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- Wellington
Where would you say it needs improvement? What games would you say do those bits better?
Sorry I'm just curious to hear
rFactor I guess? But that's far less accessible.
Where would you say it needs improvement? What games would you say do those bits better?
Sorry I'm just curious to hear
Sound for one. I think RaceRoom takes the cake there. The recent update has been a big improvement to my ears but I think the low and mid-range sounds are too digitial sounding. I don't think the transmission whine is as prevalent on some race cars as it should be and how it's handled off throttle could be much better. A few other things.Where would you say it needs improvement? What games would you say do those bits better?
Sorry I'm just curious to hear
If you can do 3 consecutive hotlaps on the ring that are within 2 seconds of each other, I'll sport an Alain Prost avatar for a month. What you say i'm honestly curious to see if you can do it.
rFactor I guess? But that's far less accessible.
Oh, you're absolutely right. I think AC looks very good. But is it the best? Maybe..Maybe not. And that's okay because as you said, there certainly is nothing wrong with the graphics.AC might not have the best graphics, but for sure I think they're my favourite. High amounts of detail with an incredibly natural lighting and surrounds. Nothing looks synthetic or out of place. On the other hand, other games love to simulate one extreme to the next - either an insanely perfect day or a terrible rain storm. You never see an in-between outside of AC IMO.
Oh, you're absolutely right. I think AC looks very good. But is it the best? Maybe..Maybe not. And that's okay because as you said, there certainly is nothing wrong with the graphics.
In other news, you're all invited to the funeral of my friend Kip. He just died about 3 minutes ago. He rolled his Toyota AE86 on a run on the Akina Downhill. A terrible accident. Poor guy...Just got married. Here's to Kip!
I used to play rFactor on a old crappy laptop with a X360 controller, imo accessibility isn't an issue with rFactor.rFactor I guess? But that's far less accessible.
I used to play rFactor on a old crappy laptop with a X360 controller, imo accessibility isn't an issue with rFactor.
I know the world doesn't revolve around me. (It should, but it doesn't ) I'm all for new features, but to be honest, I would prefer if the new features stopped and the main focus was getting 1) All cars onto TM10 & 2) All cars set with brake temps/brake fade. Heck, there are mod cars featuring TM10 & Tire Temps...A clarification (and teaser) from Aris:
and while improving PC version core code and new features (you'll see...)
I'd love to get a wheel but unfortunately I don't have money or space for one, so I play all my racing games with a X360 controller. For rFactor the only change I made to controller settings was to put a little bit of deadzone in the steering.You're the only person I've actually ever heard of that played/plays rFactor with a controller - maybe it's just me that hasn't heard of it much.
I know the world doesn't revolve around me. (It should, but it doesn't ) I'm all for new features, but to be honest, I would prefer if the new features stopped and the main focus was getting 1) All cars onto TM10 & 2) All cars set with brake temps/brake fade. Heck, there are mod cars featuring TM10 & Tire Temps...
Yes, multi-class is high on my list too. Would be nice to do a WEC-race.We also really need the AI fixed so that they don't get confused by slower cars and just form a Trulli Train, really limits the possibility for things like track days and multi-class racing. I really want to load up a race with the 919, the Oreca mod car, and the URD EGT cars at Le Mans and do a proper WEC-style race, but after a few laps the prototypes will just get log jammed behind the GT cars so it's pointless.
Yes, multi-class is high on my list too. Would be nice to do a WEC-race.
Oh, you are absolutely right - AC needs all of that stuff. I just hate seeing things get left unfinished. Then its this time next year and we're still talking about when will this car get blah blah blah. Maybe that's the obsessive side of me showing.Tires and brakes are important but this game desperately needs more racing features and I think the lack of features is holding it back more than the tire model or brake temps. We need something more than a cosmetic flag system, reverse grids, rolling starts (even if it's MP only), a better penalty system, a more flexible button mapping system, custom championships, just to name a few. Those things would transform the game and make it so much more useful, flexible, and enjoyable (at least for me). We also really need the AI fixed so that they don't get confused by slower cars and just form a Trulli Train, really limits the possibility for things like track days and multi-class racing. I really want to load up a race with the 919, the Oreca mod car, and the URD EGT cars at Le Mans and do a proper WEC-style race, but after a few laps the prototypes will just get log jammed behind the GT cars so it's pointless.
I'm fairly certain Stefano hinted at Custom Championships coming very soon.
The next time you want to do a track day, in Content Manager make sure you're using 2 different percentages for AI strength. That seems to help me a lot. With my track days every driver has a unique vehicle. I don't know the percentage assigned to every vehicle which would be a nice feature. I wonder if x4fab could implement that. Have their Strength % float above the cars like their names do, if you turn that feature on.
The way I understand it, If I set Top Strength to 93% and bottom Strength to 89%, I should get the entire range applied to cars. 89, 90, 91, 92 & 93% AI Strength. My uneducated theory is that when the field is all the same AI% they get confused. So, even though AI Driver 1 is in a Gallardo and AI Driver 2 is in a Lotus Exige, when Driver 1 gets behind Driver 2 he thinks he can't overtake him or something completely stupid. I don't know. That's probably absolutely nothing close to what's happening...
What do you mean by "more flexible button mapping"? Are you talking about for console players? If so, I agree 100%! That is so stupid the way it currently is.
That's what I've used, think it was 85%-95% AI or around there. But both times I've tried a track day it's the same issue, watching a 488 put around behind a GT86 because it doesn't realize it can pass the slower car. I gave up once I saw that, kinda ruins the whole purpose of doing a track day.
Ahhh yes! I see what you're saying. When I finally stop using my ghetto-fabulous rig I'd really like to get a Derek Spear Design button box. He has several different boxes...and they all look pretty great! He even sells CSW specific panel mounts so it becomes connected to the side(s) of your CSW base...almost like a real dashboard, in a way. Even if you prefer to mount a box in a different way he has so many options available and the prices aren't really bad. His pedals and shifters look great too, but they're too pricey for me.There's lots of commands in AC that can only be done with the keyboard, like adjusting turbo, adjusting FFB, turning driver names on/off, turning the virtual mirror on/off, turning the leaderboard on/off, and more. I'd really like to get a button box but none of that stuff can be mapped to other buttons (without using a third party workaround) so it really limits how useful a button box would be with AC. In most other sims you can pretty much map any command you want to any button or key you want, but in AC there's only a few things you can change the mapping for.
Just for the record, I race AI at around 93%, recently I have race cars with different performance to study eligible cars for parity racing. The slowest car was the Miura and the F40 and other faster cars have no issues passing the Miura or even the Countach. All this happening at Mugello.
I not saying the AI being troubled by slower human driver or slower AI is not an issue, but wanted to mention that depending of speed difference it may or may not be an issue.
Isn't it freakin' bonkers? It's funny. I have had good success with cars ranging from BMW 1M up to La Ferrari. But, it's not like I can honestly say that I run track days every day of the week. Heck, I don't even play the game all that much these days. I'm going to give it a try at Mugello today. I need a lot of practice there anyway.I've had a bunch of cars including the FXX K all training the MX5 when I tried to a track day.
Yes, I think if the cars are fairly close in speed it probably works better. But when I've tried to do a track day I had cars ranging from the 918 down to the Abarth 500 and it just did not work, saw several trains of fast cars tied up behind slow cars.
Putting Abarth 500 and 918 on the same track is a little extreme, I know it would not happen on the track I go to IRL. We do not even mix driver of different ability level driving similar cars!
Woah woah woah lets see what it is first, I'm really curious. I dont like secrets.I know the world doesn't revolve around me. (It should, but it doesn't ) I'm all for new features, but to be honest, I would prefer if the new features stopped and the main focus was getting 1) All cars onto TM10 & 2) All cars set with brake temps/brake fade. Heck, there are mod cars featuring TM10 & Tire Temps...
I was just picking a range of street cars from slow to fast and putting them around the Nords, I wanted to have some cars I would overtake and other cars that would overtake me, kinda like a real Nords track day. I've seen plenty of Nords track day videos, not out of the norm to see a wide range of performance in the cars on the track so that's what I was trying to replicate but the game seems to not like that wide of a range very much.
Oh, I also tried this at the Touristfarfegnugen layout and it was quite hilarious to watch the AI cars try to drive through the fence to get out of the car park (not really hilarious though, as most of them never got on the track).