Thanks for the tips Simo. I'll give that a try. I think this game will be great for DSP Poker Nights.GB_Simo wrote:Jack, the cones have been the key thing for me - if you can get close enough to a few of those and then either keep a long drift going or link a couple together, you can get right into the highest scoring category. It is easy to spin, you're right, but it's a bit easier to manage the drifts if you keep more speed up and have a fairly small drifting angle, so that the tail isn't hanging out too far.
Codies announce Race Driver: GRID
Moderators: Bill_Abner, ScoopBrady
GB_Simo wrote:Jack, the cones have been the key thing for me - if you can get close enough to a few of those and then either keep a long drift going or link a couple together, you can get right into the highest scoring category. It is easy to spin, you're right, but it's a bit easier to manage the drifts if you keep more speed up and have a fairly small drifting angle, so that the tail isn't hanging out too far.
I don't know of any other way to run up a big total, and with the way the scoring is set up I can't imagine there is one. I'm open to being educated there if anyone's got another way.
Yeah, it's possible to get a good amount of points whenever you hit those cones while drifting.
The Drift points system in GRID is set up similar to how it is for PGR whenever driving through those cones in that series. To rack up big points in a Drift GP event you gotta keep the combo "alive" so the multiplier keeps active while you're drifting and points will continue to pile up. The multiplier will remain on the screen for about three seconds of inactivity and then the points will transfer over to your total when the combo is "dead," or complete. So there is a risk involved whenever you go for the mega points as you'll have to go a long way around the track fast without hitting any obstacles in order to keep the multiplier going. But if you hit something, none of these points will transfer over to your score, no matter how large the number was. (Edit: Check that -- I think it's possible to hit those small empty boxes without losing combo points.) So it's better to go slow and safe and see the points add up to your total once the combo is finished rather than go fast to keep the combo going, hit something and earn nothing to show for it.
Kruza
Last edited by Kruza on Fri May 16, 2008 2:01 pm, edited 3 times in total.
- brendanrfoley
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To me PGR4 is the better game, why? Because GRID is trying to copy the PGR formula not the other way around. I also got tired of the kamikaze AI in GRID that's trying to spin you out at every opportunity.JackB1 wrote:Please explain why you think PGR4 is the better game?brendanrfoley wrote:I think GRID falls into the 'rental' category for me.
I enjoyed the demo, don't get me wrong. But I do not see how this title will replace PGR4 as my racing game of choice.
Rodster wrote:To me PGR4 is the better game, why? Because GRID is trying to copy the PGR formula not the other way around. I also got tired of the kamikaze AI in GRID that's trying to spin you out at every opportunity.JackB1 wrote:Please explain why you think PGR4 is the better game?brendanrfoley wrote:I think GRID falls into the 'rental' category for me.
I enjoyed the demo, don't get me wrong. But I do not see how this title will replace PGR4 as my racing game of choice.
But they really don't...unless you do it to them first-at least now that I've learned corners a little better, and all that. This feels like a 'balls to the wall' game, but it really isn't. We played online some last night, and it was a blast-I think we all came away with a 'buy' mentality after that. It's really good...
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GRID might be a buy for me if there is enough of the "real racing" and none of this drift or "street" stuff.
However, as has been said on here, I found the physics of the racing to be too light and "airy"..... When I'm driving the BMW it feels too light on it's feet, for lack of a better word.
However, as has been said on here, I found the physics of the racing to be too light and "airy"..... When I'm driving the BMW it feels too light on it's feet, for lack of a better word.
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I've barely played the demo, but the overly 'light' sensation was very noticeable to me from the beginning.Gangrel wrote: However, as has been said on here, I found the physics of the racing to be too light and "airy"..... When I'm driving the BMW it feels too light on it's feet, for lack of a better word.
Of course, I've been mostly driving the 'brick-laden' cars of GTAIV lately...
I agree. If you wait and be patient, you will slowly progress through the field without getting smashed. If you are too aggressive and stick your nose in every opening you see, you will end up getting bumped like crazy.tealboy03 wrote:Rodster wrote:To me PGR4 is the better game, why? Because GRID is trying to copy the PGR formula not the other way around. I also got tired of the kamikaze AI in GRID that's trying to spin you out at every opportunity.JackB1 wrote: Please explain why you think PGR4 is the better game?
But they really don't...unless you do it to them first-at least now that I've learned corners a little better, and all that. This feels like a 'balls to the wall' game, but it really isn't. We played online some last night, and it was a blast-I think we all came away with a 'buy' mentality after that. It's really good...
Gangrel wrote:GRID might be a buy for me if there is enough of the "real racing" and none of this drift or "street" stuff.
However, as has been said on here, I found the physics of the racing to be too light and "airy"..... When I'm driving the BMW it feels too light on it's feet, for lack of a better word.
I sort of went over the physics model of GRID at a post inside a thread at OS. This is mainly because of lack of weight transference that exists along either axle while making slight left-right or right-left steering inputs, like a player does when tapping or wiggling the left stick. There needs to be a delayed or sluggish response in the steering whenever the car makes sudden moves from side to side or while cornering in order to simulate subtle weight transference and varying grip among the left and right tires. But none of this stuff occurs in this game unless the car goes over a curb, rumble strip or a banked curve on a track. It’s like there is no such thing as centrifugal force or lateral Gs when racing in this game.
However, you can tell by how the car behaves while going uphill and downhill on the San Francisco and Jarama tracks that there are weight to the cars, especially the Mustang GT Concept.
Dave wrote:I'm just not enjoying this demo much at all. The cars feel too light, I hate the drifting, and the AI seems to be a step back from previous Codies efforts. I will probably give it a rent, but there's too much I dislike to buy it day 1.
Heh, I love the drifting in GRID a lot. This mode reminds me of the glory days of throwing the McLaren F1 sideways while playing SEGA’s Super GT in the arcades. Fun times.
Kruza
Hey JackB1,
You and GB_Simo are absolutely right about the cones. I experimented on what happens when the car hits them and when it doesn't, and it goes the way you guys explained it. You have to get close to them but cannot hit them to get points. It's possible to get up to 20,000 points for drifting very close around one.
Kruza
You and GB_Simo are absolutely right about the cones. I experimented on what happens when the car hits them and when it doesn't, and it goes the way you guys explained it. You have to get close to them but cannot hit them to get points. It's possible to get up to 20,000 points for drifting very close around one.
Kruza
Thanks for the tips guys, I finally beat the drift race! I finally learned how to keep the multiplyers going and got better at controlling my drifts. I still cannot figure out how close you can get to the cones and still get credit. I have hit them several times and it's said "perfect". I wonder if it gives you a little "cusion" or if you can clip the cones without the wheels going over them?
Either way, I LOVE the drift mode now that I figured out how to do it. Can't wait for this game to come out. This and DiRT will be 2 of the best racing games on the 360 IMO.
Either way, I LOVE the drift mode now that I figured out how to do it. Can't wait for this game to come out. This and DiRT will be 2 of the best racing games on the 360 IMO.
Yeah, drift mode is a lot of fun. One time I had gotten into a rhythm and got the multiplier up to 18X and then boom... I slam right into a barrier. Man, I was so pissed when that happened. Had me fuming for hours. Now I settle for 10X-13X and then slow to a crawl to kill the combo and secure the points, then start another long combo.
Anyway, I find it's a good idea to swerve on long straights and pick up standard "drift" and "great drift" ratings to keep the combo going. There's no time limit for this event, so it's not really necessary to go fast around the track. And I'm also trying to consistently pull off the "drift king" rating on all double-apex corners.
Kruza
Anyway, I find it's a good idea to swerve on long straights and pick up standard "drift" and "great drift" ratings to keep the combo going. There's no time limit for this event, so it's not really necessary to go fast around the track. And I'm also trying to consistently pull off the "drift king" rating on all double-apex corners.
Kruza
Why didn't you do the "rewind" thing and restart just before the crash?Kruza wrote:Yeah, drift mode is a lot of fun. One time I had gotten into a rhythm and got the multiplier up to 18X and then boom... I slam right into a barrier. Man, I was so pissed when that happened. Had me fuming for hours. Now I settle for 10X-13X and then slow to a crawl to kill the combo and secure the points, then start another long combo.
Anyway, I find it's a good idea to swerve on long straights and pick up standard "drift" and "great drift" ratings to keep the combo going. There's no time limit for this event, so it's not really necessary to go fast around the track. And I'm also trying to consistently pull off the "drift king" rating on all double-apex corners.
Kruza
Did you have "pro mode" on? Some may find that "rewind" feature cheesy, but I kind of like it. It's a better option than hitting "restart" again and again.
I haven't tried doing quick "slides" on straight aways just to keep the multiplier going.....good idea! There's nothing like nailing both cones on a
double apex corner! Great fun!
Thats early isnt it?...The game doesnt come out for another 2 weeks?Rodster wrote:IGN just posted their review. http://xbox360.ign.com/articles/876/876137p1.html
8.7/10
I dont care what IGN has to say about sports/racing games but Ill equate it to chicken soup and a cold...It cant hoit.
I am looking forward to this one and getting back to some XBOX Live.
- pk500
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I bet it has Starforce, too, since it's a damn Codies' disc. The Codies and Ubisoft are about the only douchebags who still use that horrible crap to "protect" their discs.
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PK
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PK
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