GRID Autosport First Impressions

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Let's be fair. If we're going to bash GT6 for AI that doesn't seem to know your position on track, then GAS needs to get dinged for that 2x as much.
Street Class might as well be called bumper cars.

It depends. They'll rub you, but I rarely find that they'll actually take me out in a way that doesn't seem to be accidental. That the cars have enough weight not to go flying off at the first tap helps.

If you come from the perspective of "rubbing is racing", it actually works pretty well. As long as you make moves that the AI can legitimately see you coming and take a different line, it generally does.

Not that there aren't times when it goes horribly wrong, but they're not as common as you make it sound. Then again, GT6 AI is actually reasonable at avoiding the player as well, the problem there is purely that it's not fast enough. The racecraft on GT6 AI is mostly fine, if a little conservative.
 
I just had a hilarious open wheel race. Rick Scott was right up my ass, then we came up to a back marker and I was able to get by fast, but for some reason Rick didn't get past... ever. I built up a 12 second lead in the last 5 laps of the race.

[EDIT] Holy crap. I got platinum in the Racenet Indy race and it immediately bumped my open wheel level from 0 to 5.



Funny that only at the very end of PS3's lifecycle we get such a great racing game thrown into our laps and nobody was really paying attention to it until a couple of months ago; so far i give it a 9,5/10.

Codemasters only announced the game a couple months ago. They said that they didn't want a big long tease lead up towards the launch of the game.
 
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Hm.. Enjoy more in Open Wheen then in real F1 game.. Skyline get from best car in GRID 1/2 to very sh**y car. Silvia drift still kicks a**. :) Hm... can't remember other things at the moment,but very good game. Worth getting. :)
 
Yup.. just pipped ya to 1st :) Think I've still got a second in there somewhere.... some dude did a 2:01 something... :embarrassed:

Dunno how though.... it's a tough one. You running Manual gears too?



You can still do replay from the pause menu after a crash and slow speed down etc.

Nice 1 mate, great time 👍 you even knocked SVENOS of the open wheel, good man.

He was my main rival on GRID2.

Yes i run Manual with no aids, not tested if this is the fastest way yet tho, but i guess so.
am sure there's another second or so too, to find a bit more i was thinking about timing it to draft on the long straight up hill, what do you think?

Also are the cars for the RC just loaner car's or could you buy and tune the car for the event?

After getting the game yesterday i just wish i had time to play it :banghead:
 
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I got a copy today. I've only played a bit, since I have the distance turned up to five.

Touring cars are lots of fun. I really like the way the game makes you work for results without being too punishing.

Street racing isn't bad, but it can be a bit frustrating on tight and narrow circuits because I have to concentrate on staying out of the walls, and can't make up ground.

Open-wheel racers are tricky, and they will probably take a lot of getting used to.

Tuner events suck. They're a complete waste of both time and space on the disc. They could have easily been omitted without anyone noticing. They're a dudebro inclusion, and a hangover from Codies' bizarre desire to make things EXTREME!

I haven't had the chance to try endurance yet.
 
It seems that in Street (it's probably every discipline, but it's most noticeable in Street because there's so much contact) GRID Autosport suffers from the same problem as NFS Shift. Whenever you make contact with an AI car, the AI car barely gets deflected and you end up flying off somewhere. It seems really unfair, and it's pretty frustrating. If it's like this in career mode too, then I'll probably skip Street. I'm already going to pretty much ignore Tuner.
 
The only stuff i touch in tuner is the Classic muscle. Endurance, openwheel I skip completely. Street with the lower end cars works nicely but tuner (drift nonsense)is :ill:

Touring is fabulous! Just love it. I put thé AI on hard as suggested. They are much better to race than the médium ones. Fighting for every position.:bowdown:
 
It's somewhat ironic that I detest the Tuner events, as I noticed during my first Touring events that I have a habit of arriving in a corner sideways. Particularly the first and last corners of Sepang South Reverse.

And for the record, my audio nickname is "Princess". It makes my engineer sound passive-aggressive, particularly when I ignore his instructions, or when he asks me to do something ridiculous, like catch up fifteen seconds to Nathan McKane in one lap.
 
So what day task to we cut out of the schedule to fit a new livery in? I'd imagine you'd probably want more than 1 Livery? Say 40? That's 2 man-months of work. So we'd need to cut 2 man-months of work on something else. But what do we cut? Cockpit cam?.... Heaven forbid!

Let's not forget, once we have the 40 liveries that took those 2 man-months to make, we'd need design to implement them. They'd need to assign teams so AI can use them. There's QA time to make sure all liveries look correct on all cars (80+)....then there's licensing that it would need to go through so all sponsors need sign off.

To go into it further... if (for arguements sake)1 car livery = 1 day and we have 80 cars, that's 80 days of work (4 man months) because each car requires a unique UV set (plus damage set)... then say we'd want 40 teams (instead of just 8) that's 3200 days... just for the Liveries. Suddenly thats a LOT of days.

1 full-time dev on Autosport is allocated 180 days total = 9 month dev cycle. That's to complete all their tasks. I had to create over 350 different FX for Grid Autosport.... that works out as approx 0.5 days per FX. The drift tyre smoke alone took 10 days.

Trust me... we're not lazy. We're anything but. We have tight time schedules and very limited resources... contrary to what people may think/believe.

I also have a Wife and 2 children I like to see from time to time.... you know, between making games of course.
I perfectly understand your point, since being an rFactor skinner I do know how time consuming this stuff can be.If you do for a job you have to keep up with schedule and all stress moments because of it. But let me suggest something (in a constructive way) let people paint your cars and race against them.

Usually developers when they opt for a "livery editor" instead of "templates" as in pc sim racing, they think the user care only (or mainly) about the car he drive, instead we care a lot about what cars AI drive. Because it's the cars we watch during the race, and I think you agree with me the same liveries over and over again can be boring in a long run.
So to avoid this, since you can't do all the stuff on your own, let people use the livery editor (even if it's a simple one doesn't matter) to create cars to race with and/or to race against to.

You know, in GT forum we call it "Event Creator" where the user can choose which car he drive which cars AI drive which circuit, race lenght etc etc. It's one of the most requested features in console racing games and one of the biggest advantages in Pc sim racing.

Not only rFactor 2, Assetto Corsa but even those without modding abilities like Pcars. Yes, Pcars if FULL of users made skins, the users can mix them with AI cars and that will ensure replayability and longevity of the same content.
SMS know how much people care about these things.
 
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It seems that in Street (it's probably every discipline, but it's most noticeable in Street because there's so much contact) GRID Autosport suffers from the same problem as NFS Shift. Whenever you make contact with an AI car, the AI car barely gets deflected and you end up flying off somewhere. It seems really unfair, and it's pretty frustrating. If it's like this in career mode too, then I'll probably skip Street. I'm already going to pretty much ignore Tuner.

I'm finding it remarkably easy to catch myself from just about any contact. I have to be tboned with massive speed differential to spin me out. I was actually thinking the opposite of you, that they had made the collisions artificially more stable than they should be (probably due to the elbow-y nature of the AI).

It's possible that I'm secretly a ninja with super reflexes, but considering how awful I am at games where twitch is actually important, it seems unlikely. :)

(I'm using a wheel, not sure if that's a factor. Are you on wheel or pad?)

You know, in GT forum we call it "Event Creator" where the user can choose which car he drive which cars AI drive which circuit, race lenght etc etc. It's one of the most requested features in console racing games and one of the biggest advantages in Pc sim racing.

To be fair to G:AS, it has three quarters of the Event Creator concept that kicks around the GT forums. You can't choose exactly what cars you're racing against, but you can set up championships in any class you want, on whatever tracks you want with a huge range of variables to get it just how you like. That one thing is about all it's missing, and it's not as big a deal with the tiny car list and cars all organised into classes.
 
To be fair to G:AS, it has three quarters of the Event Creator concept that kicks around the GT forums. You can't choose exactly what cars you're racing against, but you can set up championships in any class you want, on whatever tracks you want with a huge range of variables to get it just how you like. That one thing is about all it's missing, and it's not as big a deal with the tiny car list and cars all organised into classes.
Imari you know why SMS allowed AI user made liveries since the beginning, it's a huge gameplay boost compared to the same game without this feature. Imagine PCars without usermade skins, like Gran Turismo. (OMG No!) :P
Also it doesn't take particular coding skills assigning a couple of .dds files to a team file. If I can do it everybody can. Maybe simplify the procedure for consoles.
 
Actually I thank the AI sometimes.

I was halfway through a race on the 3rd lap. Around halfway through the turn I was in a slide. I thought it was over for me. One AI driver gives me a nudge and puts me back on track. Don't know who did it. (Definitely wasn't Ravenwest though. ;) )
 
I have no trouble with Ravenwest. They're aggressive, but they never aim for contact. They'll rub doors, sure, but their moves never rely on contact to work. Maybe I'm not racing them hard enough, but I've been able to defend again McKane, even on Hard. It's the Kickers who give me trouble. They won't think twice about nudging me off - they'll just do it.
 
Tuner events suck. They're a complete waste of both time and space on the disc. They could have easily been omitted without anyone noticing. They're a dudebro inclusion, and a hangover from Codies' bizarre desire to make things EXTREME!

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And for the record, my audio nickname is "Princess". It makes my engineer sound passive-aggressive, particularly when I ignore his instructions, or when he asks me to do something ridiculous, like catch up fifteen seconds to Nathan McKane in one lap.
:D "Push harder Princess!"
 
Imari you know why SMS allowed AI user made liveries since the beginning, it's a huge gameplay boost compared to the same game without this feature. Imagine PCars without usermade skins, like Gran Turismo. (OMG No!) :P
Also it doesn't take particular coding skills assigning a couple of .dds files to a team file. If I can do it everybody can. Maybe simplify the procedure for consoles.

I'm pretty sure we can mod the skins for the PC version of GAS right now, without much effort. Haven't bothered trying yet, because I'm having fun playing. Assuming the same tools work that work for other Codies games, you can do what you like with liveries on PC. Like many games, it's not "open" to users but it's not exactly made super hard either.

If you have the skill/knowledge to make a livery for pCARS, you can almost certainly make a livery for GAS. Once I get bored with actually racing, I'll probably change some liveries around so that there are four teams that are common across all event types (the big teams, that fund all types of racing), and then fill out each even type with smaller teams that only compete in one or two types of racing (the privateer types, specialist racers). The text in the results won't match up, but in game I'll have a range of different teams to race against.


On console...I'm with you, it'd be a better game. But nobody so far has done this for consoles. It'd be a great feature, but it's not one that I'm surprised is missing. For a console it would require an actual in-game editor to be built, whereas on PC it's simply a matter of making the files not too hard to find.
 
On console...I'm with you, it'd be a better game. But nobody so far has done this for consoles. It'd be a great feature, but it's not one that I'm surprised is missing. For a console it would require an actual in-game editor to be built, whereas on PC it's simply a matter of making the files not too hard to find.
Yep. Some companies are spending millions of dollars on console racing games and at the end of the day one of the biggest advantages of pc racing games are things like this.
 
Yep. Some companies are spending millions of dollars on console racing games and at the end of the day one of the biggest advantages of pc racing games are things like this.

I'd hesitate to call it the biggest advantage. For some people it's amazing, but I'd say that a vast majority of people don't really care.

Take something like iRacing. The files to edit are readily available, there's lots of guides, putting the skins into the game is a simple matter of drag and drop, and there's a service that maintains and downloads everyone else's skins too (albeit it's not actually an iRacing service).

Still only the hardcore few actually have their own skins, and even then most of them seem to get someone else to make it for them. And this is in a game where everybody is more or less by definition really into sim racing, by virtue of the amount of money they've had to lay down.

It's a great thing to have. But it's not exactly a make or break as far as sales go. Hence why it doesn't turn up on consoles, only on PC where the sum total of work on the part of the developer to make it available to players is to not make their systems too labyrinthine.
 
@HKS racer ... I agree, I think it would be incredible to create all the content you want in a game as an end user. The problem is, we have a very limited resource and schedule to work with. Some things (rightly or wrongly) were stripped out of the code base for Grid2 (such as team management, creating your own team livery off-line etc). It would have been great to bring all that back for Autosport, but we'd have to re-write a LOT of code etc to get that feature in. Beacuse a lot changed for Grid 2, it's not just a case of 'copy/paste' as most gamers think. Different feature fed off different things. If we 'copied' in the livery stuff into offline again, everything else would need re-written too.

These are all things we've identified in the studio aswell. Remember, we're gamers too. The problem is, we're not the size of EA or PD.... we don't have the seemingly endless supply of money that they do. We're very much constrained by time and budget.

With each game, we learn new things and learn from our mistakes (or try too). I think Grid Autosport is a step in the right direction.... onwards and upwards as they say ;)
 
I'd hesitate to call it the biggest advantage. For some people it's amazing, but I'd say that a vast majority of people don't really care.

Take something like iRacing. The files to edit are readily available, there's lots of guides, putting the skins into the game is a simple matter of drag and drop, and there's a service that maintains and downloads everyone else's skins too (albeit it's not actually an iRacing service).

Still only the hardcore few actually have their own skins, and even then most of them seem to get someone else to make it for them. And this is in a game where everybody is more or less by definition really into sim racing, by virtue of the amount of money they've had to lay down.

It's a great thing to have. But it's not exactly a make or break as far as sales go. Hence why it doesn't turn up on consoles, only on PC where the sum total of work on the part of the developer to make it available to players is to not make their systems too labyrinthine.
What would have been Forza without a livery editor? If there's one, the ability to assign user's made liveries to AI is the next logical step toward great gameplay. Not mandatory of course, but since doesn't need lot of effort it's one of those things that can put people on a positive mood while playing your game.

It's one of those things you miss when it's removed. Imagine if tomorrow iRacing for whatever reason decide to quit liveries and you are their PR guy that officially tell Nascar fans tomorrow iRacing would quit custom liveries and have to deal with their epic rage in the forums. Than come back at me telling me how much you enjoy your work. :)
@HKS racer ... I agree, I think it would be incredible to create all the content you want in a game as an end user. The problem is, we have a very limited resource and schedule to work with. Some things (rightly or wrongly) were stripped out of the code base for Grid2 (such as team management, creating your own team livery off-line etc). It would have been great to bring all that back for Autosport, but we'd have to re-write a LOT of code etc to get that feature in. Beacuse a lot changed for Grid 2, it's not just a case of 'copy/paste' as most gamers think. Different feature fed off different things. If we 'copied' in the livery stuff into offline again, everything else would need re-written too.

These are all things we've identified in the studio aswell. Remember, we're gamers too. The problem is, we're not the size of EA or PD.... we don't have the seemingly endless supply of money that they do. We're very much constrained by time and budget.

With each game, we learn new things and learn from our mistakes (or try too). I think Grid Autosport is a step in the right direction.... onwards and upwards as they say ;)
Well that sounds fair enough, thanks for the reply and for letting us know you are aware about this kind of stuff, but as you said, some decisions has to be made in order to keep up with schedule.
 
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Only played for a couple of hours with my G25, but first impressions are good. It makes a refreshing change to have the option of proper practice and qualifying sessions (when compared to GT6). The racing is good, I have only completed the first event in touring so far, but it seems well matched and you genuinely have to fight for the positions, not dodge rolling chicanes. When I have a bit more experience I will give online a go, but as I say, first impressions are good.
 
I have no trouble with Ravenwest. They're aggressive, but they never aim for contact. They'll rub doors, sure, but their moves never rely on contact to work. Maybe I'm not racing them hard enough, but I've been able to defend again McKane, even on Hard. It's the Kickers who give me trouble. They won't think twice about nudging me off - they'll just do it.

Each AI team has different abilities/attitudes. Some are aggressive, some are clean(ish) and some are a bit wreckless.
 
I have to say I agree with IGN about the endurance racing - it's weird to see the AI racing as though they would in touring cars. The cars are twitchy enough to begin with (and it does not help that the entry-level teams have no tuning options), but the AI tear through with their elbows out. Right at this very moment, I have a McLaren parked by the side of the road at Algarve, waiting for the timer to run out.
 
Gotta say the teammate control function works great; he was in 2nd me in 3rd i gave him orders to attack and he got the Ravenwest chap that was driving in front to make a visit to the kitty litter :D, then i give him orders to hold and i pass him easily for the win.

They are really at your command and it's nice to learn to include that strategy in your races.

Right at this very moment, I have a McLaren parked by the side of the road at Algarve, waiting for the timer to run out.
Just out curiousity why do you wait it out and not quit?
 
Real life GP circuits reversed, what a stupid idea. Having your first online race at a reversed Spa is just not on.
Yeah and Bathurst reverse also :lol: , by the time we learn to drive them reverse the challenge is over.
Bit silly indeed and it will put off a lot of people for making the effort on doing racenet challenges in the first week that the game is out. I'm too busy with the game itself now to bother learning Bathurst or Spa reverse.
 
Tip of the day; try Formula C's on the Chicago track, it's really a blast. Is the Chicago track a new addition or was it in there before? @anim8r_uk you had to animate the steam coming out of the sewers and the electrical sparks from the metro passing over? Great stuff
 
Gotta say the teammate control function works great; he was in 2nd me in 3rd i gave him orders to attack and he got the Ravenwest chap that was driving in front to make a visit to the kitty litter :D, then i give him orders to hold and i pass him easily for the win.

They are really at your command and it's nice to learn to include that strategy in your races.

Just out curiousity why do you wait it out and not quit?
I have yet to use the team function...I should check this out..looks like fun:lol:
 
Real life GP circuits reversed, what a stupid idea. Having your first online race at a reversed Spa is just not on.

Yeah and Bathurst reverse also :lol: , by the time we learn to drive them reverse the challenge is over.
Bit silly indeed and it will put off a lot of people for making the effort on doing racenet challenges in the first week that the game is out. I'm too busy with the game itself now to bother learning Bathurst or Spa reverse.

It's a game.....

Tip of the day; try Formula C's on the Chicago track, it's really a blast. Is the Chicago track a new addition or was it in there before? @anim8r_uk you had to animate the steam coming out of the sewers and the electrical sparks from the metro passing over? Great stuff

Thanks....Yup... I did all the Visual FX in Autosport :D

Chicago was in Grid 2 aswell.
 
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