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871
Real Life Motorsport / Re: Formula Thunder 5000
« on: May 04, 2016, 05:33:36 PM »

872
Assetto Corsa / Re: Sim Racing System now available for AC
« on: May 03, 2016, 11:54:14 PM »
I installed the app, jumped in a 6 car race last night and despite higher pings there was no noticeable issue during the race.
Not necessarily a fan of waiting for a race start time but then it is handy to see whats coming up etc if you so choose.

873
Suspect night for me.
R1 Forgot to reload the setup so I only had a few litres of fuel.  Caught up with a few bumps and scraps but all to no avail as pit stop required for a top up.
R2 With 1 minute to go on my counter I see the field flying by after completing lap 1. I should have been in P2 :(  I jump on the end but a lap behind and nothing to exciting that race.
R3 Started in P2.  Got the jump on Matthew off the line but then misjudged my brake marker down the back and ran a bit wide and he was through.  From there I wasn't going to catch him but I did have a decent gap on the rest of the field so I set about running super consistent laps and actually grabbed the award for that. So that was positive.  Grat was closing fast in the dying laps but got home in second.

874
Hi guys.

It is with great disappointment that I'm afraid I will have to pull out for the rest of the series and potentially ongoing.

A couple of reasons - somewhat because of my work commitments, but also I'll leave it as "affairs of the heart". :)

I will still keep an eye on the forums and try not to miss any opportunities to bag the crap out of Marty or marvel at Wally's genius.

All the best!
That's a shame GB.  Not that I every got to race with you (to far in front) but always interesting to marvel at how the hell you were so quick.
All the best..

875
I have a pretty firm peddle now with the t3pa pros that requires a decent force to pull up and at times I end up just pushing my wheelie chair back haha so its easy to out brake myself now.
Its a common development path.  Upgrade the spring... then upgrade to load cell . .  then swap to lockable wheels on my chair....!!!  :)

876
If there was no draft then it wouldnt have made t1 the easiest place to pass at this track.  ;) The trick was getting the line into the last turn
Disagree.  You said yourself getting the better run off the last turn was the key . .  and T1 was the biggest brake stop spot on the track.
My point is that if you come out of a corner together, shouldn't there be a slight draft advantage for the car behind sitting in the hole being punched out of the air?  In AC its extremely slight and I am only suggesting a very minor increase in that area to me would be more realistic.
DRS - forget it!

877
My example would be Formula Ford.  They utilise the natural aero hole created by the car in front to make passes all the time.  They too are under powered yet the effect is there.  In these cars there is virtually no tow created however realistically there should be a small one, and I do only mean a small one that would maybe get you alongside....

878
Freezer (a.k.a The Mobile Roadblock)
Of course if you were faster you would have just passed me . . :) :)

All round good nights racing.  I had many long and close fought battles with the likes of Marty, Stan, Matthew etc all of which were clean and well done.  Very important to pick the "right line" and be super smooth as one slip and people are passing you.

I wonder whether a bit more slip stream effect would spice it up as there is next to none at the moment! 

879
Hey Marty, might have the night off and make room for someone else.  Enjoy . . . :)

880
Might try re installing them as at present as soon as you load into the game the car just drops through the pit bay floor....
Or verify your game cache in Steam.
Will do but it was only happening with the OSRW updated tracks.  I have since removed the OSRW files and those tracks work again.....
I will put them back in the future if we run them again.

881
Might try re installing them as at present as soon as you load into the game the car just drops through the pit bay floor....

882
Anyone getting track surface errors on the OSRW tracks.  I had a small update late night and then afterward, those tracks on load see my car falling through the floor along with an error message on load.

883
Bit of an up and down night for me.
R1 hard a long hard close race doing my best to keep some of the faster cars behind me.  Got up to 7th but eventually slipped back to 12th.
R2 this was again a hard fought battle up until half way when a tap from Bird saw me go around and drop a heap of places.  I was having a bit of a slide and Bird finished me off but I wouldn't say it was worth a penalty, more of a racing incident as I slowed due to the slide.
R2 After a good start getting myself from 12th to 5th I found the surging effect getting really bad making it difficult to drive.  I came though the last corner with a bit of a slide but as I corrected there was a big lag which resulted in me spearing off track and down to 16th.  From there it was just a case of getting it home.
Its good to see the collisions being a lot more realisitic although despite some very good close racing I also had a heap of contacts on the rear of my car (13 in R1, 13 in R2 ) of which some assisted the passing so it would be good to clean that up.

884
Assetto Corsa / Re: The OFFICIAL car parade thread
« on: April 07, 2016, 01:46:27 PM »
I don't think you guys can beat these...
I'll go close. .  My first car was a Datson 1000 2 door . . . beast!

885
Wasn't overly confident based on practice with these cars however pulled off a decent lap to qualify 10th.
Good a good start in R1 and had a very clean race to come home 8th.
R2 was an excellent race.  Started in 17th and all up got past 10 cars all of which were super clean and close, so a great race.
R3 was not so good. Started 15th but a few laps in got caught up in the big pile up having got to 13 was now in 19th.
Had a small tap from Bacculum which saw us both go round and then spent the rest of the race trying to keep with him.

p.s. having had traction control on by default I suddenly thought to turn it of in r2 and it definitely added a bit more pace.

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