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Cadillac Forums: Forza 3 for XBox 360 was released today with... Yep, you guessed it
Re: Forza 3 for XBox 360 was released today with... Yep, you guessed it
Quote:
Originally Posted by asabase
So no more starting in the D class cars and building up your garage and career?
Still have that part still. You unlock exceptional stuff that way, like a 10% discount on Eaton driveline products in the "mod shop". Thankfully I won't need it for a diff rebuild.
You can actually have some decent play in the "weenie cars" early in career. Only took me 3 hrs. to build up enough "Experience Cash" to afford the V in my virtual garage. I think it's the first time my young kids realized that my car is really cool, since it's in a video game.
Re: Forza 3 for XBox 360 was released today with... Yep, you guessed it
Nutz, what do you think about the driving behavior of the V in FM3? I only did a quick test but found it to be quite off: wheel-spin (with TCS on) is excessive and I only got a 6.x sec 0-60 time. Steering range is also quite limited.
Re: Forza 3 for XBox 360 was released today with... Yep, you guessed it
The TCS is the game doesn't model the actual TCS in car. On the gran turismo games, there was even a slider to adjust how sensitive it was (which of course doesn't exist in real life). On the last Forza, they had the 300 modeled as what seemed like a mac truck. It wouldn't turn or brake at all compared to the real car (I own one). It is no sports car but the real one is much better than the in game one. Most of the other cars seemed pretty realistic. I think they just guess on the handling of a lot of the non tuner type cars.
Re: Forza 3 for XBox 360 was released today with... Yep, you guessed it
It looks pretty good. Microsoft uses 3d scanners to capture the gemetry of the cars making the pretty spot on.
If I were to point out one flaw it would have to do with the offset/size/width of the tires. It appears that they're using a single rim size for all four corners leaving the rear tires appearing either too small for the fenders or the fender bulges too large for the tire.
Re: Forza 3 for XBox 360 was released today with... Yep, you guessed it
Quote:
Originally Posted by asabase
The TCS is the game doesn't model the actual TCS in car. On the gran turismo games, there was even a slider to adjust how sensitive it was (which of course doesn't exist in real life). On the last Forza, they had the 300 modeled as what seemed like a mac truck. It wouldn't turn or brake at all compared to the real car (I own one). It is no sports car but the real one is much better than the in game one. Most of the other cars seemed pretty realistic. I think they just guess on the handling of a lot of the non tuner type cars.
I felt the same way about the CTS-V in Forza 2, but it occurred to me that I do most of my driving between 45 and 65, and most cornering below 50. The car understeered like a pig in that game, but that's because you're taking turns at 80-100mph, which I frankly have no real world experience in my V to compare to.
Re: Forza 3 for XBox 360 was released today with... Yep, you guessed it
Quote:
Originally Posted by The Tony Show
I felt the same way about the CTS-V in Forza 2, but it occurred to me that I do most of my driving between 45 and 65, and most cornering below 50. The car understeered like a pig in that game, but that's because you're taking turns at 80-100mph, which I frankly have no real world experience in my V to compare to.
Well, you could always try in real life
In all seriousness what you're trying to describe is probably the most difficult aspect of developing a racing game, especially a simulation.
Perception of speed in video games is very difficult to achieve without camera tricks. Generally speaking you need to move a virtual car at 120MPH in order to provide the sensation of "real life" 60MPH. Racing games that are developed for a more "arcade" feel can get away with this because you can modify the track design and handling physics to deal be friendly towards "unrealistic" speeds. With a "close" simulation (forza/GTourismo) you can't modify the tracks (especially real tracks) to accomodate an exagerated rate of movement. The net effect is that you never feel as if you're going as fast as the virtual car is actually going.
When I'm playing a racing game, I usually end up in a first person/bumper camera view because it closes the gap between percieved and actual speed enough that the game becomes easier to play.
Re: Forza 3 for XBox 360 was released today with... Yep, you guessed it
I'm so tempted to run to game stop and just buy the game... but I don't want to carry the balance on my credit card for a month. Granted, it won't be bad, but still. Gah.