racing games - no not racist games you fucking ni

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PD has acknowledged the current Custom Race/PP exploit to AFK farm credits, as a known issue. It's funny that PD quickly tries to fix ways to make the grind less time-consuming, i.e. transmission gear ratio changes no longer change PP, to try to stamp out the Tomahawk farming exploit back in the early days of GT7, but doesn't acknowledge how awful the Penalty System is, and the current issue with driver assists in Split-Screen play.
I remember the days when I used to farm credits by attaching a rubber band to the PS3 controller and letting the Formula Gran Turismo wall ride on the indy car circuit repeatedly. Farming credits on GT games is a staple of the experience.
 
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The Crew 2 will be getting a new update tomorrow, and it is called MAD for some reason:

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And a car that's in the GT7 Legendary Car Dealership sold for $51.7 million, which makes players wonder if PD will remove the $20 million price cap on cars, to make this car's price "accurate with real-life trends" in GT7.
 
And a car that's in the GT7 Legendary Car Dealership sold for $51.7 million, which makes players wonder if PD will remove the $20 million price cap on cars, to make this car's price "accurate with real-life trends" in GT7.
God, if they did that I would be annoyed that instead of only being able to look at a car I can't afford in real life, now I can look at a car I can't afford in a video game.
 
So far, I believe it is the Marilyn Monroe of racers.
It was killed by JFK?

Approaching the tenth hour of the 24 hours of Le Mans in Gran Turismo 5. Has anyone else ever completed one of these endurance events in Gran Turismo?
No. Everyone just used the b-spec driver. The older games weren't so bad because an endurance even could be finished in 2 hours, which is still a long time, but far from 24 hours per run of later games.

Farming credits on GT games is a staple of the experience.
But it shouldn't be. Most of the good GT games had a way to farm credits quickly. Such as getting 250,000 for doing 4 laps in GT4.
 
No. Everyone just used the b-spec driver. The older games weren't so bad because an endurance even could be finished in 2 hours, which is still a long time, but far from 24 hours per run of later games.
I'm not sure why in GT5 they decided to split off b spec into its own separate mode (with no fast forward feature, but maybe that has something to do with a new engine). Surprisingly it starts to become some what more tolerable after they let you save your progress to continue later (which only came in an update, before you just had to pause the game overnight to sleep).
 
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I recently decided to install Need For Speed Underground on the PC again and I forgot how insane the rubberbanding can be for some of the races. You can gain dozens of car lengths away from your opponent only for them to mysteriously reappear in your rear view mirror. Especially for the infamous race "Kurt's Killer Ride". I learned by ramming the AI it can temporarily break their rubberbanding cycles.
 
I recently decided to install Need For Speed Underground on the PC again and I forgot how insane the rubberbanding can be for some of the races. You can gain dozens of car lengths away from your opponent only for them to mysteriously reappear in your rear view mirror. Especially for the infamous race "Kurt's Killer Ride". I learned by ramming the AI it can temporarily break their rubberbanding cycles.
Try flatout 2. You can wreck your opponents cars as a way to deal with rubberband
 
I recently decided to install Need For Speed Underground on the PC again and I forgot how insane the rubberbanding can be for some of the races. You can gain dozens of car lengths away from your opponent only for them to mysteriously reappear in your rear view mirror. Especially for the infamous race "Kurt's Killer Ride". I learned by ramming the AI it can temporarily break their rubberbanding cycles.
Kurt was a bitch but Todd truly takes the cake. I think this is Todd at least.
 
Some racing game news from this weekend and today:

The Bulgari and Genesis VGTs have been revealed at the GT World Series E-Sports event this past weekend:

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The Genesis will be added to GT7 in January 2024, while the Bulgari will be added later on in 2024.

As for the GT World Series event itself, Spain wins the Nations Cup, on their home soil, and Nissan wins the Manufacturer's Cup. I do wonder what the viewership and attendance for this event was.

In Forza Horizon 5, 6 cars (with at least 2 new, and 3 returning) will be added to next season's playlist, along with some returning vintage cars from FH4, and a Fast X Car Pack will also be added. Some cars from FH4 will also be returning in January:

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Highlight cars include the new BRZ, and the Gordon Murray T.50, which was already added to FM2023. Sadly, the Flip Car's ramp is only for show, and you can't actually use it as a ramp.

FM2023's December update includes 5 new cars, the Hockenheim track's debut to FM, and some bug fixes, which again are only just a tiny amount, compared to the total amount of issues with the game.

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Ubisoft posted a trailer of The Crew Motorfest's Season 2, which starts on December 6:

 
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Does anyone have opinions on the merits of The Crew vs American Truck Simulator?
I was only ever really interested in The Crew as the virtual tourism aspect, and I came to the conclusion long ago that it kind of sucks. Sure you've got a handful of cities that are actually done, but large chunks of map just piss me off the moment I look at them. And racing-wise, it just feels bland. I think it was horribly done, all told.

On the other hand, ATS looks like watching paint dry, but its full of reviews that say that they thought the same thing. Of course ATS is also limited to just the West, but the West is the part that has the most striking geography anyways. I don't know if the cities are detailed or if it's just like one road through town. I assume it manages it 1-to-20 scale by basically having nothing but a stretch of road with backgrounds painted on it, kind of faked up, whereas even The Crew does have the ability to go off road, go over hills, and what not.

I had this fanciful idea that maybe one day Google Street View could be good enough for Microsoft to make a Microsoft Automobile Simulator like Flight Simulator and even have dynamic traffic like they've got weather.
 
Does anyone have opinions on the merits of The Crew vs American Truck Simulator?
I've also wanted a game like that too. I've never played The Crew before, but so far in terms of road trip simulator I feel like ATS is the best in terms of having the largest world space. I like to play using a car mod and aimless driving around while putting on a podcast or narration in the background. ETS is pretty nice as well, if you want a change of scenery from desert environments to more vegetated ones.
 
Does anyone have opinions on the merits of The Crew vs American Truck Simulator?
My answer to this, regarding ATS, would be "How much do you enjoy 'head empty' gaming?" Does the idea of a game where you have to plan ahead and use retarders/engine brakes to slow down instead of the foot brakes*, or navigate narrow streets and depots in a big truck, interest you? If the answer is "yes" then you'll get a kick out of A/ETS.

To tell the truth, I've never played ATS, but I've put many, many hours into ETS. So as far as cities go, if it's anything like ETS the answer is "it depends." In the decade-and-change that ETS has been around, the game has changed significantly in art direction and implementation. As a result the quality of the cities depends on whether you are in an older DLC area/base game area, or a newer DLC area.

In the early days of ETS, cities adhered to the 20:1 scale that the rest of the map does. This meant that there wasn't really enough room to capture the personality of each individual city. Basically every city was like 4 blocks of depots and maybe a gas station. Imagine that one really unflattering shot of Breezewood, PA. That's what every city in early DLCs looks like:
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In the later DLCs, they detached the cities from the scale size, so if you blew them up to 1:1 size, they would be two-to-three times larger than IRL. This allowed them to give the cities much more character. You can't go down every street, but the city maps are elaborate enough that you get the idea. Here's a video of someone driving through Italy:
Italy was the first DLC that implemented this new style of city. Obviously all this applies to ETS, but since ATS is developed in parallel, it's not that wild to assume the same thing applies. FWIW the base game includes California, Nevada and Arizona. So I would guess that at least these states could be considered "early style."

One final note is that SCS, alongside developing new DLCs, is currently working on updating the older areas of the map to bring them up to the standard of the new ones. As of writing this, the California rework is ongoing.

* The need to use alternate braking systems depends on whether that option is turned on in the simulation settings. They are used automatically by default, I believe.
 
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I'd say it's as good as Payback and Rivals
I've never played Payback, but Rivals was just kind of okay for me. I'm guessing that's how Unbound is? Just okay?
 
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