lot of the events, the first car had a huge boost for the first lap. Also, this gmae is set up so that people with little racing experience can pick up a controller and feel like Senna, at least at the lower levels. Go cruise around your town some time and watch the average driver. That is what PD has to aim for, since that is the average gamer. Which is why I don't really do many a-spec type events, mostly just race online, or with my league.
 
Since this thread is going rather fast, I'll just update some of the open questions:

- Is the stockyard bug fixed?
- Is the body rigidity bug fixed?
- Is it now possible to use the H-shifter in fully adjustable gearbox?

Also have online payouts changed?
 
Wow, they really took out motion blur from the replays? Perfecting a run on a course and watching it back in cockpit view with the motion blur made it much more exciting. Really sucks that they took it out.

I cannot believe that PD took that out of the game, I absolutely loved the replay motion blur and found it made the game look so much better graphically during replays, more realistic and really gave it that next-gen look. I was desperately hoping PD would, in a future update, incorporate the option for those of us who loved the replay blur the ability to enable it when actually racing too. What has really pissed me of is the fact that they took it out altogether, without even giving a menu option to either enable or disable it, by doing this they would have kept everyone happy. Other changes I have noticed is they have reduced the over the top soft (too much AA) look to the game. I do believe this was a good move, as I now find the graphics look much cleaner and sharper overall. Also the in game sound on my PX5 headset is much improved aswell. But removing the motion blur from replays altogether with no option to enable it has really ruined part of this game for me now... I just hope PD are reading this and reconsider.
I hope the 3DTV support patch arrives soon, as on my 3DTV GT5 was an incredibly immersive experience.
 

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