GRID Autosport First Impressions

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Bride me? You wanna marry me? How romantic.... at least buy me flowers...Sheeesh!

If you mean bribe.... no need, just ask :D

Hahaha that was I typo, darn phones. I prefer the other species ;) and that sentence shouldn't have been there! Draft function :lol:
 
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You can turn the interior-view steering wheel off while using a controller?
* The no wheel cockpit view is a brilliant idea, don't know why.. just love it!
I would actually use the interior view if I can rid myself of the distracting, erratic steering animation.
 
You can turn the interior-view steering wheel off while using a controller?

I would actually use the interior view if I can rid myself of the distracting, erratic steering animation.

I switch to it only occasionally just to keep things interesting, and of course to hear and feel those oh-so-soothing engine and exhaust notes.

Wheel animation is something all devs need to work on in future games. (minus PC devs)

And I can't believe I didn't mention this:

On my list of things I like.. the AI. It is just.. super! Started career on hard - and I'm having a tough time trying to overtake these guys.

Like the penalty system too. Come on Codies, give us pit stops!
 
I love almost every aspect of this game. RaceNet Challenges and way they are designed and implemented is my current favorite design detail.

Also, the fact this is the second game in the history of the genre that includes permanent long-term vehicle deterioration as the consequence of usage (sadly, limited to the online portion only) is worthy of 80% of the awe.

I am preparing a overview of the wheel-impressions from CSW, CSRE and G25.

Great job Codemasters.
 
Guys I have the game on order and have read setting a wheel up is a bit of a chore:confused:. Can I ask what is a good set up for the DFGT please, want to get straight into things (and lazy:guilty:)?
 
Regarding wheel setting on G25.... I'm using the default settings. I've tried other settings, but peronally I find that the default ones suit my style much better.
 
So far I have only set my G27 up to feel right with the touring cars...

FFB: On
Vibration Strength: 50%
Wheel Strength: 100%
Wheel Weight: 100%

The above feels good with endurance class cars too, may need some tweeking for open wheel or drifting.

Also, to calibrate your pedals properly, when the game loads up and you get to the 'press start button' screen, before pressing start fully push down on your accelerator and then brake pedal.

As you do this you will see the Grid AS logo move backwards and forwards with each pedal push to confirm that your pedals have been calibrated (full throw of each pedal recognised).
 
So far I have only set my G27 up to feel right with the touring cars...

FFB: On
Vibration Strength: 50%
Wheel Strength: 100%
Wheel Weight: 100%

The above feels good with endurance class cars too, may need some tweeking for open wheel or drifting.

Also, to calibrate your pedals properly, when the game loads up and you get to the 'press start button' screen, before pressing start fully push down on your accelerator and then brake pedal.

As you do this you will see the Grid AS logo move backwards and forwards with each pedal push to confirm that your pedals have been calibrated (full throw of each pedal recognised).
I made a wheel setting thread, so we can bundle all of the setting together (easier to look up afterwards) ;):

https://www.gtplanet.net/forum/threads/grid-autosport-wheel-settings.312862/
 
Hey @anim8r_uk,

On the X360 version here. Now that I've spent over 4 hours on the game, thoroughly enjoying it I might add, I have a few things I wish to bring to light:

- In a street race on the Barcelona track, I noticed visual tearing using the dash only cam, but none in the wheel cockpit or other views. There was noticeable tearing and slow downs in the same race replay.

- The banding in the sky at night racing is hard to ignore; Hockenhiem track endurace race.. the bluish purplish sky had banding that made me think "Is there something wrong with my disc or TV?". No matter what gamma level I select, it's visible. Was this an oversight or deliberately done to keep the fps up at night? Not sure about sky banding in daytime races, haven't really noticed. It was there in Brands Hatch as well and Sepang (althought slightly less noticeable). At Brands Hatch every time the moon comes into views, you see at least 4 to 5 rings of color banding around it. Hmm.. an oversight or done on purpose? However, on the Circuit Americas it isn't noticeable, sky looks beautiful. The game's got very good lighting BTW.

- Engine sounds are a joy to hear particularly from the cockpit views. However, as I had mentioned in a previous post, the engine's "grunt" and "bark" almost gets completely lost when you let go of the throttle. It should still be very much audible when you're revving it in neutral or when downshifting before a corner, as the revs are coming down. What say?

- A consideration to model the physics towards the more hardcore side would be really nice. I try to do donuts in high powered rear wheel drive cars, and after completing a 180 deg circle, it looks as if the car just automatically resets itself before going for another 180 deg circle. It should do a full 360 circle and continue doing so without abruptly stopping yeah? Anyway, not a big issue, but options for a slightly more hardcore, sim-like physics would be nice.

- I love the views GA has. They're perfect for racing. And GRID is one of the select games out there that does the bumper view right. It's nice and low, and the rush of speed, thrill of racing and sense of imminent danger is never missing. Though, it would be nice to have better movement when accelerating and braking. The bumper cam movement does a good job of telling me what the car and suspension's doing around turns, but it feels dull when I brake or accelarate; i.e. the nose doesn't dip or rise with picking up speed or braking. Interestingly, you really feel braking and acceleration in the cockpit views. Also, I didn't really notice cars briefly "squatting" on their suspension while accelerating, or nose dipping under heavy braking.

- I've noticed how GA's cars seem to be using the pivot and turn model that's been present throughout the previous games. Even though you guys have really improved the physics, and I mean really.. it feels like an authentic racing game, I had hoped to see a slightly more realistic and unforgiving handling model. I can't quite put my finger on it, but the tires ought to feel more connected. Also the wheels turn and go back to normal position too fast. You can even see some of the AI cars turning their wheels as if someone's just flicking the analog stick around turns! Perhaps some options in the menu to adjust how steering behaves?

I salute you Sir, a job well done! Great game. Looking forward to your thoughts, and hope to see these changes in future GRID games.
 
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I had hoped to see a slightly more realistic and unforgiving handling model.
Which probably would have come at the cost of accessibility. You say "unforgiving", but the casual gamer is only going to hear "punishing". And while some people would enjoy a difficult handling model, the one problem that they consistently fail to understand is that the casual gamer needs to be rewarded for their efforts. Mastering the handling is not a reward; it is a means to an end, and that end is success in the game. But there still persists an extreme niche who seem to think that if a developer can satisfy their demands, then they will not only have a truly outstanding game, but that everyone who plays it will thank them for it.
 
I said an option for a more unforgiving model would be nice, not that it should be the ONLY handling model in the game. Difficulty settings and assists would cater to both crowds quite well.

Every time niche gamers ask for a more hardcore and true to life model, it does not necessarily mean the dev has to sacrifice the core mechanics of the game. A game can be made casual/hardcore or realistic/not so realistic at the touch of a few difficulty settings and assists.

We should be able to get the best of both worlds in most racing games, if not all of them.
 
Finally enjoying Endurance - I got my hands on the GT cars, which naturally produce more downforce, so I can dial the car set-up in a bit more.
 
Gosh darn it, I've been longing for a Dirt game that works along those lines. Dirt should be all about JUST rallying and nothing else. I don't mind even if the physics are a little forgiving... although I'm *secretly* hoping Codies will eventually start making the shift towards sim or sim-like physics!

About this.

If DiRT ditched everything apart from rallying, then there would be no other games that feature racing such as rallycross, rally-raid, hillclimb... I could go on. And that would be a real shame, since no other games have attempted these to the extent that Codies have (just look at Gran Turismo... and Forza Horizon may feature rallying but that is a shadow of the real thing - unrealistic courses, no actual rally cars).

You can easily have a full rally race layout (with service parks and persistent damage) while catering to other tastes. If anything Autosport shows that they're happy to add 'realistic' motorsport features like practice and qualifying, so I do have hope that the rallyists will be pleased with future installments of that franchise. Honestly, playing the official WRC games, I keep thinking that "This is basically what DiRT does, just with service parks". There isn't much at all to add to the experience.

I don't care what anyone says: Mount Panorama reversed is great!

Think this is because it's much more a 'natural' track than most modern courses. The reverse layouts of the modern GP courses just feel wrong, but the more street-type circuits lend themselves more easily to reverse driving.
 
I was planning to buy this game day one, buy my ps3 died and I had to buy a new one.
I was thinking of buying it today, but I would like to know from you guys how it compares to GRID 1 about the handling with a steering wheel?
 
What would you guys advice for the level of difficulty with the AI ? I won't have the game until next week so im bowing to your better knowledge.:bowdown:
 
What would you guys advice for the level of difficulty with the AI ? I won't have the game until next week so im bowing to your better knowledge.:bowdown:
Depends on your skill level, length of race, what you want out of the game etc. I've chosen very hard and 2x-3x length of race, no ABS or other aids and cockpit view to up the challenge as well. I have won some races (2nd race is reverse grid), but rarely qualified on pole. I've done mostly Touring Cars where the competition is very fast, and Street where they aren't as fast.

I'm more interested in a good battle than I am with having to win every race like I was in GT. I try not to use anyone as a guardrail or divebomb into corners for a more realistic experience. You can do it and get away with it just like in the GT series, but I don't find that fun personally. The AI attack, defend, they can get aggressive in corners so you have to pick your spots, and if you are rough with them, they tend to get you back so watch your mirrors.
 
About this.

If DiRT ditched everything apart from rallying, then there would be no other games that feature racing such as rallycross, rally-raid, hillclimb... I could go on. And that would be a real shame, since no other games have attempted these to the extent that Codies have (just look at Gran Turismo... and Forza Horizon may feature rallying but that is a shadow of the real thing - unrealistic courses, no actual rally cars).

You can easily have a full rally race layout (with service parks and persistent damage) while catering to other tastes. If anything Autosport shows that they're happy to add 'realistic' motorsport features like practice and qualifying, so I do have hope that the rallyists will be pleased with future installments of that franchise. Honestly, playing the official WRC games, I keep thinking that "This is basically what DiRT does, just with service parks". There isn't much at all to add to the experience.



Think this is because it's much more a 'natural' track than most modern courses. The reverse layouts of the modern GP courses just feel wrong, but the more street-type circuits lend themselves more easily to reverse driving.

Hmm, perhaps my post was a little misundestood.

I meant it should have all rally discuplines, and none of that gymkhana dudebro stuff. The theme and focus should be squarely focused on rallying... hill climb, dakar, rallycross, rally raid, buggies..are all forms of "rally racing" no?

I skipped WRC altogether... looks, feels and sounds dreadful from the vids and reviews I've come across.

As for that last question posted by @V8-Johnboy, Hard is a good start. If you're generally good at racing games and sims, you;re going to love the challenge. AI puts up a pretty good fight, and feels very natural and human for some reason.
 
Hmm, perhaps my post was a little misundestood.

I meant it should have all rally discuplines, and none of that gymkhana dudebro stuff. The theme and focus should be squarely focused on rallying... hill climb, dakar, rallycross, rally raid, buggies..are all forms of "rally racing" no?

I skipped WRC altogether... looks, feels and sounds dreadful from the vids and reviews I've come across.

Yeah, the whole hooning/gymkhana/awesome/Christian Stevenson aspect was supposed to be removed and distilled in the Showdown franchise specifically. But now that the ringleader (Ken Block) has jumped ship to Need for Speed the chances of any of those aspects returning are miniscule.
 
Does it handle like grid 1? A lot of things grid 1 done well but gameplay wise it got boring very quickly as you only needed to lift off the throttle and slide round the corner. Dirt 3 was guilty of this as well.

It sounds like it makes a good first impression but with little skill involved then I can't see there being much longevity to the game.
 
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