Codies announce Race Driver: GRID

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Naples39
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Post by Naples39 »

Inuyasha wrote:Having a hard time getting into this game. It's like the game doesn't know if it wants to be PGR, Burnout, or Toca.
Just forget your notions of what it should be, and drive aggressively. I enjoy it most in short bursts.
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Kruza
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Post by Kruza »

Yeah, like Naples39 mentioned, you'll pretty much have to drive aggressively in order to compete early on because these are mainly short sprint runs and you often start in the back of the grid. Especially in those street ciruits like Detroit, Long Beach, Washington DC and Shibuya. However, when you get to the later Pro level races and up, that's not going to work all that well. You'll have to focus on making clean and fast runs, and getting around other cars while making as little contact as possible (preferably no contact) because you'll get bumped from behind if you're going too slow and/or racing along a line separate from a pack of other cars. The CPU cars behind won't slow down for you if brake too much approaching a corner, go too wide at the turn-in point or the apex, or late in accelerating quickly on the exit.

Invest in a really good driver as a teammate so your team as a whole can collect more sponsorship money. Allow your major sponsor (the one who gives out double the rate) to be the sponsor that only requires you to finish a race as its objective. This way you'll pretty much have guaranteed money in the bank for every race you compete in.

And try to compete in all regions. For instance, don't completely ignore Japan events because you don't happen to like drifting or racing in aftermarket tuned cars. You'll be passing up a lot of money and reputation points doing this.

Kruza
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Teal
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Post by Teal »

I'm not sure it's going to have any more staying power with me. I just absolutely sucked in last night's racing, and what's more...I didn't really care. A couple of times I just took 'er into the wall so I could stop.

It's not a bad game, but I find I'm kind of forcing myself to play it...would rather be doing something else. I want a revival of GTAIV, as it didn't get NEARLY the attention it deserves. But I'm not even keen on spinning that one for single player anymore.

... :cry: maybe I'm just missing mixer... :cry:

(It's a damn joke, mixer...stop calling me...) :lol:
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Post by Inuyasha »

Teal wrote:I'm not sure it's going to have any more staying power with me. I just absolutely sucked in last night's racing, and what's more...I didn't really care. A couple of times I just took 'er into the wall so I could stop.

It's not a bad game, but I find I'm kind of forcing myself to play it...would rather be doing something else. I want a revival of GTAIV, as it didn't get NEARLY the attention it deserves. But I'm not even keen on spinning that one for single player anymore.

... :cry: maybe I'm just missing mixer... :cry:

(It's a damn joke, mixer...stop calling me...) :lol:

that's the thing w/ me. When I play this, I think to myself, I should be playing NASCAR. If the game doesn't grow on me in another week, I may just sell it.
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Post by Inuyasha »

Since we were talking racing games, NASCAR, PGR4, GRID, how does NFS pro street fit? I didnt like the first NFS game, but I played a demo of NFS PS at TRU and it was pretty fun. Is it all arcade? Any strategy?
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Post by Rodster »

NFS Prostreet tries to be like a compromise of the games you listed. I found NFS Prostreet to be terribly boring. The game felt lifeless to me. Who knows you might like it. I would rent first. ;)
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Post by macsomjrr »

There is a post over at OS saying the patch has been released. Haven't had the chance to check it out yet but it here is a list of fixes/changes.

Network bug fixes:
• When viewing in spectator mode – wheels should now turn correctly.

• Session searching now functions correctly when there are lots of full sessions (PC and PS3).

• Track and route options no longer change when host gets back to lobby in private/LAN.

• Race results are now correct if a host migration occurs at the end of the race.

• Other player’s progress/positions are now correctly updated when you enter the race results screen.

• Several NaN (brown screen) related fixes. (also this should fix the “thousand-mile-warp”)

• Increased bandwith use in network games (to reduce lag)

• Fixed a problem whereby it was only possible to upload one world record ghost to each track (PC and PS3)

• Race to race lobby timer is now 15 seconds

• A timer has been added showing how long the session has been up and running is shown on the tickertape after joining a session.

• Changes to what is displayed in lobby when a player has kick votes.
o The player who has been voted for can see this fact and the number of votes they have received.
o Players who have voted to kick someone can see who they voted for but cannot see the number of votes.
o Players who have not voted do not see anything.

• Added ability to get the next page of sessions in private session results (PC and PS3)

• Banned sessions no longer appear in private session list.

• Reverse gear is now disabled for the first two seconds of a network race to stop players reversing off the start line.

• Added ability to change collision types in online and LAN sessions (not enabled in Demolition Derby).
o Forward Only (this is the normal behaviour for Ranked/Unranked)
o On (Collisions are always on)
o Off (Always off).

• Numerous anti griefing checks to turn off collisions when players are griefing.

• Fix for distance shown in distance online stat.

• A warning message is now shown the first time you enter system link.

• In non-drift races, the race results screen shows the fastest lap that each player achieved in that race.

• When a player retires or terminally damages in race, a message telling all players of this fact is sent to the chat system so displayed in the overlay in game.

• Cars become semi-transparent when collisions are turned off due to griefing.

• Improvements to prediction system to reduce effects of lag when players are close by



Game - general:

• Xbox 360 achievement fix. (Drive ‘em all)

• Several optimisations and performance improvements.

• It is now possible to look left and right while in bonnet camera.

• Fix for a hang when selecting a gear outside the gears available on the vehicle (this was possible with H-Shifter)

• Fix for cars very occasionally flying into the air when hitting kerbs.

• Fixes for custom action maps

• Track rendering optimisations.

• Brown screen problem no longer awards achievements or causes glowing white cars.

• Fix for airborne achievement – now awarded even if car flips upside down during jump

• Fixed frame rate stalls and stuttering on Xbox 360.



PC Specific Changes:
• Added support for Xinput wheel and Logitech Rumblepad 2, including default action map configurations.

• Adding ability to use H-pattern shifter in custom configuration by allowing configuration of gears 1 to 6 and reverse. Same for boost.

• Fix for missing Force feedback on Vista.

• Given user the ability to configure use of a pad or wheel through the hardware config xml file, this means that if the game fails to auto-detect the device type, they can specify it themselves.

• Changing microcode optimisation level for NVIDIA 7xxx series graphics cards to reduce a pause when using each shader for the first time.

• Adding support for triple head displays.

• Graphical corruption fix when using multiple GPU’s.

• Network chat text made less obtrusive.

• Numerous on-going compatibility fixes.

• Improvements to shadows for certain resolutions/aspect ratios.
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Kruza
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Post by Kruza »

It's about time this patch has arrived. Still doesn't stop all the corner-cutting that has run rampant in online racing due to lack of penalty/red time for going off-track. But other than that, I like the changes.

Kruza
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