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Old 10-Jul-2009, 00:47   #326
Silent_Buddha
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Quote:
Originally Posted by RobertR1 View Post
I'd rather they work on dry road simulation and perfect it to the best they can before adding in more features. Driving in the rain has a ridiculous amount of variables. Just having the "during rain traction goes down 25%" logic like a lot of games do is a waste. Weather simulation attempts are more fun to watching in replays than actually driving through.

The night cycles would be cool as long as they model the track temp effect on tires, cooler kerbs being more slippery and such.
Even more so if they want to truly model variable weather conditions. And how certain parts of a track could be wet while other parts are still dry. As well the possibility of more or less standing water on certain parts of a track.

Someday.

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SB
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Old 10-Jul-2009, 09:50   #327
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Originally Posted by Silent_Buddha View Post
Even more so if they want to truly model variable weather conditions. And how certain parts of a track could be wet while other parts are still dry. As well the possibility of more or less standing water on certain parts of a track.

Someday.

Regards,
SB
Don't forget also the wind!!
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Old 10-Jul-2009, 18:21   #328
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More pics and online mode highlights:

http://kotaku.com/5311898/forza-3-wi...yline=true&s=x

Quote:
*While the game will ship with a dozen or so pre-created race modes, everything about them, from the number of laps to start delays and what sort of assists a player can be using, can be changed.

*The game's online modes have more than 100 rule types to tweak giving players an almost limitless ability to customize the way they want to play, he said.

*Since these personalized race modes can only be saved locally, Krauskopf expects that some gamers will make a name for themselves as popular hosts for their custom races. He added that they are considering one day perhaps allowing gamers to save modes online, but right now have no plans to include that option.

*Forza 3 will still include all of the Live support Forza 2 had as well. Other new additions to online play include a new party system that allows gamers to hop into one room and then jump from race to race together.

*Cat and mouse mode like PGR4.

*Staggered starts.

*As people are playing online they are still earning experience points and getting rewarded for in-game credit.
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Old 11-Jul-2009, 16:55   #329
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If Turn10/MS want to appeal to the mainstream and get people hooked they need to think outside of the box slightly. Dan's "passion" does as much to push casuals away as it does to draw hardcore gamers in, the key is getting a mode or two in that is totally accessible, INSTANT fun, and SOCIAL.

May I suggest: DESTRUCTION DERBY mode and a team variant.

FM3 has destruction modeling, a ton of cars, online multiplayer, and variable rules/win conditions. This could be the car equivalent to Horde. Games would be less than 5 minutes, newbs would get to trash $250,000 cars if they wanted, and it would make a nice group party. It would be a nice hook to get people into the basics of the game, have some fun, and graduate to single button racing if they so wished.

It might also keep those who just want to bang up cars off the road :P I would post this on FM's site but it appears broken right now. As an aside those new shots looks great.
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Old 11-Jul-2009, 17:26   #330
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If you read the Kotaku article there, they mentioned a customized mode (not sure if it'll be one of the standard ones) of a cat and mouse type destruction derby race team competition.

I think more than the customization, for casuals it'll be important what default customized modes (basically a standard mode) they'll have included.

Regards,
SB
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Old 13-Jul-2009, 02:06   #331
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It'd be nice if they added a Gumball 3000 type mode for easy pickup and play for casuals with a random route generator.
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Old 13-Jul-2009, 13:45   #332
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Gumball 3000 type mode would require a open world roads, not closed racetracks. Completely different game than a corridor racer.

Completely different game, you need something similar to TDU.
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Old 14-Jul-2009, 07:55   #333
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Originally Posted by Silent_Buddha View Post
Even more so if they want to truly model variable weather conditions. And how certain parts of a track could be wet while other parts are still dry. As well the possibility of more or less standing water on certain parts of a track.
SB
Some off road games have hydroplaning but it's probably not that useful when you can only drive on paved tracks I'd guess.

Quote:
Originally Posted by Joshua Luna View Post
May I suggest: DESTRUCTION DERBY mode and a team variant.
Grid had that mode. But there's two problems with that mode in Forza: You'd have to model frame damage which probably isn't that easy with all of the different types of cars and unlike Grid, Forza uses production cars so I don't think manufacturers like it when people see how many times a civic can be T-boned before it dies. As fun as that may be.

Last edited by nintenho; 14-Jul-2009 at 08:36.
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Old 14-Jul-2009, 08:36   #334
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Quote:
Forza 3: Le Mans at 60fps
http://www.gamersyde.com/news_forza_...s-8250_en.html
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Old 14-Jul-2009, 18:43   #335
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Forza 3 Car Reveal

Quote:
Here's the full list of cars announced today:
  • 2009 Audi Q7 V12 TDI
  • 2009 BMW X5 xDrive48i
  • 2009 BMW M5 E60
  • 2009 Cadillac CTS-V
  • 2008 Chrysler 300C SRT-8
  • 2009 Jaguar XKR-S
  • 2008 Land Rover Range Rover Supercharged
  • 2009 Mercedes ML 63 AMG
  • 2009 Mercedes SL 65 AMG Black Series
  • 2009 Pontiac G8 GXP
  • 2009 Porsche Cayenne Turbo S
  • 2008 Volkswagen Touareg R50
New Screens
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Old 14-Jul-2009, 18:44   #336
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Well that confirms at least one SUV type vehicle for Forza. Be interesting to race to it.

Regards,
SB
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Old 14-Jul-2009, 18:48   #337
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Maple valley is back! That last turn can ruin a lap
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Old 15-Jul-2009, 00:21   #338
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Originally Posted by RobertR1 View Post
Maple valley is back! That last turn can ruin a lap
Sweet, that was one of the non-real world courses I wanted back

EDIT: The contrast, especially the undercarriage, in the following shot is excellent.

http://img197.imageshack.us/img197/7...rmalfm3125.jpg
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Old 15-Jul-2009, 11:12   #339
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Thats a lot of SUVs!

i like that they try to include all kinds of cars. Hope they get the X5 Le Mans version in game, (which lapped nurburgring faster than a Ford GT)
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Old 24-Jul-2009, 08:29   #340
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Quote:
Forza Motorsport 3 Design Walkthrough HD
http://www.gametrailers.com/video/de...torsport/53171
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Old 24-Jul-2009, 21:11   #341
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Is it just me or does the flipping car not have a shadow? Also, long shadows from some of the surroundings don't match the "high noon" short shadows for the cars. Can Turn10 fix that and the cockpit view for release?
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Old 24-Jul-2009, 21:31   #342
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Yeah just noticed that, there's a huge disconnect between environment shadows, car shadows and your car shadows.

Your car shadows don't match the shadows from the other cars either.

The damage modeling was pretty neat after the roll over though. Although I would have expected the damage to be more extensive in RL.

Regards,
SB
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Old 24-Jul-2009, 21:43   #343
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Quote:
Originally Posted by Silent_Buddha View Post
The damage modeling was pretty neat after the roll over though. Although I would have expected the damage to be more extensive in RL.

Regards,
SB
Infact in real life the roof would've probably been squished/ deformed atleast a bit after something like that.

I for one thought the flip over felt out of place mainly
1) due to lack of car shadow making it look like something from some other place
2) & secondly because of the flip animation [donno why but it didnt seemed as nice with no car parts coming off in the flipping process].
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Old 25-Jul-2009, 00:48   #344
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http://www.neogaf.com/forum/showpost...postcount=3477

Point to point racing confirmed. The awesomesauce keeps getting more flavor!
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Old 25-Jul-2009, 02:48   #345
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The car roll looked so out of place. The physics didnt convey enough weight either during the car roll
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Old 25-Jul-2009, 02:51   #346
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Quote:
Originally Posted by Joshua Luna View Post
Sweet, that was one of the non-real world courses I wanted back

EDIT: The contrast, especially the undercarriage, in the following shot is excellent.

http://img197.imageshack.us/img197/7...rmalfm3125.jpg
Now that looks real
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Old 26-Jul-2009, 12:56   #347
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Quote:
Originally Posted by RobertR1 View Post
http://www.neogaf.com/forum/showpost...postcount=3477

Point to point racing confirmed. The awesomesauce keeps getting more flavor!
What kind of mode is that?
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Old 26-Jul-2009, 13:45   #348
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Its normal racing, just that instead of driving around laps on circuts, your driving from point A to B on some raceway that is long and doesn't connect (so u cannot lap)
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Old 26-Jul-2009, 14:17   #349
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Ah ok cool, so it's closer to a Gumball 3000 type mode then...nice. That's what I wanted added to the game. As much as I like regular racing, doing the same laps over and over gets quite boring. Random point to point route generators are a nice feature to have if they could pull it off.
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Old 26-Jul-2009, 18:11   #350
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Originally Posted by RudeCurve View Post
Ah ok cool, so it's closer to a Gumball 3000 type mode then...nice. That's what I wanted added to the game. As much as I like regular racing, doing the same laps over and over gets quite boring. Random point to point route generators are a nice feature to have if they could pull it off.
I seriously doubt you are getting random routes in a city. If you want that get PGR3 which has a custom route maker.
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