Natürlich ist bei großen Rennveranstaltungen ne Menge rundherum der Strecke los. Aber mal im ernst:
Denkst du wirklich, das es z.B. einen A.Wurz beim 24h Rennen in Le Mans oder einen Jürgen Alzen beim 24h Nordschleife während des Rennens interessiert, ob jemand mit Zuckerwatte im Riesenrad sitzt oder ob und wieviele Oettinger irgendwer beim Campen in Brünnchen trinkt?
Klar, son bißchen Rennatmosphäre is schon cool, aber ich sehe Forza nicht als Renn-Party-Simulation...
Deswegen ist Forza Motorsport meiner Meinung nach auch die "Rennspielreferenz" dieser Generation. Natürlich reicht die Grafik in mancher Hinsicht nicht an kommende Konkurrenztitel heran, aber es bietet halt eine Menge und bringt viele Leute zusammen.Ein Motorsport-Purist.![]()
Aber das ist eben auch was Forza Motorsport ausmacht. Es schafft diesen Spagat fast alle in einem Titel zu vereinen.
PS: Norschleifen Screenshots und ich gebe eine Foren-Runde aus !![]()
Zitat
"As has been said you can basically use this thread as the end all for physics discussion. NOTHING was compromised and with out a doubt the physics ARE better. The cars don't "float" any more, they're planted and as a wheel user you will feel every bit of weight transfer through FFB. The improvement is stunning to say the least. I actually wish I could have sat down and drove the other tracks/cars ect as if 24 hours wasn't enough. We obviously spent a great deal of time in the R8 V10, but it wasn't a special case in that it was more reformed b/c it's the hero car. On breaks I was driving the DBS on Ladera and it was the same feeling, planted, great weight trasfer feedback, ect. The cars just feel amazing in my opinion. Turn 10 has stepped it up with out a doubt. Also, when I say planted I don't mean NFS or PGR planted, I mean you can "feel" the tires connection to the ground. These cars are certainly not planted in the sense that the won't get loose, they feel heavier and once you get the momentum going things can go downhill REAL fast!"
"Any ways, the whole track IS bumpy. The videos don't do justice that you can feel through the wheel. I don't know about controller users, but on the wheel, flying down the straight at 185 mph you felt the FFB and rumble telling you the road was NOT a perfectly smooth surface. Even Evo (controller user) commented on how he had to make constant adjustments to keep in a straight line b/c of the slight getting jarred around. I can't get over what a grade A job they've done this time around as far as the tracks and physics go...I'm so stoked for this game it's ridiculous. As for the sense of speed you were commenting on I think it's much better this time around."
"The physics are AWESOME. The cars no longer float (or ice skate), you can feel their connection to the pavement and the physics in general have improved greatly. The weight transfer feels amazing (the cars feel "heavier", much like RacePro) and once you get the momentum moving in the all the wrong ways all hell will break loose. All the E3 videos and such do no justice, after playing it for as long as I just did I can tell you they have compromised NOTHING in the physics department...they just added new little features for new to sim users. This game is going to be great guys. Light contact doesn't result in the end of your race and the game is just a blast. Also, in between stints I took a little time to drift the DBS on the test track, it's worlds different for Forza 2, you can send the cars into such a nice smooth drift b/c of the improved weight (and weight transfer) of the cars. It really feels great."
"The game feels awesome with the wheel, but to be honest RacePro might still be slightly heavier on the FFB. The FFB is heavier though and it's so precise. Once you get a handle on the new game and really start to notice the small things you can just feel the weight of the car moving around through the wheel. There were more than a couple of times I started getting the momentum of the R8's back end moving too much and the wheel let me know it every time...ignore that input and sure enough I'd be in a full blown four wheel drift through the porsche curves, haha. As for the bumps, RacePro has done a wonderful job in the department, but Forza 3 has stepped it up from Forza 2. Maybe the videos aren't doing justice, but I could feel the FFB/Rumble letting me know the track is not just a perfectly flat surface. This was most evident braking into mulsanne, slightly down hill on a kink, my god that braking point got sketchy more than once. Also, there's one huge thing for us online racers. Minor bumping and rubbing doesn't result in getting flung of the track. On some passes we were getting quite rough with the AI and it felt much more like RacePro where you can really get in there and race your opponent instead of tip toe around them. This should be paramount for online racing."
Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von »DAG JaboFu« (13. Juli 2009, 18:01)
1 Besucher
Um die vielfältigen Funktionen des Forums nutzen zu können, solltest Du Dich registrieren. Es lohnt sich!
Jetzt registrieren!