The Big Forza 2 Thread *

Have you any experience with real-life racing? I have, you seem to talk about how much experience you have with console\pc racing. Comparing different sim games, when you use another game as point of reference still gives you a ****ed up result. Unless of course, the game your using as reference is 100% true to life.

I hope we don´t have to buy a car, go to the ring and race before you take us seriously, in any case, please post your times from the ring so we can see if your really worth listening to, you better be among the best or your opinions would be useless, right? /sarcasm

Your basing all your arguments of what some forum poster has told you, he may be correct, he may be wrong, its ridiculous that you run around here and make those arguments when you haven't tested it for yourself.

He raced, sorry, played car games since the Atari ST, i dunno if you like others in Funcom was brought up with the Amiga (i can only hope) but in my book 20 years of racing, sorry playing car games should give just a tiny credit and his reference player in germany must be something special since he trusts him.
 
At the end of the day real life vs. gaming is just that. No matter if it's the PS4 or the Xbox720, doesn't matter, they'll only be polishing up on what's possible. Comparing it to real life racing can only be done on a limited level.

I can write a 5 page post about all the things that Forza2 does to make things seems "realistic" but another 10 on what it and any other game doesn't. Until you get into a high HP sportscar and do some driving at a competitive pace, making comparisons is trivial and just a time passing activity.

Enjoy the games for what they are, games. Sure there are some realistic elements that are cool to witness and sometimes makes you go "cool, that's how it is!" but that's about it. Driving is very different when you're feeling the G's and tons of feedback that car and wheels are giving you. Couple that with coming to grips with speed and corner commitment with something REAL to lose, and you'll stop taking these comparison seriously rather quickly.
 
Have you any experience with real-life racing? I have

Then why don't you give some evidence of that? Because so far I have seen none.

, you seem to talk about how much experience you have with console\pc racing. Comparing different sim games, when you use another game as point of reference still gives you a ****ed up result. Unless of course, the game your using as reference is 100% true to life.

I drive a lot of cars and I like to test them every now and then in (the few) areas where you can do so safely. Also, I've driven on the Nurburgring, and have sat as a passenger in some demo runs. Obviously, if you are an expert racer and driver, and part-time mechanic, then sure you'll stand a good chance to be more knowledgeable on cars and racing, but ... man, show it!

Notice also that i explained to you that the elevation changes in the Forza 2 demo are so small, and only possible to test on 30metres of road, that its rather hard to actually get any meaningful results other than acceleration\braking tests.

For you apparently. But then why not from RobertR1? He talks exactly about what we were discussing. You come up with stupid comments about cars slowing down or gaining speed on inclines, when that kind of thing was common in almost any type of racing game conceived from more than 3 console generations back.

I would absolutely love for you to respond to my comments to your bold claims, such as handling differences and why Forza 1 Ai really wasn't better, when you haven't played the game.

All I said that Forza 1's AI wasn't as good and GT4's AI wasn't as bad as everyone claimed it to be. Which is not to say that Forza's AI wasn't better, as I think that was quite obvious.

Your basing all your arguments of what some forum poster has told you, he may be correct, he may be wrong, its ridiculous that you run around here and make those arguments when you haven't tested it for yourself.

No it is not. We can actually learn something useful from listening to other people, and I consider myself a good listener. If the same comments are made by several people, some of which I have come to know in my long online racing game fan career, they carry some weight for me. If you can't contribute anything substantial to the discussion other than question my credibility based on misinterpretations and presuppositions, then at least do so with the care I put into misinterpreting and presupposing the driving mechanics of Forza 2. ;)
 
Then why don't you give some evidence of that? Because so far I have seen none.

I havent seen any evidence of anything other than your translation skills. Your not even able to defend your ridiculous claims, like "driving on Ice" and so on.


As far as my experience in racing goes, its all at a hobby level, where i with mates go to Rudskogen a couple times a year and there has also been trips to Nurburgring.



ks exactly about what we were discussing. You come up with stupid comments about cars slowing down or gaining speed on inclines, when that kind of thing was common in almost any type of racing game conceived from more than 3 console generations back.

I must admit that i misread the first time (thought i meant handing not accounting for elevation at all) to which i did the quickest test possible. Note that i did point out suspension differences in my first post as well.

All I said that Forza 1's AI wasn't as good and GT4's AI wasn't as bad as everyone claimed it to be. Which is not to say that Forza's AI wasn't better, as I think that was quite obvious.

And i would like to ask what your basing this bull**** on, other than what a random guy said. HAVE YOU EVER PLAYED FORZA? No. Forza AI is miles beyond what GT4 offers in terms of AI. It may still be not be challenging in the end for an experienced drivers, but its still miles better.


If the same comments are made by several people, some of which I have come to know in my long online racing game fan career, they carry some weight for me. If you can't contribute anything substantial to the discussion other than question my credibility based on misinterpretations and presuppositions, then at least do so with the care I put into misinterpreting and presupposing the driving mechanics of Forza 2.

The problem arwin, is that all you do is translate this thing, and make arguments about a game you have never played. Ridiculous arguments even, like how cars apparently handle on ice. Or that for some reason Gt:HD handling differences between cars (look at the difference in cars your driving in GTHD vs the Forza 2 demo) .

People respond to it, and you blatantly choose to ignore it.
 
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I hope we don´t have to buy a car, go to the ring and race before you take us seriously, in any case, please post your times from the ring so we can see if your really worth listening to, you better be among the best or your opinions would be useless, right? /sarcasm

Nurburgring is a public racetrack, with lots of traffic any given day, unless you actually spent a 100,000 euros and rent it for a day, your lap times are going to suffer because of it.

That being said, me and my own car has been around Nurburgring below 9:00, again limited to traffic.
 
At the end of the day real life vs. gaming is just that. No matter if it's the PS4 or the Xbox720, doesn't matter, they'll only be polishing up on what's possible. Comparing it to real life racing can only be done on a limited level.

But not that limited! I enjoy games like these because they will teach me a lot about how cars behave, and it greatly helps the 'suspension of disbelief' if how they behave is consistent with what I know about the laws of physics and what I've experienced in cars, karts, and so on in real life.

I can write a 5 page post about all the things that Forza2 does to make things seems "realistic" but another 10 on what it and any other game doesn't. Until you get into a high HP sportscar and do some driving at a competitive pace, making comparisons is trivial and just a time passing activity.

I don't agree. I can watch motorsports on TV and see how the cars behave, what their maximum turn speeds are, how tire wear pans out, how they react to hitting curbs of various shapes and sizes, how much they lean and how much camber they have or people have set up with them (depending on whether these are possible to adjust in that particular race). I can observe a lot of things there that I can then compare to how cars behave in computer games.

Sure, driving to the limit on Nurburgring in real life cannot be compared to driving to the limit on a virtual track ... the fear and danger in real life is staggering in comparison. But it is very instructive to compare the two and understand what the differences are and what the similarities. It teaches you both about the game (how can I drive faster) and about life (discovering that the reason why certain elevation changes are so much more imposing in real life is because you see them in real 3d, rather than 3d projected in 2d).

Enjoy the games for what they are, games. Sure there are some realistic elements that are cool to witness and sometimes makes you go "cool, that's how it is!" but that's about it. Driving is very different when you're feeling the G's and tons of feedback that car and wheels are giving you.

But that's the thing. Games are getting closer and closer to the real thing in all respects. The feedback you can feel from the wheel these days in games is just phenomenal. Feeling the front wheels of an FF car reach the edge of grip as resistance on the steering wheel drops, or even falls away almost completely as you momentarily lose contact with the road or hit the grass, etc. These things are what makes me enjoy racing games the most. They matter to me immensely. Else I could just as well be playing Ridge Racer or Project Gotham Racing (which is pretty good anyway in terms of physics, compared to the former ;) ).

Couple that with coming to grips with speed and corner commitment with something REAL to lose, and you'll stop taking these comparison seriously rather quickly.

That's why some people insist that damage is so important. For me that doesn't go. On the contrary - the feeling that you are gaining on your opponent when the latter is a real person you are driving against online, or at a LAN party in a competition, or have splits that could put your best lap on the leaderboard, or whatever, there are a lot of different ways in which you can invest emotionally into your lap. Not having your suspense of disbelief broken by things that are outside the realm of physics

With so many of us driving real cars during the day, it really helps if the cars behave according to the same rules of physics. This is what makes racing games on this level such a nice cross-over that brings people in beyond the usual gamers, the car enthusiasts and the truck drivers. It's something I can let any guest I have play, and almost all of them will enjoy the game. Every difference between reality and the game is magnified by them though. A steering wheel was an important step forward to letting people like my dad 'get' the game, but it took the 900 degree support in the wheel before he could really get behind the wheel and drive.

I had my wife's dad behind the wheel today, and noticed that when you are doing your hairpins, you really suffer from the fact that normally you would look into the turn. He's a bit of a scientist, and was quickly asking clever questions why he was so rubbish in the game when he should have been ok in the real world. Part of the question was already answered by Kazunori and others, who built themselves a huge machine that actually moves you left and right - these G forces help people determine how they are affecting the car, but most people aren't even aware of this. So you have to relearn taking in that information visually, or through force feedback on your wheel.

But of course Kazunori (and others) built himself several motion cabins, he's always exploring beyond what he can offer, to learn about the limitations he faces currently. There's a new video that combines a lot of old material with a few new shots of his latest cabin, and a bit of demonstration of how they build and test cockpit views for GT5 (great to see they are definitely in there). It's part of a French TV show (I'll post it in the GT thread, has no place here). It's great to see that the Forza team is exploring such options also, with the multi-display support.

For many turns you have enough of a view on a widescreen TV, but for turns like these you need more. I can compensate by memorising the turn, but if I could have been looking into the turn more that would have helped a great deal. You can do this a little bit with GT4 and GT:HD by the way, if you drive with the wheel, by pressing d-pad left or right on it, but there is no analog control. It's good for looking if there is someone besides you which could be a problem when you enter a turn, but though the movement is fluid, it is very fast and makes you nausious :D. Would be nice if they map that to the sixaxis or something, so that you can turn it to where you want to look. It could work great combined with the cockpit view. There are some similar options to that for some of the PC sims already (not with motion control though yet I think, but I'm not sure) and that's in PGR3 already also if I remember from the demo I tried in a store.

Another option to deal with this is the multi display, so you just get some extra tvs for watching left and right of you, and can just turn your own head. Of course this is an expensive solution now, but for the die-hards who build their own cockpits it could be worth it. And it's great to see that Forza is implementing this beyond where GT3 and 4 already implemented it, i.e. available also in the single player game. (In GT you could only use it in LAN environments.)

(By the way I just got confirmation that I should be getting a copy of good ol' Forza 1 in the mail tomorrow or the day after.)
 
He raced, sorry, played car games since the Atari ST, i dunno if you like others in Funcom was brought up with the Amiga (i can only hope) but in my book 20 years of racing, sorry playing car games should give just a tiny credit and his reference player in germany must be something special since he trusts him.

perhaps, but sorry... that gets trumped many times over by this opinion. :cool:
 
Arwin,

There is NO subsitute for track time. One trackday (with instruction) is easily overshadowed by 10+ years of playing "realistic" racing games. Now you can write a book aruging about this but I won't agree. A game can only teach you theory. One thing that a game will never teach you, as even you referenced is the danger, which inturn is your survival instincts. The little voice that forces your foot to come off the the throttle early or brake early.

Force feedback in a steering wheel is great but now you're missing the car feedback. The "seat of your pants" feedback that racers heavily rely on. In the end you have to balance your survival instincts, car feedback from the seat and the steering wheel feedback. Those sum of those elements determine how fast you'll ultimately go.

I don't care if Ricky Racer playing GT4/Forza2 knows exactly how a car will behave over a rising crest. When he's out there and he's now forced to fight his survival instincts and translate the aforementioned feedbacks, the video game experience will be the last think he's thinking about.

Again, play games and have fun. It's what they're there for. Sure, as they add more realism, they become more immersive but there is simply no subsitute for real life.
 
When someone writes, for instance, about how the McLaren SLR in Forza compares to the same car in GT4, and points out that the rear wing doesn't pop up when you brake this car in Forza 2

I really see PD taking these things as an artistic challenge while T10 sees it as an engineering problem. GT4 had a horrible aerodynamic system as shown by the fact that the top speeds were made with the cars doing wheelies (http://youtube.com/watch?v=zhYrQY6YSqw&mode=related&search=), so all PD had to do for this was have a small animation. T10 has a relatively realistic model that takes things like broken bodies into account and decided that working out a system for 15 cars simply wasn't worth it.
 
Arwin,

There is NO subsitute for track time. One trackday (with instruction) is easily overshadowed by 10+ years of playing "realistic" racing games. Now you can write a book aruging about this but I won't agree. A game can only teach you theory. One thing that a game will never teach you, as even you referenced is the danger, which inturn is your survival instincts. The little voice that forces your foot to come off the the throttle early or brake early.

Can we just agree to disagree? I have driven the Ring in GT before I went to the real thing and it was a great help. Yes, having done both, I can honestly say that I prefer to push my car in Gran Turismo over doing it on the real thing, because that's just too darn scary (and irresponsible and dangerous, and potentially expensive. A friend of mine goes there every three months, and he has an accident once ... and not only do you have to worry about your car, but you also pay for damage to the trackside borders by the meter ;) ). :LOL:

Force feedback in a steering wheel is great but now you're missing the car feedback. The "seat of your pants" feedback that racers heavily rely on. In the end you have to balance your survival instincts, car feedback from the seat and the steering wheel feedback. Those sum of those elements determine how fast you'll ultimately go.

If you read my post, but I forgive you if you thought it was too long, then you'd have realised this comment is totally superfluous.

I don't care if Ricky Racer playing GT4/Forza2 knows exactly how a car will behave over a rising crest. When he's out there and he's now forced to fight his survival instincts and translate the aforementioned feedbacks, the video game experience will be the last think he's thinking about.

I avoided a (small) crash a few months ago using the same instincts I've used in LAN parties when someone hits the brakes a little sooner than I anticipated. On the Ring, it was also a great help to know how to best get my car out of the way of the Porches and BMWs that were blasting over the Ring at twice my average speed and turned up right at your rear-end in the blink of an eye. :oops:

Again, play games and have fun. It's what they're there for. Sure, as they add more realism, they become more immersive but there is simply no subsitute for real life.

No absolute substitute, but you'd be surprised how many I know for whom the need for speed in real life has been greatly reduced by playing these kinds of games (which I'm sure is partly due to starting to realise how precarious grip can really be and what an impact losing control at a high speed can have ... you don't need car damage to understand that).

Anyway, we clearly disagree here. I don't think it's very meaningful to discuss this much further. Obviously games like Forza and GT take their base from reality and keep trying to model the game after it. Whether or not that it is a fruitless pursuit to you, that really doesn't mean a discussion on what realistic aspects of the game they have tried and managed to get into the game, and what they haven't. We can then discuss whether or not that makes for a better or a worse game (I for instance will frequently argue that damage sucks in competition - if only damange happened exclusively to the offending party. ;) ), and we can discuss whether or not any skills learnt from the game translate to real life, but those come after the discussion of which aspects of real-life made it into the game and which didn't.

EDIT: by the way, here is a link to a fairly decent comment from a GT4 player (who hasn't played GT:HD yet) about Forza 2.

http://www.gtplanet.net/forum/showpost.php?p=2663637&postcount=1190
 
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Just to add my own 2 cents:

I loved racing games, especially Gran Turismo 3 and 4. Since I have and actively drive my car quick though (Nürburgring/Nordschleife will follow as well), it just doesn't cut it anymore. It's not that the level of realism isn't present in the game - it's more that there's just little level of feedback (Noise, adrenalin, feel how the weight shifts back/forward/left/right, a/de-cceleration etc) to the point that I just can't play the game the same way as I used to spend hours. Good times they were - but there are better times ahead. :smile:

Having said that, I still can't wait for GT:HD (and my PS3). I'm just not sure I'll ever take out that wheel and set it up like an absolute car nutter anymore. Being a step away from the real thing is so much easier and more fun! :cool:
 
EDIT: by the way, here is a link to a fairly decent comment from a GT4 player (who hasn't played GT:HD yet) about Forza 2.

http://www.gtplanet.net/forum/showpost.php?p=2663637&postcount=1190

This guy doesn't really know what he's talking about either:

I drove with everything off but ABS since I can't adjust brake pressure, and barely pressing the pedal locks up your wheels much too easily.

Wrong. I drive without ABS all the time, it locks up around 50% pedal pressure, not 'barely pressing' the pedal. I wonder how much he's even basing this on, one or two laps? vs 1000 in GT?

The BMW M3 with all assists on is still a bit less manageable than the Porsce 911 with none... the hell?? While nice, the physics are a mixed bag.

This is just a ridiculous statement and is not the case at all.
 
Arwin, um. Not even sure where to start here. Do I take it you are an unbeliever? I wonder what it is, exactly, you mean by trying to imply the Forza 1 AI was *not that good* (please don't answer this since you barely devoted time to FM1).

It is notoriously difficult to create a good AI and, given the fact that there's a good chance that you already have the game in your hands, I am pretty sure you will find that Forza Motorport's AI is above average, if not one of the best ever produced in a videogame -a little too agressive, though-.

MS developed the Drivatar technology at Microsoft Research in Cambridge. The development of the AI started in a project called "Machine Learning and Perception". Basically, they tried to imitate the frailty of human temperament, which, imo, they achieved in a very satisfactory way.

Some useful links:
http://research.microsoft.com/mlp/Forza/default.htm
http://research.microsoft.com/mlp/Forza/FMD_intro.htm
http://research.microsoft.com/mlp/Forza/FMD_AI.htm
http://research.microsoft.com/mlp/Forza/FMD_FAQ.htm

A Variety Performance
The AI in Forza doesn’t have fixed lines to follow. Whilst we’re not giving away the how it works just yet (see Drivatar Secrets later...), suffice to say that you’ll see the Forza AI following a variety of lines during races. They dynamically change their racing line based on opportunity and conditions (...). So, pretty much like humans of different abilities drive (you’ll notice a theme developing here).

The Frailty of Human Temperament
Don’t you just hate it when computer opponents drive perfectly all the time? Perhaps the only thing worse is when they deliberately limit (or artificially increase) their maximum speed to allow you to catch up (or to catch you). This is commonly known as "rubber-banding". Infuriatingly though they still take their lines perfectly! Within Forza we’ve created an AI that – depending on difficulty level – will occasionally make mistakes just like you do. We don’t fake crashes or force errors and we can’t predict when an incident will occur or what that incident will be.(...)

A Physical Leap
OK, so we’re going to get a little critical here – all in the name of science though, so all you fanboys please keep your toys IN the pram.

Some racing games that claim to offer an authentic simulation and to provide ultra realistic handling, have computer opponents that seem to have magic tyres that make them rigidly stick to a line like they’ve just driven through a pot of very-strong-all-patents-pending glue. We believe you have to play fair if you’re going to make claims of "realism" like these – and that means that the fidelity of the "simulation" should be extended to the computer opponents, who should be subject to the exact same laws of physics as yourself. There’s nothing worse in a racing game than skilfully working your way through the entire field only to get rammed off at a corner by a blind AI driver who then continues to race on with apparently no ill effects. It simply isn't cricket old boy.

We must concede that this whole AI car physics issue is a very difficult problem (so we sympathise with other games that take "short cuts"). Since Forza has an exceedingly detailed physics model, and every car in Forza handles differently (often very differently), and the performance and handling of every car can be customised, the range of physical behaviours of all the cars in the game is enormous. To cope with this variation, we had to resort to some more automated "machine learning" voodoo. As a result, every car in Forza has its own "car control intelligence" system, automatically trained specifically for that individual car, which runs in parallel with the Drivatar behaviour model.
The pleasing consequence of this for the player in Forza is that the AI cars are subject to those same laws of physics as you. If you get into an “incident” with an opponent in Forza, rest assured they’re as likely to crash out as you are. We’ll concede that they may recover more quickly than you, but that’s down to skill.
If you have any questions, ask. I would gladly go into detail regarding different aspects of the game but I have some homework to do. Maybe another day, another hour.

Good evening.
 
Exactly. Forza's AI was hyped pretty strongly. If you've played the game extensively, I'm sure you can tell me exactly how much of that they delivered? Give some examples?

GT4's AI on the other hand, while there were promises of improvements, have been regarded with a lot of skepticism due to it not being all that in the previous games. Expectations were lower, and when the first play-tests came and the AI found lacking, combined with the absence of online play it was bashed, bashed, and then bashed some more. Quite rightly so I think - AI is important if you don't put online in your game - but as it stands, there are quite a lot of differences between GT3 and GT4 in that respect, and while some of these differences have never been flaunted by PD, they overlap with some of the features tauted by the heavy Forza PR. There is no rubberbanding in GT4, there are no power modifiers for different difficulty levels and balancing (there were in GT3 in some modes), they are subject to the same laws of physics as you are (as they were in GT3, by the way - they couldn't deal with driving on Simulation Tyres back then at all for instance).

Anyway, to summarise, I want to stress that at no point did I ever say that Forza's AI was bad, or that GT4's AI was good, or that GT4's AI was as good as Forza's. Come on people, we're not on Neogaf here. You can expect me to write intelligent comments, and give me the benefit of the doubt. Sure I'll write stupid comments at times, but I'm doing my best here. All I said, was that Forza's AI wasn't as good as it was hyped up to be and GT4's wasn't as bad as it was bashed to be. ;)

To quote myself, I said stuff like "not that much better" and even qualified what I meant: "All I said that Forza 1's AI wasn't as good and GT4's AI wasn't as bad as everyone claimed it to be. Which is not to say that Forza's AI wasn't better, as I think that was quite obvious."

In an attempt to pick up the level of discussion here, I will try to set up a few test scenarios which we can then apply to measure different aspects of a racing game. If we can agree on whether or not these tests are subjective enough, we can then use them to investigate the different behaviours of a driving game. An example of testing the AI for instance would be the earlier mentioned AI car behaviour in avoiding a player's car at different speeds including standstill.
 
In an attempt to pick up the level of discussion here, I will try to set up a few test scenarios which we can then apply to measure different aspects of a racing game. If we can agree on whether or not these tests are subjective enough, we can then use them to investigate the different behaviours of a driving game.

You mean whether or not these tests are OBJECTIVE enough. Subjective is biased, objective is un-biased.

And right now, your still making tons of assumptions or posting subjective stuff about things you have never played.
 
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You mean whether or not these tests are OBJECTIVE enough. Subjective is biased, objective is un-biased.

Yes, sorry, obviously I mean objective ... :LOL:

And right now, your still making tons of assumptions or posting subjective stuff about things you have never played.

Ever heard of meta-reviews (also used in science)? Sometimes a whole lot less subjective than a single opinion, irrespective of whether or not that single opinion was formed 'hands on'. How many people who have been taking part in this discussion are intimately familiar with all four games that we have discussed? How many people who have been taking part in this discussion can even read?

Seriously though, you have a very lousy attitude that isn't exactly helping in this discussion and is highly coloring the way you read my posts. Even when I say that it is without doubt that Forza 1's AI is obviously better than GT4s, you are using terms like 'bullshit', "ridiculous", etc. Grow up man, learn to read more carefully (du mor bra med Engelsk, mucke bettre som min Svensk-Norsk blendning) , and adopt a more positive attitude. You're really bringing down this conversation. I value your opinion because not that many others have track-experience, but keep this up and you'll be on my ignore list soon.

@Scooby: is locking up at 50% the right point for that car in that given situation? And is the lock-up realistic - i.e. does it still take some level of friction into account? I've locked up my wheels, and it's not that easy to do, but it also doesn't mean you suddenly lose any grip whatsoever. And it generally requires you to slam the brakes quite hard. Then again, it would also be interesting to know what this behaviour is based on for cars who don't come without ABS in the first place - perhaps any point of lockup is justified in that regard, as it has little to do with reality, and then knowing that it will always happen at exactly 50% braking pressure (which I presume you'll be able to change in the real game) is just fine. In that case, the comment from the guy I quoted really is based on misunderstanding the game, and his point is rendered invalid. In all other instances, though, I'd think 50% is rather quick - but whether or not it is correct, should depend very much on the car, speed, and so on. So it could be very unrealistic or very realistic, or neither, depending on the given situation (car, speed, grip levels, pedal configuration, non-abs simulation in abs only cars, etc.)
 
Y
Ever heard of meta-reviews (also used in science)?

Ofcourse..
Grow up man, learn to read more carefully (du mor bra med Engelsk, mucke bettre som min Svensk-Norsk blendning) , and adopt a more positive attitude.

Il get a more positive attitude if i don't have to hear statements about how Forza handles like "on ice" and so on? Deal?

Now, when we got that agreed upon, what tests you thought about? Crash tests?
 
Y
Ever heard of meta-reviews (also used in science)?

Ofcourse..
Grow up man, learn to read more carefully (du mor bra med Engelsk, mucke bettre som min Svensk-Norsk blendning) , and adopt a more positive attitude.

Il get a more positive attitude if i don't have to hear statements about how Forza handles like "on ice" and so on? Deal?

Now, when we got that agreed upon, what tests you thought about? Crash tests?
 
Edit: I'm probably visiting Nurburgring this summer.

We can do corner speed tests compared to GT4 and Forza2\ Forza 1. I'll try to hook up a proper video cam setup, (i'm not a video cam kinda of guy, so any tips on how to set something up would be appreciated. ). Lap times would be worthless, due to trafic, but corner speeds is fairly easy, and its reasonably safe.

Il probably also do the taxi run, this year as well. If i'm allowed to record it (cant see why not), you can get video feed on how fast Sabine goes around the ring in a M5 or M3. (Obviously wouldn't be to the max, but she goes as fast as possible where its safe enough)
 
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