Official Ferrari Challenge Thread

  • Thread starter kekke2000
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Another problem. I don't have a credit card (and I'm not going to get one just for a game), so I won't be able to download new cars and tracks that we have to pay for. I will get stuck with a "limited" (content wise) game.
I played it for about 10 minutes and from what I've seen it's not worth €64,98 to be honest. €40 (second hand) maybe, €64,98, nope.



My book about my decision-making-proces will be out next year and it will be a best seller.
 
Anyone already unlocked the SP333? and if where did you get it ;)

I have it, it was unlocked in the European Ferrari Challenge, it open up for sale when I completed the series.

Well worth getting as its a stunning car.


Regards

Scaff
 
Another small addition to gameplay-related issues:

The controller is obviusly much faster than wheel. I can't say is it because of aids that someone is using or what, but in few races that me and my friend successfully joined - we were literally blasted-off.

Since we're both using G25's, we concluded that other driver is using controller, since there is no way on earth he could shave us for more than 2 seconds after just few turns on Mugello. Or maybe we just suck at driving, which is somehow hard to believe :)
 
I have it, it was unlocked in the European Ferrari Challenge, it open up for sale when I completed the series.

Well worth getting as its a stunning car.


Regards

Scaff

Thanx! I asume you'll have to finish 1st in the championship?

regards,
galgospeed
 
Thanx! I asume you'll have to finish 1st in the championship?

regards,
galgospeed

I think (writing this from work) that I finished 3rd in that. I actually did the European series first, as the range of tracks appealed to me more that the Italian and American series.


Regards

Scaff
 
Another small addition to gameplay-related issues:

The controller is obviusly much faster than wheel. I can't say is it because of aids that someone is using or what, but in few races that me and my friend successfully joined - we were literally blasted-off.

Since we're both using G25's, we concluded that other driver is using controller, since there is no way on earth he could shave us for more than 2 seconds after just few turns on Mugello. Or maybe we just suck at driving, which is somehow hard to believe :)

I don't know if it's faster, but sure is easier. I quit completely to play this game with the wheel, I'm waiting for the patch to be released, just to set a much lower force feedback setting. Then, I'll play it with the wheel again.
 
same here, playing with me g25 just sucks, but it's quite playable with a gamepad, which this game was developed for me thinks, it's definately more arcade then sim.

they developed it for gamepad, then added g25 support. oh damn the force feedback it too strong, oh well lets release a patch afterwards...
 
same here, playing with me g25 just sucks, but it's quite playable with a gamepad, which this game was developed for me thinks, it's definately more arcade then sim.

Mate, If I were you - I wouldn't go that far. If FC:TP is arcade, than sims are nonexistent.

Game is obviously developed with wheel in mind, and I find it GREAT playing it with the wheel. Also, it seems to me that I'm the only one that actually LIKES the force feedback strength.

Have any of you ever played original F355 game in cabinet? Or drive the car WITHOUT steering assists? Overall force feedback support, the way that pedals are analogue-calibrated, and feel of wheel-driving is second-to-none.

My only conclusion was that playing with controller produce faster times. Thus, I'd like to see private lobbies option ASAP since I do not like to be wasted by someone who's not plying with the wheel :)
 
like your saying controller produces better times then wheels, which makes it more arcade then sim, in GT5p every one with wheel is faster then controller :)

what I don't like about the force feedback mostly, is the deadzone (center of wheel), the wheel just slams back into it...and I get the same feeling when I want to correct oversteer or something...

lets just say the FF is not smooth, like gt5p.
 
Hi,

The much anticipated patch is in final testing and will be with Sony for approval in the next couple of days. Subject to their testing, it will be available later next week.

Sorry it's taken longer than we would have liked, however we have used the extra time not only to fix known issues but also implement additional features that have been requested by the community:

On-line
Numerous fixes to the On-line racing experience
Added option to have races without car to car collision
Added a 30 minute race duration
Collision Penalty system improved
General lag and collision performance improved
Name Tags can be toggled on and off
End of race experience improved

A.I.
Defending the inside line has been improved
A.I. will now try to stop a player drafting, within reason
Being too aggressive towards an A.I. racer will result in them being aggressive towards you for a set period of time
A.I. will overtake on the entry to a corner by diving up the inside when appropriate
Difficulty is selectable between Automatic, Beginner, Intermediate and Expert

General
Accuracy of the time to car in front and behind indicator, as displayed on the HUD, is improved
Force Feedback strength can be adjusted on all wheels
Scaling issues in the Vinyl Tool fixed
Engine sounds improved
Reduced volume of grind gear sound
Assist cheat fixed

Leaderboards
Both Time Trial and Ranking leaderboards fixed
The accuracy figure shown in the Ranking leaderboard is your best Tutorial score​

Once again, thanks for your pateince...
 
Mate, If I were you - I wouldn't go that far. If FC:TP is arcade, than sims are nonexistent.

Game is obviously developed with wheel in mind, and I find it GREAT playing it with the wheel. Also, it seems to me that I'm the only one that actually LIKES the force feedback strength.

Have any of you ever played original F355 game in cabinet? Or drive the car WITHOUT steering assists? Overall force feedback support, the way that pedals are analogue-calibrated, and feel of wheel-driving is second-to-none.

My only conclusion was that playing with controller produce faster times. Thus, I'd like to see private lobbies option ASAP since I do not like to be wasted by someone who's not plying with the wheel :)

I'd totally agree with you amar212!, i love the G25 on FC, force feedback is perfect to me and can feel every single movement of the car. Having driven a car in anger (not a ferrari though) i totally get how strong the ffb is and i mostly drive it one handed..cus the other is busy changing gears with the stick :)

Giving an option to lower it is coming in this impending patch i read though.. so its going to be a null and void point very soon. It'll be handy for late night races though so u dont have to wake anyone up.

Not sure about the pad vs wheel thing though, i know on another forum i go on we had a guy who was excellent with the pad and set a 1:20 on the tutorial track, which most of us with wheels are a second or so off. We concluded it comes down to twisty tracks being better for the pad and those such as spa will probably suit the wheel down to being more accurate for the apex's/sweeping bends...but like most of us i didnt buy the wheel for an advantage. Got it for the fun/immersion factor.
 
Looking forward to the patch Ferraripro.

And thanks very much again for taking your time to actually give feedback and listen to our sugestions. it is very much apriciated :)
 
Hi,

The much anticipated patch is in final testing and will be with Sony for approval in the next couple of days. Subject to their testing, it will be available later next week.

Sorry it's taken longer than we would have liked, however we have used the extra time not only to fix known issues but also implement additional features that have been requested by the community:

On-line
Numerous fixes to the On-line racing experience
Added option to have races without car to car collision
Added a 30 minute race duration
Collision Penalty system improved
General lag and collision performance improved
Name Tags can be toggled on and off
End of race experience improved

A.I.
Defending the inside line has been improved
A.I. will now try to stop a player drafting, within reason
Being too aggressive towards an A.I. racer will result in them being aggressive towards you for a set period of time
A.I. will overtake on the entry to a corner by diving up the inside when appropriate
Difficulty is selectable between Automatic, Beginner, Intermediate and Expert

General
Accuracy of the time to car in front and behind indicator, as displayed on the HUD, is improved
Force Feedback strength can be adjusted on all wheels
Scaling issues in the Vinyl Tool fixed
Engine sounds improved
Reduced volume of grind gear sound
Assist cheat fixed

Leaderboards
Both Time Trial and Ranking leaderboards fixed
The accuracy figure shown in the Ranking leaderboard is your best Tutorial score​

Once again, thanks for your pateince...

Look forward to it and thanks for keeping us in the know!
 
Hi,

The much anticipated patch is in final testing and will be with Sony for approval in the next couple of days. Subject to their testing, it will be available later next week.

Sorry it's taken longer than we would have liked, however we have used the extra time not only to fix known issues but also implement additional features that have been requested by the community:

...

Once again, thanks for your pateince...



Thank you for sharing this info. If you don't mind I'll share my view on the features you posted:

On-line
Numerous fixes to the On-line racing experience
Added option to have races without car to car collision - From my experience in TRD3, that's good when we have lag problems. I don't intend to use it much but the option being there doesn't hurt anyone and can become useful if needed. 👍

Added a 30 minute race duration - That's great, I like endurance races where you can take the time to move up the field and consistency is (at least) as much important as speed! 👍 👍 👍

Collision Penalty system improved - I have no sufficient experience to comment here, but an improvement is always welcome 👍

General lag and collision performance improved - Again, not enough experience, same comment as above 👍

End of race experience improved - I don't know what was wrong with it before, same comment as above 👍

Name Tags can be toggled on and off - That is good, considering that these, sometimes, get in your view of the field and cover the braking reference points! 👍 👍 👍



A.I.

Defending the inside line has been improved - I don't understand this one. In my experience, the AI cars do defend the inside line and, if there's something wrong with it it's that they totally un-protect the outside line. And that makes the race experience a litle unrealistic, because when you get used to the AI behaviour, it becomes very (too) easy to make an outside pass. That's how 90% of my overtaking happens in this game. Hope this improvement solves that 👍

A.I. will now try to stop a player drafting, within reason - That's great and, if within reason, realistic! 👍 👍 👍


Being too aggressive towards an A.I. racer will result in them being aggressive towards you for a set period of time - Hmmm :ill: ... that's fair :ill: ... I guess ... :ill: time to be more corteous in your offline races ... :)but don't make them rammers/punters like most humans we meet online! 👍 👍 👍


A.I. will overtake on the entry to a corner by diving up the inside when appropriate - Great. Better that than punting. And more realistic also! 👍 👍 👍

Difficulty is selectable between Automatic, Beginner, Intermediate and Expert - Do you mean this in Arcade? I guess so, and that's another cool feature to customize our races! 👍 👍 👍

General

Accuracy of the time to car in front and behind indicator, as displayed on the HUD, is improved - Yes, definitely that needed improvement! 👍 👍

Force Feedback strength can be adjusted on all wheels - That alone justified a patch, even if some very strong and muscled guys, like Amar :dopey: like the strong FF we have so far. 👍 👍 👍 👍

PS - May I point out, for a future patch/fix, that the "select" button doesn't work in the Driving Force wheel, something that two of these forum members have separately confirmed.


Scaling issues in the Vinyl Tool fixed - That's nice, although I'm not an expert so my liveries are pretty basic and any issues are way beyond my ability to even know they exist. 👍


Engine sounds improved - I really hope that this improvement is not about the sound of "our" engine, but about the fact that when we have other cars close, we only hear the engine noises of those other cars, not ours :crazy: If this is the fix, it's a great and needed one 👍 👍 👍

Reduced volume of grind gear sound - So far, I had no problem with that sound, but I don't have a problem with that fix also! 👍


Assist cheat fixed - I don't have a clue what this "cheat" is, but I'm all for fixing cheats! 👍

Leaderboards
Both Time Trial and Ranking leaderboards fixed
The accuracy figure shown in the Ranking leaderboard is your best Tutorial score


I didn't check leaderboards so far, so I don't even know what needed a fix. About the Tutorial accuracy figures, I think Tiff is lousy at giving scores, I'm much better than the scores he gives me :dopey:


So, in all, a very much apreciated patch! 👍 👍 👍
 
Hi,

The much anticipated patch is in final testing and will be with Sony for approval in the next couple of days. Subject to their testing, it will be available later next week.

Sorry it's taken longer than we would have liked, however we have used the extra time not only to fix known issues but also implement additional features that have been requested by the community:
On-line
Numerous fixes to the On-line racing experience
Added option to have races without car to car collision
Added a 30 minute race duration
Collision Penalty system improved
General lag and collision performance improved
Name Tags can be toggled on and off
End of race experience improved

A.I.
Defending the inside line has been improved
A.I. will now try to stop a player drafting, within reason
Being too aggressive towards an A.I. racer will result in them being aggressive towards you for a set period of time
A.I. will overtake on the entry to a corner by diving up the inside when appropriate
Difficulty is selectable between Automatic, Beginner, Intermediate and Expert

General
Accuracy of the time to car in front and behind indicator, as displayed on the HUD, is improved
Force Feedback strength can be adjusted on all wheels
Scaling issues in the Vinyl Tool fixed
Engine sounds improved
Reduced volume of grind gear sound
Assist cheat fixed

Leaderboards
Both Time Trial and Ranking leaderboards fixed
The accuracy figure shown in the Ranking leaderboard is your best Tutorial score
Once again, thanks for your pateince...

May I ask why PD does not provide these kind of updates & information about updates for GT5P???
 
A) They're too big

B) They're too busy

C) Why would they come here? After all, this is a Ferrari Challenge fans site! :dopey:
 
Finally got a dualshock controller and this game...

My plus points of this game:
- Driving is pretty difficult, takes some getting used to
- The design shop is fun extra
- Tiff is cool!

My critical points:
- AI seems to be very good in qwalifying but when racing they are waaaay slower.
- AI seems to brake very early
- Why no split screen? :( Not fun when friends come over...

Still have to try online but my ps will not go online atm :(

The 'rumble' in the in gamepad is almost non - existing :P
 
Thank you very much Ferraripro! You guys made a great game! Looking forward to aanouncements regarding DLC 👍
 
If you make a new Livery for a Challenge car (F430) can it be used in a challenge championship?
Do you have to own the car to use your own Livery?
 
If you make a new Livery for a Challenge car (F430) can it be used in a challenge championship?
Do you have to own the car to use your own Livery?

I think (still a litle unsure about it) that you can change the livery in the Chellenge car. However, if you make a new livery and save it as a 4th livery, you won't be able to enter that car in any of the Challenges.
 

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