Race Driver: Grid

Well my BSOD problem has been solved.

I was running my machine over clocked so i reduced my clock speeds and forced my GFX fan too 100% and i haven't had a problem since.
 
3 races per week, can take part in all three (if there's room?), but only two count towards league score.

Points
1st - 10
2nd - 8
3rd - 6
4th - 5
5th - 4
6th - 3
7th - 2
8th - 1

4 weeks, best driver wins.

Not sure how we're going to work rules (all assists off? on? some on, some off?) or if we've got 20 good drivers and 4 sim fanatics who dominate. What about accidental/intentional bumps, scraps and smashes?

Does GRID have qualifying laps, or shall we just flip a coin?

Still waiting for my copy to arrive due to...stuff.

All comments and improvements welcome, might pop out and buy a copy if it's not delivered by the time we start.
 
3 races per week, can take part in all three (if there's room?), but only two count towards league score.

Points
1st - 10
2nd - 8
3rd - 6
4th - 5
5th - 4
6th - 3
7th - 2
8th - 1

4 weeks, best driver wins.

Not sure how we're going to work rules (all assists off? on? some on, some off?) or if we've got 20 good drivers and 4 sim fanatics who dominate. What about accidental/intentional bumps, scraps and smashes?

Does GRID have qualifying laps, or shall we just flip a coin?

Still waiting for my copy to arrive due to...stuff.

All comments and improvements welcome, might pop out and buy a copy if it's not delivered by the time we start.

4 weeks is quite long but I could possibly do that if everyone else is willing.

I would say assists on, Grid is an arcade game and it's pretty much intended to be driven with them on I feel. Taking them off doesn't turn it into a sim at all.

There's no qualifying in Grid, at the moment in the first race it is simply whoever presses ready first that will be on pole. Subsequent races are in reverse order of championship positions, although this might be different in private rooms as I don't think you can do championships.

Slight bumping or scraping is all part of the game, it's intentional ramming when someone comes alongside you, or using someone as a brake for a corner that should not be allowed.
 
PATCH UPDATE!!

Hi everyone.

Here is an update on the patch releases -

PC Version
Due Thursday 12th June approx 10am BST

We will provide the traditional list of mirror sites to help everyone get the patch asap. Approx patch size is around 190 MB

Steam/direct2drive versions
7-10 days time

XBOX 360 & PS3 versions
7-10 days time

The reason for the delays is simply the submission process that Sony, Microsoft and the download sites have. Its not a process we can rush through.

Linky



PC patch: In the final stages of QA testing. Due to be uploaded this Thursday morning, possibly earlier.

PS3 patch: Being submitted to Sony for final testing as I speak. We're hoping to get this through their submission process and live within 2-3 days, though going by the book this can take as long as 5-8 days. It rarely takes this long though.

360 patch: Being submitted to Microsoft for testing now. MS Cert are unfortunately away on a conference all week until Friday so they will not be able to start testing the code until then (this affects every game and patch currently in Cert). We therefore hope to go live with our 360 patch early to mid next week, but this is dependant on Microsoft's available resource. Full games take priority over patches.

Linky2

edit: WOW! It's going to be called 1.1!!! :eek: :p Here you can see a new sticky notice at the top of the page.


GRID Patch change list.

All Platforms

Network bug fixes
• When viewing in spectator mode – wheels should now turn correctly.
• Session searching now functions correctly when there are lots of full sessions (PC and PS3).
• Track and route options no longer change when host gets back to lobby in private/LAN.
• Race results are now correct if a host migration occurs at the end of the race.
• Other player’s progress/positions are now correctly updated when you enter the race results screen.
• Several NaN (brown screen) related fixes.
• Fixed a problem whereby it was only possible to upload one world record ghost to each track (PC and PS3)

Network - general
• Race to race lobby timer is now 15 seconds
• A timer has been added showing how long the session has been up and running is shown on the tickertape after joining a session.
• Changes to what is displayed in lobby when a player has kick votes.
o The player who has been voted for can see this fact and the number of votes they have received.
o Players who have voted to kick someone can see who they voted for but cannot see the number of votes.
o Players who have not voted do not see anything.
• Added ability to get the next page of sessions in private session results (PC and PS3)
• Banned sessions no longer appear in private session list.
• Reverse gear is now disabled for the first two seconds of a network race to stop players reversing off the start line.
• Added ability to change collision types in all sessions (not enabled in Demolition Derby).
o Forward Only (this is the normal behaviour for Ranked/Unranked)
o On (Collisions are always on)
o Off (Always off).
• Numerous anti griefing checks to turn off collisions when players are griefing.
• Fix for distance shown in distance online stat.
• A warning message is now shown the first time you enter system link.
• In non-drift races, the race results screen shows the fastest lap that each player achieved in that race.
• When a player retires or terminally damages in race, a message telling all players of this fact is sent to the chat system so displayed in the overlay in game.
• Cars become semi-transparent when collisions are turned off due to griefing.
• Improvements to prediction system to reduce effects of lag when players are close by
• Fix for occasional excessive smoke coming from other players in network mode
• Fix for exploit where a player could upload an incorrect lap time
• PS3 & PC – fix for a problem where private sessions would not show up in search unless you searched for public sessions first

Game - general
• Xbox 360 achievement fix.
• Several optimisations and performance improvements.
• It is now possible to look left and right while in bonnet camera.
• Fix for a hang when selecting a gear outside the gears available on the vehicle (this was possible with H-Shifter)
• Fix for cars very occasionally flying into the air when hitting kerbs.
• Fixes for custom action maps
• Track rendering optimisations.
• Brown screen problem no longer awards achievements or causes glowing white cars.
• Fix for airborne achievement – now awarded even if car flips upside down during jump
• Fixed frame rate stalls and stuttering on Xbox 360.

PC Specific Changes
General
• Added support for Xinput wheel and Logitech Rumblepad 2, including default action map configurations.
• Adding ability to use H-pattern shifter in custom configuration by allowing configuration of gears 1 to 6 and reverse. Same for boost.
• Fix for missing Force feedback on Vista.
• Added the ability to override the controller type, so that if the game fails to auto-detect it, users can specify it themselves.
o Symptoms of the game failing to detect the appropriate controller type are:
On a pad, handling is too twitchy, appears to steer “lock-to-lock”.
On a wheel, the input lags and the linearity slider doesn’t appear to have an effect.
o To override controller type, find the hardware_settings_config.xml that is generated when the game is run (should be in My Documents\Codemasters\GRID\hardwaresettings) and change the line that reads <input device_type="auto" /> to either <input device_type="pad” /> or <input device_type="wheel" /> as appropriate for your controller.
• Changing microcode optimisation level for NVIDIA 7xxx series graphics cards to reduce a pause when using each shader for the first time.
• Adding support for triple head displays.
• Graphical corruption fix when using multiple GPU’s.
• Network chat text made less obtrusive.
• Numerous on-going compatibility fixes.
• Improvements to shadows for certain resolutions/aspect ratios.
• Profiles are now flushed to disk when they are written to reduce the chance of them being corrupted if the PC dies.
 
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Am looking forward to this, is gonna sort quite a few problems out, once my exams have just finished. Hopefully from here they have a solid base to then build on and add more stuff :)
 
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