This game is a puzzle.
I spent some time online for the first time (with ENERGIYA) last night. Didn't see anything bad in the way of lag, but I didn't have a clue as to how the cars were selected: apparently you can use cars that are not in your garage?
I then went back into Career to try & advance through the tiers. Put the AI on Medium as I don't know most of the tracks. It was very easy to win using a combination of Precision & plain old-fashioned Aggression (really, truly ridiculous! ). I also changed the steering from 900 to 540 which got rid of the deadzone. But at the end of an hour I was feeling just totally disgusted with the game. Agreeing that it isn't all that "sim" at all.
Then I bought myself an Elise, changed the steering back to 900 & the AI to Hard, the HUD off, & went back to the Nordschleife in Quick Race...
WOW! The sound is just sensational (I've never driven an Elise but the detail of all the sounds seems 100% convincing) & with 900 degree steering back it starts to feel more like a sim again. The cockpit view, the jiggling & bouncing, the blurr - it all actually works very well & creates a very immersive experience.
So, I'm still not sure, but at this point:
sim accuracy: 7/10
immersion: 9.5/10
Okay, so I heard many people complaining about the Tier3+ cars being really hard. I just bought me a Zonda R and it handles like a dream. So, which cars are you guys having problems with? So far, they all appear to handle quite decently (unless you overtune them).
Says how to in the manual iirc.
No, it doesn't. Can you please tell me.
The key is the Speed Steering setup on 0% - it is the thing that gives you back both "livezone" and force feedback effect on the straights.
And I'm sorry - you just have to have Steering Sensitivity up to 100% - I wrote it wrong, I've fixed it now.
And without 900 steering is soooo gimped that literaly nothing can fix it.
Above setup is almost the same feeling as in GT5.
Finally, IS there any meaningful mechanical damage? I actually do like the damage/collision in-cockpit visual effects - far better than the bumper-cars thing in GT. It confirms what I've always felt: some damage, even unrealistic or non-mechanical damage, is better than none.
One other thing: I like the clutch implementation - much easier than in GT5P where it's just too difficult to time the clutch use, given that there's no "feel".
The thing I've noticed about Shift is it doesn't focus too much on mechanical damage, but the mechanical damage it does focus on is annoying enough to make you want to chuck your controller at your television set.
If you haven't noticed, the car stalls once you've impacted several times and the dog-tracking also becomes more severe the more damage you take and the faster you go, oh, and your top speed along with your acceleration is also capped after a while.
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The thing I've noticed about Shift is it doesn't focus too much on mechanical damage, but the mechanical damage it does focus on is annoying enough to make you want to chuck your controller at your television set.
If you haven't noticed, the car stalls once you've impacted several times and the dog-tracking also becomes more severe the more damage you take and the faster you go, oh, and your top speed along with your acceleration is also capped after a while.
I'd noticed the stalling thing. What is "dog-tracking"? I hadn't noticed the acceleration & top speed limitation though.
Why do you find that so annoying? Ultimately, the idea is to avoid collisions. Once everyone is more practiced, I imagine there won't be much damage (as long as you avoid the GRID-fans).
wtf... how could the physic engine allow this to happen!?