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- Milton Keynes
- Infinity8-8
I think genius is pushing it but I agree with the rest. He’s ambitious in a way nobody else is - these days you have Polyphony and Turn 10, and nobody else even bothers to match up to that. And you’re talking about two series in Forza and GT that IMO peaked in their fourth iterations over a decade ago and have become fairly formulaic and predictable since. So nobody is innovating or trying to push the genre forward, except Ian Bell and his team. So I really hope they pull it off.love him or hate him, ian bell is a genius. Few are people who take big risks and try to reinvent the wheel. Innovation and creativity can be a hit or miss. A hit like pc1 and pc2 or a miss like pc3. Either way we need people like ian bell otherwise we will have the same games under different names, aka forza and gt.
Kaz and PD are also known for pushing the envelope. It's a shame that in the last few years, they went on a totally different path, which is "the real photography simulator"
Why would they credit it here? It looks like an internal WIP video that Ian decided to share. If they are using his engine simulator, the license/copyright will appear somewhere in the game.That was done with AngeTheGreat's engine simulator. Credit nowhere to be found, unless I'm missing something?
It's a permissive license too. Basically saying 'do whatever you want with it, but I am not liable for anything'. I use similar licenses on my own open source stuff and that means I really don't care what folks do with it (but also that they're on their own if they encounter bugs/etc.). If developers need more protections (=more restrictive license) they shouldn't use MIT, Apache, etc. licenses. Ian is smart enough to use what he can for free, but I'm quite sure he'd also hire/pay the dev for consultancy if they would need support on this specific library if that would be more efficient than forking/coding themselves.Why would they credit it here? It looks like an internal WIP video that Ian decided to share. If they are using his engine simulator, the license/copyright will appear somewhere in the game.
"It's called a motor race Sesto, ok?"Would love it if the race engineers on the radio called us idiots 🤣
Would love it if the race engineers on the radio called us idiots 🤣
I wonder if there's a Günther Steiner mode - nah, it would be the only racing sim with an 18 ratingIt's a permissive license too. Basically saying 'do whatever you want with it, but I am not liable for anything'. I use similar licenses on my own open source stuff and that means I really don't care what folks do with it (but also that they're on their own if they encounter bugs/etc.). If developers need more protections (=more restrictive license) they shouldn't use MIT, Apache, etc. licenses. Ian is smart enough to use what he can for free, but I'm quite sure he'd also hire/pay the dev for consultancy if they would need support on this specific library if that would be more efficient than forking/coding themselves.
"It's called a motor race Sesto, ok?"
It still shines if you treat it like a track day simulatorProject CARS 2 was so nearly the perfect racing sandbox, held back by occasionally being a bit of a wonky game underneath all the ambition.
Got to be Late 90's British touring for me, absolutely awesome cars there. The other choice is moot for me as I don't really care for the other 3, but voted World Sportscars.Some new updates from February on the Straight 4 website.
The engine sounds are pretty nice!News
www.straight4.com
Put your votes in for a couple of racing series you'd like to appear in the game on HERE.CARS, CARS, MOTORCARS! (PLEASE HELP!)
February came and went in a blur as game features from the Game Design Bible were brought into the light and mercilessly prodded for days on end. The result? Much of the sim has been signed-off on, and the dev’ team are now at work creating the studio’s next sim racer.
A large part of that discussion was spent on finalizing the cars that will ship with the game. (The tracks were confirmed relatively quickly, the title making them somewhat of a given.) The cars, though … well, that turned into a the usual, uhm, “discussion”! Everyone at the studio being a self-confessed gearhead and sim racer resulted in a rowdy discussion after the initial batch of cars were quickly agreed on (obvious choices for the sim that’s being built).
But after that, since every car will be created from scratch, the dev’ and brand teams were left with pretty much carte blanche. Not a good thing, as it turned out! If you think about it, motorsport has a preposterous number of cars and series that would be an absolute pleasure to recreate (and race), and suggestions ranged from 1970s Can Am monsters to 1960s Trans Am killers to 1930s Grand Prix legends. Once the dust settled, the studio was left with a small but racy list of cars and series that are on the cusp of either making it into the sim or ending up on the cutting-room floor. Problem is, no one seems to want to make the final decision!
So that’s where you come in, dear Newsletter reader. (Help…) If you have the time and inclination, you can head over to the website and vote on which motorsport series you’d most like to see in-game. Your guiding hand here would be really appreciated (i.e., please help!).
One seems an obvious choice to me and from the results others think the same. Which one's would you choose?
Same choices for me and for much the same reasons. The other two are a bit more limited in their car selections and scope. I suppose late 90's TCs are too. But TOCA, yes please. (Although the track choices will be relevant)Got to be Late 90's British touring for me, absolutely awesome cars there. The other choice is moot for me as I don't really care for the other 3, but voted World Sportscars.
Yeah, I mean there's certainly at least 9 cars they can do for late 90's touring, maybe 11, depending on hour much of the late 90's they cover, if they did the whole '95-'99 period, it could look like this:Same choices for me and for much the same reasons. The other two are a bit more limited in their car selections and scope. I suppose late 90's TCs are too. But TOCA, yes please. (Although the track choices will be relevant)
I'm just imagining how they will look in Unreal 5. 😉fortunately Ian Bell knows this and pCars 1, 2 and 3 had very healthy numbers from Britain
This was how I used it, and PC1 before it. And it was really good at it.It still shines if you treat it like a track day simulator
This was one of the strong points of PC/PC2, and Shift 2 before those. Especially loved the historical versions.I'd love a game that has a more varied and unusual track selection.