ArcticLancerBest served chilled.Registered Userregular
edited June 2010
I'm rather glad to see so far that we've all chosen different cars. The variety always rocks.
I ditched my original paint job idea (essentially scrapping the car and throwing a bunch of stickers on it saying "Vee Vee was here ...") and did up something more traditionally 'me' last night. I'll take some pictures when I get home tonight. I also feel kind of moronic in that I chose the two cars with the highest natural PI to tune, but seeing Stu run the 911, and not wanting to drive the same car as him for the 3rd week straight, I will stick with my NSX-R. She drives better anyway. ^_^
As far as the engine is concerned, we aren't running a whole lot of really fast tracks this week, so I'm not sure it's entirely unbalanced ...
*edit*
Worth mentioning - Accident built an Eclipse which easily beats my best laps in the NSX by a second or so a piece. This is another AWD monster if you build it well.
I won't be there this week, so someone will have to build one if they want one to test out.
I think the Quattro is just a fluke in that the huge engine just barely fits it into 500 PI with AWD, decent springs and brakes to make the perfect mix of wheelbase/grip/speed. If this moved into A class it would probably be outclassed by cars that can match it in power but are better built for those speeds.
And as xzzy said, this is a fitness test - we're gonna get a few stinkers along with a few ubercars; can't say I'm surprised that yet another Audi seems overpowered...
What exactly is going to happen with these once they're tested? Are we going to be running them at all different classes? Or are we gonna keep them at B and run a bunch of longer races? I see discussion along those lines but not what really stuck.
There was that list that got posted a few pages back.. I might take some other samples from it for another week of testing. It depends how this week goes.
The basic plan is to get a list of 5 or 6 cars that are all competitive with each other in B class. Then everyone will pick "their" car and we'll spend the next couple months racing it. My plan is to do a single 5-6 lap race on Thursday at the normal race time, but Veevee was also trying to set up much longer races on a different day of the week.
The point of the entire exercise is to help people optimize their tuning by running the same car against the same competition every week.. iterative improvements is something I've been curious about, and is not something we can test with our typical "run a completely different car every week."
If people think this is stupid I'll let it die after a week or two, but hopefully it turns out to be a lot of fun.
Mostly because I find this easier than browsing the thread for entries and manually tallying votes.
The site isn't very good.. in the sense that you can make an infinite number of accounts and vote a paintjob as much as you want, but I figure we're all reasonable people and will avoid doing that. If I see a whole bunch of accounts being made I'll ban whatever IP is doing it. Also, I didn't put anything to prevent voting for your own image. So if every image ends up with a single vote, it's kind of an epic fail.
You can only vote once per account, so I'd hold off until Wednesday or Thursday, after everyone has uploaded their image.
You can re-upload your image as much as you want, however.
How the eff does head tracking work in a racing game? The whole world is 45 degrees to either side of my face, so why would I need to move my head in a way that the game would care about? I'm missing something here.
I can see the incremental tuning changes being neat - seeing how people emphasize speed over maneuverability, for instance, to best take advantage of strengths in their car.
VedicIntent on
0
ArcticLancerBest served chilled.Registered Userregular
edited June 2010
Mmm, alrighty. Pictures of my ride this week:
I'm down for incremental tuning, though I will note that I kind of do that anyway over a couple of days. Still, I don't mind doing series events.
Also, Forza 4 makes me question why I'm spending $5 on monthly DLC if the game will be replaced within 2 years of launch ...
How the eff does head tracking work in a racing game? The whole world is 45 degrees to either side of my face, so why would I need to move my head in a way that the game would care about? I'm missing something here.
So you can turn your head a tiny bit and see who's next to you?
The big problem is that when using the wheel, you have no thumbstick for adjusting your view. Being able to shift my head an inch or two in either direction and seeing what's next to me would be a huge plus.
Alternatively, you could use it to scan the road ahead of you. Instead of having a perfectly straight view at the corner you're approaching, you could spot a marker for your turn in or get an idea if there's any obstacles in the road.
I don't know about anyone else, but when I drive in the real world, I got my head on a swivel. I can't see any downsides to being able to do that in a game.
C'mon Turn 10, don't get arcade mixed in with my sim!
Giving points for close, clean, and fast racing doesn't bother me as much as the current drifting does. As long as you can hide it like the drift scoring it won't bother me.
I don't like head tracking because it feels weird turning your head but having to keep your eyes focused on one spot. Plus, you are limited to turning your head only 30-45* to each side before you lose sight of the screen so the in-game camera has to move more than you own head if you want to have decent camera movement. That could make people nauseous.
SiliconStew on
Just remember that half the people you meet are below average intelligence.
Yes, head tracking has an amplification effect to it so the game can register a lot of movement for relatively little movement in the real world.
It's not for some people, but I know I like it. Hell of a lot cheaper than buying three each of a Forza game, xbox, and HD television.
xzzy on
0
0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
edited June 2010
What, a kudos system?
Cool. As long as gameplay isn't affected, I actually enjoyed how Kudos worked in PGR. Good for an endurance race; when you've run away from the pack, you can get extra rewards for drifting and whatnot.
Kudos were fine.. difficulty chokepoints where you had to score ten trillion points to get a gold ranking were most certainly not fine. Fuck that bullshit.
xzzy on
0
0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
edited June 2010
Yeah, reminds me of the License tests in GT.
"You want a gold for all of your IA licenses? Have fun grinding that out for the next month or two!"
I don't like head tracking because it feels weird turning your head but having to keep your eyes focused on one spot. Plus, you are limited to turning your head only 30-45* to each side before you lose sight of the screen so the in-game camera has to move more than you own head if you want to have decent camera movement. That could make people nauseous.
This is what I was trying to say. :P Either it'll be too sensitive and have the view jumping all over, or you have to rotate your head waaay over here to look out the window...which is displayed on the TV straight in front of you. If they're including it, though, it must work somehow.
Agreed on the BS license tests though. I will say that FM4 should steal the "used car classifieds" from GT3, which adds some randomness to the game - a great deal can make you try out a car you might enjoy, and creates that "starting from scratch" feeling. Of course, the FM4 DLC people would have to admit there were cars created before 2010 for it to have any lasting value.
The Peugeot 908s were faster than the Audi R15+s through the race, but all four failed spectacularly before the end, giving Audi all three podium spots. "To finish first, first you must finish."
I feel like Forza doesn't give enough of a chance to stuff like this happening; you know, cars randomly having parts break when you have them tuned ridiculously tightly and then run them at full throttle for an entire race. Then again, maybe it wouldn't actually be fun in a videogame; I dunno.
Daedalus on
0
0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
The Peugeot 908s were faster than the Audi R15+s through the race, but all four failed spectacularly before the end, giving Audi all three podium spots. "To finish first, first you must finish."
I feel like Forza doesn't give enough of a chance to stuff like this happening; you know, cars randomly having parts break when you have them tuned ridiculously tightly and then run them at full throttle for an entire race. Then again, maybe it wouldn't actually be fun in a videogame; I dunno.
If I was doing the R1 endurance race and my car's engine just randomly exploded on lap 9 on the back stretch, I would have to axemurder my 360 and all of Turn 10's designers.
The "reliability simulation" idea came up in the last thread I think, and the general consensus was that it would be annoying as shit and not really add all that much to the gameplay. I mean, it's not like you would really have any investment in the quality of the car itself, so the prospect of instant mechanical death would seem random instead of "a challenge."
That's not to say they couldn't make something like that work, I guess. I've had this strange urge for car repair-themed gameplay since I was little. But it would be hard to keep that kind of thing from becoming drudgery.
VedicIntent on
0
0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
The "reliability simulation" idea came up in the last thread I think, and the general consensus was that it would be annoying as shit and not really add all that much to the gameplay. I mean, it's not like you would really have any investment in the quality of the car itself, so the prospect of instant mechanical death would seem random instead of "a challenge."
That's not to say they couldn't make something like that work, I guess. I've had this strange urge for car repair-themed gameplay since I was little. But it would be hard to keep that kind of thing from becoming drudgery.
The "reliability simulation" idea came up in the last thread I think, and the general consensus was that it would be annoying as shit and not really add all that much to the gameplay. I mean, it's not like you would really have any investment in the quality of the car itself, so the prospect of instant mechanical death would seem random instead of "a challenge."
That's not to say they couldn't make something like that work, I guess. I've had this strange urge for car repair-themed gameplay since I was little. But it would be hard to keep that kind of thing from becoming drudgery.
I think I'd like something where the cars were pretty much perfectly reliable at stock, but if you started doing something silly like strapping on a gigantic turbocharger without getting stronger pistons and valves and such, you'd start to run into problems.
Daedalus on
0
0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
The "reliability simulation" idea came up in the last thread I think, and the general consensus was that it would be annoying as shit and not really add all that much to the gameplay. I mean, it's not like you would really have any investment in the quality of the car itself, so the prospect of instant mechanical death would seem random instead of "a challenge."
That's not to say they couldn't make something like that work, I guess. I've had this strange urge for car repair-themed gameplay since I was little. But it would be hard to keep that kind of thing from becoming drudgery.
I think I'd like something where the cars were pretty much perfectly reliable at stock, but if you started doing something silly like strapping on a gigantic turbocharger without getting stronger pistons and valves and such, you'd start to run into problems.
On this note, maybe it's acceptable for ricers.
Running 30 PSI on a Civic? Say goodbye to the lower end of your engine, buddy. V-TEC just kicked in!
The "reliability simulation" idea came up in the last thread I think, and the general consensus was that it would be annoying as shit and not really add all that much to the gameplay. I mean, it's not like you would really have any investment in the quality of the car itself, so the prospect of instant mechanical death would seem random instead of "a challenge."
That's not to say they couldn't make something like that work, I guess. I've had this strange urge for car repair-themed gameplay since I was little. But it would be hard to keep that kind of thing from becoming drudgery.
I'm pretty sure that's the same one I used to play too (I LOVED that game)...can't you then sell the cars at auction after you fixed them up? I didn't see that in the video, but I'm pretty sure that's the one. But it did get to be super boring after a while. :P
Now if only someone could remember an old sidescrolling game about cavemen where you would chip spearheads yourself with the mouse button, my "games I swear I played once but forgot" mental library would be complete...
VedicIntent on
0
acidlacedpenguinInstitutionalizedSafe in jail.Registered Userregular
The "reliability simulation" idea came up in the last thread I think, and the general consensus was that it would be annoying as shit and not really add all that much to the gameplay. I mean, it's not like you would really have any investment in the quality of the car itself, so the prospect of instant mechanical death would seem random instead of "a challenge."
That's not to say they couldn't make something like that work, I guess. I've had this strange urge for car repair-themed gameplay since I was little. But it would be hard to keep that kind of thing from becoming drudgery.
The "reliability simulation" idea came up in the last thread I think, and the general consensus was that it would be annoying as shit and not really add all that much to the gameplay. I mean, it's not like you would really have any investment in the quality of the car itself, so the prospect of instant mechanical death would seem random instead of "a challenge."
That's not to say they couldn't make something like that work, I guess. I've had this strange urge for car repair-themed gameplay since I was little. But it would be hard to keep that kind of thing from becoming drudgery.
I think I'd like something where the cars were pretty much perfectly reliable at stock, but if you started doing something silly like strapping on a gigantic turbocharger without getting stronger pistons and valves and such, you'd start to run into problems.
This is the only way I could see mechanical failure's be an interesting addition, but notice how I didn't say fun.
And head tracking will be sweet, but they also need night and weather effects before I'm really sold.
And head tracking will be sweet, but they also need night and weather effects before I'm really sold.
The Ferrari had working headlights for that demo. Not a confirmation that there will be night racing, but it's a good sign.
Frendy on
0
0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
edited June 2010
If I can't disable the Natal functionality in future games I will be fucking livid.
But yeah some night maps where your car's headlights are the only illumination would be kick-ass. Also, snow; that PGR4 challenge in the old Le Mans car on the 'Ring when it was snowing was just too awesome.
0Replace4Displace on
0
DietarySupplementStill not approved by the FDADublin, OHRegistered Userregular
edited June 2010
Hey for you iPhone/iPod touch users out there: the ForzaTune app for lazy tuners (like me!) got a major upgrade this morning. In addition to an interface refresh, they now have "base tunes" to apply on top of your car settings that can suit your driving styles, or help you create "drift" tunes... I haven't tried the new tunes yet, but if you use the app or have the hardware, it's worth the price.
Hey for you iPhone/iPod touch users out there: the ForzaTune app for lazy tuners (like me!) got a major upgrade this morning. In addition to an interface refresh, they now have "base tunes" to apply on top of your car settings that can suit your driving styles, or help you create "drift" tunes... I haven't tried the new tunes yet, but if you use the app or have the hardware, it's worth the price.
This is the app I've been using to tune my cars, works very well.
I've noticed the tunes have changed a bit in the new version, looks like they updated the calculations.
MegaPureiboi on
Xbox Live: Keml0
Steam: Kemlo
0
0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
edited June 2010
You know what's the best?
Putting the finishing touches on a new design for Thursday, looks awesome and took me a few hours when suddenly!
I always worry that will happen if I start to put a lot of work into something. Mine often get saved only because I accidentally hit the B button too many times.
SiliconStew on
Just remember that half the people you meet are below average intelligence.
No one's uploaded anything yet (well, except for my test image), and the races are tomorrow. If no one cares about voting on paintjobs that's cool, I'm just not sure if anyone saw me post the link earlier.
No, it was a 30 minute project and I didn't really make it with features in mind. I didn't want to burn a bunch of time on something I wasn't sure people cared about.
xzzy on
0
acidlacedpenguinInstitutionalizedSafe in jail.Registered Userregular
When you take a photo, it should ask if you want to upload. It will post it to the forzamotorsport.net website. When you log in with your live id, you should get a gallery of the images you've uploaded.
xzzy on
0
acidlacedpenguinInstitutionalizedSafe in jail.Registered Userregular
edited June 2010
awesome. . . I'll post the other pic in here since I can only upload 1 to your snazzy script.
it's both basic and pretty ricey. Also, this car is going to fail so hard.
also, what happens if Halo fistbump gets the most votes?
finally, I spent over 9000 hours in the vinyl creator making the serif's just right in my akagi redsuns logo and you can barely even see them once the antialiasing routine runs itself.
Posts
I ditched my original paint job idea (essentially scrapping the car and throwing a bunch of stickers on it saying "Vee Vee was here ...") and did up something more traditionally 'me' last night. I'll take some pictures when I get home tonight. I also feel kind of moronic in that I chose the two cars with the highest natural PI to tune, but seeing Stu run the 911, and not wanting to drive the same car as him for the 3rd week straight, I will stick with my NSX-R. She drives better anyway. ^_^
As far as the engine is concerned, we aren't running a whole lot of really fast tracks this week, so I'm not sure it's entirely unbalanced ...
*edit*
Worth mentioning - Accident built an Eclipse which easily beats my best laps in the NSX by a second or so a piece. This is another AWD monster if you build it well.
Perhaps I can interest you in my meager selection of pins?
I think the Quattro is just a fluke in that the huge engine just barely fits it into 500 PI with AWD, decent springs and brakes to make the perfect mix of wheelbase/grip/speed. If this moved into A class it would probably be outclassed by cars that can match it in power but are better built for those speeds.
And as xzzy said, this is a fitness test - we're gonna get a few stinkers along with a few ubercars; can't say I'm surprised that yet another Audi seems overpowered...
What exactly is going to happen with these once they're tested? Are we going to be running them at all different classes? Or are we gonna keep them at B and run a bunch of longer races? I see discussion along those lines but not what really stuck.
The basic plan is to get a list of 5 or 6 cars that are all competitive with each other in B class. Then everyone will pick "their" car and we'll spend the next couple months racing it. My plan is to do a single 5-6 lap race on Thursday at the normal race time, but Veevee was also trying to set up much longer races on a different day of the week.
The point of the entire exercise is to help people optimize their tuning by running the same car against the same competition every week.. iterative improvements is something I've been curious about, and is not something we can test with our typical "run a completely different car every week."
If people think this is stupid I'll let it die after a week or two, but hopefully it turns out to be a lot of fun.
http://xzzy.org/forza/vote/
Mostly because I find this easier than browsing the thread for entries and manually tallying votes.
The site isn't very good.. in the sense that you can make an infinite number of accounts and vote a paintjob as much as you want, but I figure we're all reasonable people and will avoid doing that. If I see a whole bunch of accounts being made I'll ban whatever IP is doing it.
You can only vote once per account, so I'd hold off until Wednesday or Thursday, after everyone has uploaded their image.
You can re-upload your image as much as you want, however.
The big feature is they're putting Natal (now known as Kinect) in, using it for driving and head tracking.
Head tracking = FUCK YEAH.
I can see the incremental tuning changes being neat - seeing how people emphasize speed over maneuverability, for instance, to best take advantage of strengths in their car.
I'm down for incremental tuning, though I will note that I kind of do that anyway over a couple of days. Still, I don't mind doing series events.
Also, Forza 4 makes me question why I'm spending $5 on monthly DLC if the game will be replaced within 2 years of launch ...
Perhaps I can interest you in my meager selection of pins?
So you can turn your head a tiny bit and see who's next to you?
The big problem is that when using the wheel, you have no thumbstick for adjusting your view. Being able to shift my head an inch or two in either direction and seeing what's next to me would be a huge plus.
Alternatively, you could use it to scan the road ahead of you. Instead of having a perfectly straight view at the corner you're approaching, you could spot a marker for your turn in or get an idea if there's any obstacles in the road.
I don't know about anyone else, but when I drive in the real world, I got my head on a swivel. I can't see any downsides to being able to do that in a game.
http://www.engadget.com/2010/06/14/live-from-microsofts-e3-2010-keynote/?sort=newest&refresh=0
(scroll down a ways)
C'mon Turn 10, don't get arcade mixed in with my sim!
Giving points for close, clean, and fast racing doesn't bother me as much as the current drifting does. As long as you can hide it like the drift scoring it won't bother me.
I don't like head tracking because it feels weird turning your head but having to keep your eyes focused on one spot. Plus, you are limited to turning your head only 30-45* to each side before you lose sight of the screen so the in-game camera has to move more than you own head if you want to have decent camera movement. That could make people nauseous.
It's not for some people, but I know I like it. Hell of a lot cheaper than buying three each of a Forza game, xbox, and HD television.
Cool. As long as gameplay isn't affected, I actually enjoyed how Kudos worked in PGR. Good for an endurance race; when you've run away from the pack, you can get extra rewards for drifting and whatnot.
"You want a gold for all of your IA licenses? Have fun grinding that out for the next month or two!"
It did make you a better driver, though.
It made me a more bitter driver.
This is what I was trying to say. :P Either it'll be too sensitive and have the view jumping all over, or you have to rotate your head waaay over here to look out the window...which is displayed on the TV straight in front of you. If they're including it, though, it must work somehow.
Agreed on the BS license tests though. I will say that FM4 should steal the "used car classifieds" from GT3, which adds some randomness to the game - a great deal can make you try out a car you might enjoy, and creates that "starting from scratch" feeling. Of course, the FM4 DLC people would have to admit there were cars created before 2010 for it to have any lasting value.
Here's a video of a Peugeot 908 having fragments of its turbocharger leave via the exhaust pipe:
http://www.youtube.com/watch?v=XzD-vjYMQsg&feature=player_embedded
The Peugeot 908s were faster than the Audi R15+s through the race, but all four failed spectacularly before the end, giving Audi all three podium spots. "To finish first, first you must finish."
I feel like Forza doesn't give enough of a chance to stuff like this happening; you know, cars randomly having parts break when you have them tuned ridiculously tightly and then run them at full throttle for an entire race. Then again, maybe it wouldn't actually be fun in a videogame; I dunno.
If I was doing the R1 endurance race and my car's engine just randomly exploded on lap 9 on the back stretch, I would have to axemurder my 360 and all of Turn 10's designers.
That's not to say they couldn't make something like that work, I guess. I've had this strange urge for car repair-themed gameplay since I was little. But it would be hard to keep that kind of thing from becoming drudgery.
Gearhead Garage from way the hell back
I remember playing this when I was like, 6.
I think I'd like something where the cars were pretty much perfectly reliable at stock, but if you started doing something silly like strapping on a gigantic turbocharger without getting stronger pistons and valves and such, you'd start to run into problems.
On this note, maybe it's acceptable for ricers.
Running 30 PSI on a Civic? Say goodbye to the lower end of your engine, buddy. V-TEC just kicked in!
I'm pretty sure that's the same one I used to play too (I LOVED that game)...can't you then sell the cars at auction after you fixed them up? I didn't see that in the video, but I'm pretty sure that's the one. But it did get to be super boring after a while. :P
Now if only someone could remember an old sidescrolling game about cavemen where you would chip spearheads yourself with the mouse button, my "games I swear I played once but forgot" mental library would be complete...
so like 3 years ago?
This is the only way I could see mechanical failure's be an interesting addition, but notice how I didn't say fun.
And head tracking will be sweet, but they also need night and weather effects before I'm really sold.
The Ferrari had working headlights for that demo. Not a confirmation that there will be night racing, but it's a good sign.
But yeah some night maps where your car's headlights are the only illumination would be kick-ass. Also, snow; that PGR4 challenge in the old Le Mans car on the 'Ring when it was snowing was just too awesome.
This is the app I've been using to tune my cars, works very well.
I've noticed the tunes have changed a bit in the new version, looks like they updated the calculations.
Steam: Kemlo
Putting the finishing touches on a new design for Thursday, looks awesome and took me a few hours when suddenly!
XBOX FREEZES
DATA DISAPPEARS, DESIGN GONE
EFFORT AND TIME DOWN THE DRAIN
I always worry that will happen if I start to put a lot of work into something. Mine often get saved only because I accidentally hit the B button too many times.
http://xzzy.org/forza/vote/
No one's uploaded anything yet (well, except for my test image), and the races are tomorrow. If no one cares about voting on paintjobs that's cool, I'm just not sure if anyone saw me post the link earlier.
it's both basic and pretty ricey. Also, this car is going to fail so hard.
also, what happens if Halo fistbump gets the most votes?
finally, I spent over 9000 hours in the vinyl creator making the serif's just right in my akagi redsuns logo and you can barely even see them once the antialiasing routine runs itself.