SuperShouden
(Banned)
- 7,542
- SuperShouden
European Manufacturer Races done. Onto the Asian races. And I still need an R1 Acura at least. And an R3 Saleen, but I have a couple Saleens that should be able to help out with that.
I wish Top Gear would help make a racing/driving game, that would be epic.
I wish Top Gear would help make a racing/driving game, that would be epic
I think "a game involving Top Gear" would pretty much come down to this:
Test driving cars, and test driving yet more of them..... and... then what?!
Have you played The Need for Speed?I believe Road and Track tried that once. What was the game called... oh, yeah The Need for Speed. That's where things went wrong. I don't want that to happen, and especially not to Forza.
I think you're thinking of the pre-2002 original. TG is far too busy globetrotting, smashing caravans, dropping things on cars, dropping cars on things, setting cars and things on fire, racing against every other possible form of travel, transforming cars into every other possible form of travel, and bickering with themselves to do something as mundane as test driving cars.I think "a game involving Top Gear" would pretty much come down to this:
Test driving cars, and test driving yet more of them..... and... then what?!
Low-speed maneuvers could certainly benefit from a boost in steering, but direct control is too fast and patently unrealistic, contributing to an excess amount of understeer and tire wear. I agree with Shouden, you're generally better off with Normal on a controller, but in fact, that only makes the sluggish low-speed steering worse.I didn't realize just how awful this game can be with a controller until taking another stab at the autocross events. The amount of time it takes for the car to start turning in the other direction is ridiculous. Setting up for the next turn is one thing, but setting up to get the steering wheel to start turning to set up for the next turn is asinine.
What's the point of having a simulation mode for the controller when my input is not directly simulated on screen? T10 needs to stop babysitting the players that want as true of a simulation as possible.
Have you played The Need for Speed?
Road & Track's involvement meant detailed specifications and analysis for each car, photo galleries, videos, narrated descriptions, and histories of the brand/model. They provided input on the handling, helping to make the game a sim by early-'90s standards, and probably provided the access needed for the interior views and recorded engine sounds. It was a very sober and sophisticated racing game for its time.
What happened when they dropped R&T for NFSII? Handling turned to typical "arcade"-style simplicity, the tracks became wacky fantasy courses with ridiculous features, the car list catered to exotic prototypes and adolescent fast-looking concepts, and the acclaimed police chases of the original were nowhere to be seen.
Whatever beef you have with the NFS series, it's ridiculous to pin it on R&T.
I think you're thinking of the pre-2002 original. TG is far too busy globetrotting, smashing caravans, dropping things on cars, dropping cars on things, setting cars and things on fire, racing against every other possible form of travel, transforming cars into every other possible form of travel, and bickering with themselves to do something as mundane as test driving cars.
I'd play a game where you do stuff like that.
Ugh! Doing the X Class races....ummm...yeah, Turn10, I don't know what that Insta-Stop crap is just on the other side of the white line, but you should sell it to law enforcement. Literally, even if PART of a tire goes over the white line at the bottom of the track, you pretty much stop instantly. It's really annoying on those already boring oval races. And it doesn't help that in a super fragile car, if even the brakes get damaged you can't turn. I didn't know brakes had anything to do with the handling other than stopping the car. Maybe they figured if you wanted to stop on the ovals you could just dip a tire over the white line for half a second.
I didn't realize just how awful this game can be with a controller until taking another stab at the autocross events. The amount of time it takes for the car to start turning in the other direction is ridiculous. Setting up for the next turn is one thing, but setting up to get the steering wheel to start turning to set up for the next turn is asinine.
What's the point of having a simulation mode for the controller when my input is not directly simulated on screen? T10 needs to stop babysitting the players that want as true of a simulation as possible.
Before you say, "steering wheel", it was on my shortlist but then my wife and I decided to take a trip to Japan (only 9 days from now!). Now with the next gen on the horizon, I want to wait and make sure that any steering wheel I buy will be compatible.
Don't use simulation handling with the controller. I tried it once, and it's terrible. Simulation is definitely meant for wheels. Normal is just fine for controllers.
In other news, I got Aston Martin to level 50. Getting there really isn't hard, but I'm also working on the event list, and I have to mud through the stupid low credit and xp races at the moment with the random Speedway events tossed in...which...I raced most of them then let the AI driver handle the rest. By the way, be VERY careful letting the AI drive in the speedway events. My guy kept almost losing. I believe I even had to restart one 'cause he flipped over.
^ Trudging through the Speedway events and repetitive "same thing, another class" events is about all I have left to do in FM4. For FM5 they should collapse all of those F-to-R class events into a single series that can be completed in any car, with a leaderboard for each class.
Low-speed maneuvers could certainly benefit from a boost in steering, but direct control is too fast and patently unrealistic, contributing to an excess amount of understeer and tire wear. I agree with Shouden, you're generally better off with Normal on a controller, but in fact, that only makes the sluggish low-speed steering worse.
It doesn't help that the autocross events are just awkward slalom runs on racetracks. The methodical gradients that define the gate spacing are terribly mundane, and those low-speed "squeeze" gates, like you're talking about, are more of a chore than a challenge.
I can't believe all we got for the wide-open spaces of the Top Gear Test Track and Benchmark Test area were some repetitive TG Bowling events, and a handful of simple half-baked layouts. Imagine the Forza community unleashed on a multiplayer-capable autocross layout editor, like Live for Speed's...we could be running laps around My Little Ponies made out of cones by now.
Sanoma and Bernese...are the most annoying tracks in the world. The full Sanoma, I hate, the oval sanoma I hate, probably because....there's nothing around the track. With most of the courses, there's good "scenery" (by which I mean photos) but with Sanoma...there's nothing.
Sedona, you mean? Not the track formerly named Infineon and now named Sonoma Raceway?
Agree on Sedona, disagree on Bernese. IMHO Bernese is a good track, just with the difficulty dialed way up. Lots of camber changes and elevation changes. I've had some of my most rewarding hot lap sessions around Bernese (and Infineon...)
IMO Bernese is a good track, just inflated to ludicrously huge proportions. It looks like a road but drives like a double-wide runway. The experience you can get there in a Pagani Zonda, I'd prefer to get from a Miata.IMHO Bernese is a good track, just with the difficulty dialed way up. Lots of camber changes and elevation changes. I've had some of my most rewarding hot lap sessions around Bernese (and Infineon...)
New York probably isn't there for the same reason the Test Track disappeared after the first game. While it wasn't an exact copy of GT's New York, it was close enough. Although, to be fair, GT5 doesn't have a New York circuit, either.