- 5,218
- A faster Hamster from London, England!😁
- HammyMansell1980
Ahhhhh what fun!!
Ahhhhh what fun!!
Are those Fmod sound updates coming to consoles in next update along with Porsches?
Don't mean to be rude or anything mate, but you should probably post your personal AC videos in the video thread.
Hey man, don't dis the Hamster and his videos!!!You're alright mate, i just posted it here to break up the more serious chat atm, and showing all my fans here how fun the drifting is!
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I have heard positive things about Codemasters racing games. I remember a CodeMasters all the way back to my Commodore 64 days...but it's probably a different company.DC has by far the best engine sounds. I'd love to see the old Evo team work on a proper sim, because DC, despite being an arcade racer, does simulate a lot of things extremely well.
Sound is an obvious one, all of the cars in DC sound spot on, even from different mic placements, like the difference in sound from behind the car to in front or inside.
But they also simulate weather really well too. Localised dynamic rain and snow fall are amazingly well done, to the point where you can sit at one part of a track and watch the clouds slowly roll in, seeing lightning off in distant dark clouds, and as the clouds get nearer, the spots of rain start, and get progressively heavier as the clouds get closer overhead, to the point where it'll be pouring down on you, with flashes and forks of lightning. It's amazing.
Then the way they handled volumetric clouds and the way the sunlight interacts with it. The way they modeled the backgrounds so not only is the draw distance enormous, but the way the clouds alter the sunlight in the distant backgrounds is realistic.
And that only scratches the surface of just how well done the attention to detail is in DC. Even the physics are really well done. It's obviously not a sim, but I love the way they approached the physics. By simply making the tyre grip and brakes unrealistically overpowered, they've made the handling nice and easy, as an arcade game should be, but at the same time they've given the cars a nice weighted feel, and with a wheel and in hardcore handling mode, I'd argue that the driving feels more realistic than some not so old sims from the PS3 era (I remember Darin Ganji saying it felt a lot like Forza 5).
I hope Codemasters has that team working on a sim, because with their skills and their attention to detail, I reckon they could pull off a killer sim.
I have heard positive things about Codemasters racing games. I remember a CodeMasters all the way back to my Commodore 64 days...but it's probably a different company.I've never had the chance to play Forza 5. How would DC compare to the driving/physics of Gran Turismo 6? That's my only other experience and since you mentioned PS3-Era, I thought I'd ask for your opinion. 👍
Driveclub has so many positives but sadly 30fps gives me a headache so never got to play it properly. Shame how something so simple can outright void the rest the game, all that effort gone because of a single design choice. Because of the headaches and resulting sluggish feeling i cant really stand 30fps anymore, it just doesnt make sense to me personally especially in a racing game. Hearing that the Pro will not solve this is very disappointing(sorry morning rant).DC has by far the best engine sounds. I'd love to see the old Evo team work on a proper sim, because DC, despite being an arcade racer, does simulate a lot of things extremely well.
Sound is an obvious one, all of the cars in DC sound spot on, even from different mic placements, like the difference in sound from behind the car to in front or inside.
But they also simulate weather really well too. Localised dynamic rain and snow fall are amazingly well done, to the point where you can sit at one part of a track and watch the clouds slowly roll in, seeing lightning off in distant dark clouds, and as the clouds get nearer, the spots of rain start, and get progressively heavier as the clouds get closer overhead, to the point where it'll be pouring down on you, with flashes and forks of lightning. It's amazing.
Then the way they handled volumetric clouds and the way the sunlight interacts with it. The way they modeled the backgrounds so not only is the draw distance enormous, but the way the clouds alter the sunlight in the distant backgrounds is realistic.
And that only scratches the surface of just how well done the attention to detail is in DC. Even the physics are really well done. It's obviously not a sim, but I love the way they approached the physics. By simply making the tyre grip and brakes unrealistically overpowered, they've made the handling nice and easy, as an arcade game should be, but at the same time they've given the cars a nice weighted feel, and with a wheel and in hardcore handling mode, I'd argue that the driving feels more realistic than some not so old sims from the PS3 era (I remember Darin Ganji saying it felt a lot like Forza 5).
I hope Codemasters has that team working on a sim, because with their skills and their attention to detail, I reckon they could pull off a killer sim.
Driveclub has so many positives but sadly 30fps gives me a headache so never got to play it properly. Shame how something so simple can outright void the rest the game, all that effort gone because of a single design choice. Because of the headaches and resulting sluggish feeling i cant really stand 30fps anymore, it just doesnt make sense to me personally especially in a racing game. Hearing that the Pro will not solve this is very disappointing(sorry morning rant).
I think we all hope for Codemasters to make a sim because every out right sim at the moment has some sort of problem(mainly revolving around project cars and assetto corsa having problems left and right) and codemasters might be the guys to make a sim with polish that being said a sim is way harder to make then an arcade game and there isnt a guarantee of more players as a result.
As a final note, I'm still using my left foot for braking and blipping the throttle with my right foot. Although I can get my way around heel-and-toe shifting on a real car, I wasn't able to do so in the game - not with the standard pedals and definitely not with the vertical bar of my wheel stand between my legs.
Thanks Mike! Since I have such little experience with using a lot of different games, I can only compare to the two games I know. AC or GT6. It will be interesting to see what people think of GTSport when it releases. I'm talking about physics/ffb/overall feel of the cars. Those three things are what matter most to me. I like nice graphics and sound, but I can live with them being a little lacking as long as my driving experience is satisfying. Even knowing that GT6 couldn't figure out what front or rear ride height did and they took so long to get camber even halfway working, I was always very pleased with how the driving experience was. It was only after moving to Assetto Corsa that I understood the deficiencies in GT6's driving.Yeah it'd be the same one. Codemasters was founded in 1986 according to Wikipedia, so they've been around for a while now.
As for DC, I'd say it's physics compare very favourably to GT6. Of course in DC there's no customisation and no changing setups, so you've gotta compare it to stock untuned cars in GT6. GT6 has some more realistic things about it, and DC has some more realistic things about it, as far as physics goes.
DC's tyre model is very basic, being an arcade racer, so despite GT6s being basic, it's still more complex than DC's, but DC's weight transfer and feeling of inertia are well ahead of GT6's IMO.
Other than that, the visuals are way ahead in DC's favour obviously, and the sounds are better than any other racing game, sim or arcade, that I've ever seen. So obviously a long way ahead of GT6 there lol.
Edit: This is comparing the physics in DC when in "hardcore mode". With hardcore mode off, the tyre grip is even more overpowered, and the brakes are also unrealistically powerful. Hardcore mode removes the forced abs and tcs, and makes tyre grip and brakes less powerful. Braking distances are much longer, weight transfer affects the car's balance more, and throttle control is required to be quick.
I think you'd want to throw rFactor 2 & Automobilista into that racing sim blender!Why don't we take the best of PCars, Assetto, DC and build the best racing game ever made?
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Glad it's working out for you. When I'm using this technique with my sequential shifter I still use my left foot for braking too. That's not unrealistic though, this is pretty much exactly how the NASCAR boys drive on the road courses. They use the clutch to exit the pits and that's about it, after that most of them just lift and blip.
Same with the Super V8s, except they don't have to lift when they upshift.
The thing I never realised until Assetto Corsa was how bad the Codemasters tracks are in their F1 games. There are so many dips, bumps and elevation changes missing in so many tracks. It is also shocking how bad Spa is in their game. Look at that last chicane.
Lots of subtle things in Assetto Corsa that makes all the difference.
Memories?
Why don't we take the best of PCars, Assetto, DC and build the best racing game ever made?
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I really have to disagree with DC having the best engine sounds let alone by far, they sound lkke they're coming through a filter or something, kinda subdued sounds. Another thing I disagree with is the physics and weight of cars. I feel zero weight to the cars, I think its a great game but the lack of weight fails to call me back to the game. I only load it up every couple months for a visual treat, which is amazing. Played the new tracks last night. My biggest issue regarding weight of cars is during contact, its like 2 cardboard cars colliding. Edit: all of the other sounds in game are brilliant though such as the rain, wipers, thunder and driving on a wet road etc.DC has by far the best engine sounds. I'd love to see the old Evo team work on a proper sim, because DC, despite being an arcade racer, does simulate a lot of things extremely well.
Sound is an obvious one, all of the cars in DC sound spot on, even from different mic placements, like the difference in sound from behind the car to in front or inside.
But they also simulate weather really well too. Localised dynamic rain and snow fall are amazingly well done, to the point where you can sit at one part of a track and watch the clouds slowly roll in, seeing lightning off in distant dark clouds, and as the clouds get nearer, the spots of rain start, and get progressively heavier as the clouds get closer overhead, to the point where it'll be pouring down on you, with flashes and forks of lightning. It's amazing.
Then the way they handled volumetric clouds and the way the sunlight interacts with it. The way they modeled the backgrounds so not only is the draw distance enormous, but the way the clouds alter the sunlight in the distant backgrounds is realistic.
And that only scratches the surface of just how well done the attention to detail is in DC. Even the physics are really well done. It's obviously not a sim, but I love the way they approached the physics. By simply making the tyre grip and brakes unrealistically overpowered, they've made the handling nice and easy, as an arcade game should be, but at the same time they've given the cars a nice weighted feel, and with a wheel and in hardcore handling mode, I'd argue that the driving feels more realistic than some not so old sims from the PS3 era (I remember Darin Ganji saying it felt a lot like Forza 5).
I hope Codemasters has that team working on a sim, because with their skills and their attention to detail, I reckon they could pull off a killer sim.
That Ferrari 458 GT2 is such a perfect car, easily my favourite to drive in the game so far, but yeah, there's generally a class balancing problem with seemingly random cars popping up on the grid just to make up the numbers.Update
Been testing for 3 hours straight the settings posted here and i'm getting closer to a good feeling with the car... I have some weird occurrence of the FFB getting harder or softer while going on for a bit; not sure if it has a relation to tire damage or such (yup i'm flattening a good few lol)...
Of if it is something in the cars i was driving that where getting some kind of "hydraulically assisted steering" or how it is called in english i'm clueless that would make the wheel soft, hard, soft and so... It's currently bothering me a bit as is the brakes that seems to have a super short course.
Might just be me needing to get used to it. So far i feel the FFB is still not perfect for me, but i've finally started enjoying the game better.
Some cars FFB and behaviour seems better or great ( the GT2 ferrari is a joy, ffb is top notch and sound too), while others feel underwhelming. So i guess the effort to find the right setting is not finished yet
One thing that shocked me is; is AI always so freaking insane and suicidal at start? I had 14 (fourteen) restarts at imola with gt3s to get a cleanish start were i was just rear rammed and not crashed out completely
Bad luck? Also there's a few cars on grid that i'm pretty sure are not gt3 when selecting it; a few GT2 and a weird kind of prototype that were lapping 3-4 seconds faster than the group?
For setting up the ffb i used some of the resources posted here and i'm currently going at 22% power, 40 curbs and 30 road.
I followed a guide for curbs strenght that suggested to go on Magione and go on the saw curbs to set it and at 40 is perfect, you can count how many "curb's hills" you are passing through
At the moment my main issue is just with different FFB strenghts in various cars and with the brake pedal course. Beside that all is way way better even tought i always been running on stock setups.
In short my impressions are way more favorable now, still not confortable with those few things, but i'm sure i can get the last drop of help i need for you guys to be able to feel "at home" with the game and FFB.
PS: i ventured online and, OMG it's a dead zone! O_O Hope the private lobbies come soon, there was only 20 people Online yesterday, and that was shocking!
BTW there was a GTP guy too i took a stroll at Silverstone and had been demolishedI guess for getting online i better fix my Wheel and tune in some proper setup
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Give this a try:as is the brakes that seems to have a super short course.
- As discussed in other threads, depressing the pedals at the beginning of the game works as calibration and does make a difference. It makes them work in a more progressive way, using more of the travel and giving you more feel. I depress each pedal three times in the static screen with the Ferrari FXX-K (after the intro, but before entering the menus).
Update
Been testing for 3 hours straight the settings posted here and i'm getting closer to a good feeling with the car... I have some weird occurrence of the FFB getting harder or softer while going on for a bit; not sure if it has a relation to tire damage or such (yup i'm flattening a good few lol)...
Of if it is something in the cars i was driving that where getting some kind of "hydraulically assisted steering" or how it is called in english i'm clueless that would make the wheel soft, hard, soft and so... It's currently bothering me a bit as is the brakes that seems to have a super short course.
Might just be me needing to get used to it. So far i feel the FFB is still not perfect for me, but i've finally started enjoying the game better.
Some cars FFB and behaviour seems better or great ( the GT2 ferrari is a joy, ffb is top notch and sound too), while others feel underwhelming. So i guess the effort to find the right setting is not finished yet
One thing that shocked me is; is AI always so freaking insane and suicidal at start? I had 14 (fourteen) restarts at imola with gt3s to get a cleanish start were i was just rear rammed and not crashed out completely
Bad luck? Also there's a few cars on grid that i'm pretty sure are not gt3 when selecting it; a few GT2 and a weird kind of prototype that were lapping 3-4 seconds faster than the group?
For setting up the ffb i used some of the resources posted here and i'm currently going at 22% power, 40 curbs and 30 road.
I followed a guide for curbs strenght that suggested to go on Magione and go on the saw curbs to set it and at 40 is perfect, you can count how many "curb's hills" you are passing through
At the moment my main issue is just with different FFB strenghts in various cars and with the brake pedal course. Beside that all is way way better even tought i always been running on stock setups.
In short my impressions are way more favorable now, still not confortable with those few things, but i'm sure i can get the last drop of help i need for you guys to be able to feel "at home" with the game and FFB.
PS: i ventured online and, OMG it's a dead zone! O_O Hope the private lobbies come soon, there was only 20 people Online yesterday, and that was shocking!
BTW there was a GTP guy too i took a stroll at Silverstone and had been demolishedI guess for getting online i better fix my Wheel and tune in some proper setup
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Another car that I like regards sound and driving (even on default) is the Ferrari 599XX EVO .Update
Some cars FFB and behaviour seems better or great ( the GT2 ferrari is a joy, ffb is top notch and sound too), while others feel underwhelming. So i guess the effort to find the right setting is not finished yet![]()
Give this a try:
Is the heavy/hard FFB momentary, happening at the same place on the track? If so, that's your suspension compressing. For example, going down the first hill at Brands, when you get to the bottom and the suspension loads up the wheel can get very heavy for a second or too but once it unloads it will go back to normal. If it's happening for more than a couple seconds and not always at the same place on the track then it might be something else (not sure what though). I think it might vary from car to car as well, cars with stiff suspension will feel a bit heavier/harder than cars with soft suspension.
About the weird cars on the GT3 grid (specifically the Praga prototype), have you updated to the newest patch? I thought they fixed this issue, but I could be wrong (never played console version so I don't know for sure but thought I remembered it being fixed).
As for the starts, they can be an issue. Even on PC it's often best to just kinda hold station through the first few corners until they get themselves sorted (presuming you can get that far before getting taken out). The crashing into you problem is much better on the current PC AI so hopefully that will trickle down to you guys sooner than later. Still not perfect but a lot of the major issues have been much improved.
Glad to hear you're having a better time with it now!![]()
concerning the stiffening of ffb seems to happen a lot while at high speed or while braking...
And 40% discount if you have a PS Plus sub A$50.97.Heads up, AC is £23 on UK PSN right now.