O hai!
+9
theSnail .@y
Toad
Lippa
Tuktuk
Pax-raider
DonaemouS
Valentin K
Kenners
djpimley
13 posters
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O hai!
Auto Sport Driving simulation in the Mac app store. I bought it for yuks. Rather unrefined and the presentation won't blow anyone's pants off but it's got some nice touches... now what does that remind me of?
djpimley- Veteran
- Number of posts : 691
Registration date : 2008-08-28
Re: O hai!
dj-
In what ways do you think it improves on Redline? In what ways does it fall short?
We want to know!
If it's worthwhile, we'll have to contact Jason & see if a plugin architecture is possible...
Cheers,
Kenners
In what ways do you think it improves on Redline? In what ways does it fall short?
We want to know!
If it's worthwhile, we'll have to contact Jason & see if a plugin architecture is possible...
Cheers,
Kenners
Kenners- Veteran
- Number of posts : 240
Age : 61
Location : Grand Junction, Colorado
Registration date : 2008-09-11
Re: O hai!
Inquiring minds want to know.
Graphics: About the same level as the best of Redline plug-ins. Looks very similar to rFactor. There's a fair bit of control over how much detail is in the graphics, so you can tailor this to run well on even the most underpowered Mac. A few nice touches such as motion blur and a working rear view mirror, huzzah! Several view modes for racing (cockpit, bonnet, close chase, far chase.)
Sound: How to put it kindly? The sound effects are... functional.
Physics: I read somewhere the physics engine is from Virtual GP; I have no idea whether this is A Good Thing. Based on 30 minutes play time it feels pretty similar to rFactor when controlling with the keyboard. Can't vouch for mouse or wheel control. Doesn't seem to be a damage model.
AI: configurable skill level. I played with them in rookie mode and they are not completely brain-dead like the AI in Redline. Perfectly usable for practice racing and filling out a grid.
Online play: have not tested.
Events: A race event consists of free practice, qualifying, and race. Any can be skipped in offline play, guess this would be the same online.
Replays: Switch view modes or view track camera, play realtime/slow/fast and skip to any point in the replay.
Well, there you have it. I doubt it's the holy grail of Mac racing that we're all quietly waiting for, but some of you might enjoy it's rustic charms. And downloading it from the App Store beats the hell out of configuring CrossOver.
Graphics: About the same level as the best of Redline plug-ins. Looks very similar to rFactor. There's a fair bit of control over how much detail is in the graphics, so you can tailor this to run well on even the most underpowered Mac. A few nice touches such as motion blur and a working rear view mirror, huzzah! Several view modes for racing (cockpit, bonnet, close chase, far chase.)
Sound: How to put it kindly? The sound effects are... functional.
Physics: I read somewhere the physics engine is from Virtual GP; I have no idea whether this is A Good Thing. Based on 30 minutes play time it feels pretty similar to rFactor when controlling with the keyboard. Can't vouch for mouse or wheel control. Doesn't seem to be a damage model.
AI: configurable skill level. I played with them in rookie mode and they are not completely brain-dead like the AI in Redline. Perfectly usable for practice racing and filling out a grid.
Online play: have not tested.
Events: A race event consists of free practice, qualifying, and race. Any can be skipped in offline play, guess this would be the same online.
Replays: Switch view modes or view track camera, play realtime/slow/fast and skip to any point in the replay.
Well, there you have it. I doubt it's the holy grail of Mac racing that we're all quietly waiting for, but some of you might enjoy it's rustic charms. And downloading it from the App Store beats the hell out of configuring CrossOver.
djpimley- Veteran
- Number of posts : 691
Registration date : 2008-08-28
Re: O hai!
Kenners wrote:dj-
In what ways do you think it improves on Redline? In what ways does it fall short?
We want to know!
If it's worthwhile, we'll have to contact Jason & see if a plugin architecture is possible...
Cheers,
Kenners
I just made a comment on one of the older posts about ASD and asked about possible plug-in implementation in the game on their Facebook page - we'll see. Not going to buy this before I know for sure that it's moddable, but it's definitely tempting. Very.
Valentin K- Veteran
- Number of posts : 219
Age : 31
Location : South-West of Germany
Interests : Redline, scale modelling
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Favorite Car : TVR Speed 12, RE Amemiya RX-7, Cheetah GT
Favorite Track : Nürburgring Nordschleife
Registration date : 2008-08-29
Re: O hai!
>Check this out<
For non-Facebook users: Regarding the implementation of user-created content as free plug-ins:
SiniScope Production and Development, Inc. "That is always a possibility as I already have re-coded tools in the works. But I think it may take some time as right now I am simply trying to get more content in the game and work on the new stock car game. But again, always a possibility. I loved Redline and a lot of the addons were fantastic! Ambrosia did not provide a lot of content, but the community surely did."
For non-Facebook users: Regarding the implementation of user-created content as free plug-ins:
SiniScope Production and Development, Inc. "That is always a possibility as I already have re-coded tools in the works. But I think it may take some time as right now I am simply trying to get more content in the game and work on the new stock car game. But again, always a possibility. I loved Redline and a lot of the addons were fantastic! Ambrosia did not provide a lot of content, but the community surely did."
Valentin K- Veteran
- Number of posts : 219
Age : 31
Location : South-West of Germany
Interests : Redline, scale modelling
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Favorite Car : TVR Speed 12, RE Amemiya RX-7, Cheetah GT
Favorite Track : Nürburgring Nordschleife
Registration date : 2008-08-29
Re: O hai!
I already played the the VGP3 demo, and the game is looking very good under physics model. I just hate that u cant accelerate if you have all the steering wheel turned, and sand car stuck. But graphics are very good and could be a valid alternative for the postmortem Redline with sliding cars physics issue never fixed.
I vote for it...
I vote for it...
Re: O hai!
Sounds to me like we need some folks to buy it and check out the multiplayer experience...
Pax-raider- Veteran
- Number of posts : 281
Location : near Boston, Massachusetts
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Registration date : 2008-10-31
Re: O hai!
I have it!
But I never saw a server not to mention another player online. (wasn't the redline lobby crowded after Redline's release?)
A few first impressions:
+:
Mirror
polite AIs, adjustable
adjustable start position during Ai race
-:
no lead/trials times visible
no map layout while driving
no lap number shown
cmd/alt etc. keys can't be used for keyboard settings
no full throttle, no wheelspin
Maybe some of this points are possible but I didn't know how to do ...
+/-:
4 tracks (all flat)
3 cars
But I never saw a server not to mention another player online. (wasn't the redline lobby crowded after Redline's release?)
A few first impressions:
+:
Mirror
polite AIs, adjustable
adjustable start position during Ai race
-:
no lead/trials times visible
no map layout while driving
no lap number shown
cmd/alt etc. keys can't be used for keyboard settings
no full throttle, no wheelspin
Maybe some of this points are possible but I didn't know how to do ...
+/-:
4 tracks (all flat)
3 cars
Tuktuk- Veteran
- Number of posts : 205
Age : 61
Location : Berlin, Germany
Registration date : 2008-08-29
Re: O hai!
Hm, not a good sign...Tuktuk wrote:But I never saw a server not to mention another player online.
Yes, I noticed this as well. Same as you, I wondered if I was missing something.Tuktuk wrote:no full throttle, no wheelspin
djpimley- Veteran
- Number of posts : 691
Registration date : 2008-08-28
Re: O hai!
Tuktuk wrote:I have it!
But I never saw a server not to mention another player online. (wasn't the redline lobby crowded after Redline's release?)
A few first impressions:
+:
Mirror
polite AIs, adjustable
adjustable start position during Ai race
-:
no lead/trials times visible
no map layout while driving
no lap number shown
cmd/alt etc. keys can't be used for keyboard settings
no full throttle, no wheelspin
Maybe some of this points are possible but I didn't know how to do ...
+/-:
4 tracks (all flat)
3 cars
I have it too!
first impression: negative.
not last, cmd key is my shift up and alt key my shift down...
However, how do we play together on line?
Merry Xmas
Lippa- Addict
- Number of posts : 30
Location : Italy
Interests : leisure
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Favorite Car : lotus exige
Favorite Track : spa
Registration date : 2008-10-08
Re: O hai!
Lippa wrote:
not last, cmd key is my shift up and alt key my shift down...
However, how do we play together on line?
Merry Xmas
cmd & alt keys are my gearshift in Redline too, but in ASD I can't assign them.
How to play together? Same as in Redline: Looking for someone ...
Or we have to make an appointment.
Merry X-mas too
Tuktuk- Veteran
- Number of posts : 205
Age : 61
Location : Berlin, Germany
Registration date : 2008-08-29
Re: O hai!
This looks really interesting to me too. I would much rather have competent game with a good physics engine (even if its not up the level of rFactor) running on the Mac. I will probably buy it tomorrow, and try it out with my GT wheel. From what I was able to find out it should be pretty much the same game as VGP3.
For those with set up issues, maybe this will help, I found this on Youtube:
https://www.youtube.com/watch?v=pDavAs9Wcls&eurl=http%3A%2F%2Fwww.siniscope.com%2Fautosportdriving%2Fmedia.html&feature=player_embedded
I would prefer spend $15 on this Mac game, than have to pony up $1200 for a PC to run rFactor at a good level. The 13" MBP I have now just won't cope with rFactor well enough, this would be a great alternative for me. Hoping for the best, while expecting the worst.
For those with set up issues, maybe this will help, I found this on Youtube:
https://www.youtube.com/watch?v=pDavAs9Wcls&eurl=http%3A%2F%2Fwww.siniscope.com%2Fautosportdriving%2Fmedia.html&feature=player_embedded
I would prefer spend $15 on this Mac game, than have to pony up $1200 for a PC to run rFactor at a good level. The 13" MBP I have now just won't cope with rFactor well enough, this would be a great alternative for me. Hoping for the best, while expecting the worst.
Toad- Veteran
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Age : 63
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Registration date : 2008-08-28
Re: O hai!
I didn't buy it yet, but seeing that clip makes me wonder if I should, those screens look pretty dauntingToad wrote:For those with set up issues, maybe this will help
Any confirmation from anywhere that the multiplayer is working?
Pax-raider- Veteran
- Number of posts : 281
Location : near Boston, Massachusetts
Humor : Eddie Izzard, Python
Favorite Car : Ferrari 156 Sharknose
Favorite Track : Monaco
Registration date : 2008-10-31
Re: O hai!
I would, but I sent an email to the italian developer ten days ago, with no answer... Well... unfortunately here in italy we are still in the year 1900, maybe a bit after the WW2, so we are not used to check the email box yet, but more wait for a postman ringing at the house door!Pax-raider wrote:I didn't buy it yet, but seeing that clip makes me wonder if I should, those screens look pretty daunting
Any confirmation from anywhere that the multiplayer is working?
Do you think would better if I sent him a mail?
Re: O hai!
Same kind of thing you will find in any game with keyboard control. The only thing that is a little confusing is listing key codes instead of qwerty characters, which is what all the "C23" stuff is about.Pax-raider wrote:those screens look pretty daunting
If a few people have the game perhaps we can attempt mp one day. Next weekend?
You could contact him on Facebook like Val did, except you are still in the year 2000.DonaemouS wrote:here in italy we are still in the year 1900, maybe a bit after the WW2, so we are not used to check the email box yet
djpimley- Veteran
- Number of posts : 691
Registration date : 2008-08-28
Re: O hai!
touchè!djpimley wrote:You could contact him on Facebook like Val did, except you are still in the year 2000.
but cause I don't like to give my infos for free to faccialibro (fb in italian), I didn't get a proposal by that company yet
Re: O hai!
Tuktuk wrote:I have it!
But I never saw a server not to mention another player online. (wasn't the redline lobby crowded after Redline's release?)
I suppose almost everyone who uses the app store for racing games is playing Asphalt 6.
DonaemouS wrote:
touchè!
Valentin K- Veteran
- Number of posts : 219
Age : 31
Location : South-West of Germany
Interests : Redline, scale modelling
Humor : What's humor? Can you eat that?
Favorite Car : TVR Speed 12, RE Amemiya RX-7, Cheetah GT
Favorite Track : Nürburgring Nordschleife
Registration date : 2008-08-29
Re: O hai!
First impressions with ASD
Setup with a MOMO was dead simple. Separated the gas/brake control. Left all other settings stock for now. Spent most of my limited time (30 minutes) getting the feel of the steering inputs needed to get around the track. Inputs were predictable and smooth.
Left FFB at the default setting, sensations were present and useful, though somewhat light. Will have to play with this next time. Kind of a hassle to switch back and forth when testing different settings, but no more than in other games.
I'm not sure I was driving with the traction control and ABS on or off. There were buttons to switch them, but could not tell any difference. Have to go back on this area. Once I know they are off, I'll keep them off.
Graphic performance on my 13" 2010 core 2 duo with an integrated graphics card, was not as good as Redline on the same machine. But still playable. I made a few adjustments in the settings, maybe there is room for improvement.
AI cars were all faster than me, I was able to stay with one for a while, but I was off track a lot. Early days yet, and it's good that the AI are not chumps. I did like the ability to change front to back brake bias on the fly. Did mess with the mouse and keyboard driving. The mouse was hopeless, and the keyboard was pretty much like Redline for me. I'm much better with a wheel, could be different for those who like keyboards and controllers.
I won't have any time till the weekend to fool with it again, but am looking forward to working with it. I do feel the physics are more realistic than Redline, though not as sophisticated as rFactor. For sure has some potential. And if they allow mods that would be great.
Setup with a MOMO was dead simple. Separated the gas/brake control. Left all other settings stock for now. Spent most of my limited time (30 minutes) getting the feel of the steering inputs needed to get around the track. Inputs were predictable and smooth.
Left FFB at the default setting, sensations were present and useful, though somewhat light. Will have to play with this next time. Kind of a hassle to switch back and forth when testing different settings, but no more than in other games.
I'm not sure I was driving with the traction control and ABS on or off. There were buttons to switch them, but could not tell any difference. Have to go back on this area. Once I know they are off, I'll keep them off.
Graphic performance on my 13" 2010 core 2 duo with an integrated graphics card, was not as good as Redline on the same machine. But still playable. I made a few adjustments in the settings, maybe there is room for improvement.
AI cars were all faster than me, I was able to stay with one for a while, but I was off track a lot. Early days yet, and it's good that the AI are not chumps. I did like the ability to change front to back brake bias on the fly. Did mess with the mouse and keyboard driving. The mouse was hopeless, and the keyboard was pretty much like Redline for me. I'm much better with a wheel, could be different for those who like keyboards and controllers.
I won't have any time till the weekend to fool with it again, but am looking forward to working with it. I do feel the physics are more realistic than Redline, though not as sophisticated as rFactor. For sure has some potential. And if they allow mods that would be great.
Toad- Veteran
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Registration date : 2008-08-28
Re: O hai!
Well, after some 30 mins testing, so there are still many things to try :
Looks a lot like RL imho - visually speaking BUT there is no "chase view" as in RL, which I think is a pity because that's how I like to play. Default settings work well, anti-aliasing is a much too heavy load for my poor mac mini.
Sounds better than RL, and there are some controls about speakers positions (angle and distance for left and right speakers), which I think can not be a bad thing.
I did not try to plug a wheel, and played on keyboard instead - anyway that's how I play in RL.
Does not feel the same as in RL - which was expectable - but settings are available, and still need to be tested. After some laps I was able to stay on track most of the time with what I think were not too bad times (but not really good either).
Online game is possible but there were not more servers than in RL (means zero ) at the time I tried
I hope the developer would be ok to release what is needed to add cars and tracks because what is included is really poor. I opened the app and saw that cars and tracks are in the resources folder (5 tracks and 3 cars).
Does not seem there is damage support, or I would not have been able to drive again after I lost control.
See you soon on that game ?
theSnail .@y- Veteran
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Location : Normandy, France
Favorite Car : Many
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Re: O hai!
Indeed.Toad wrote:From what I was able to find out it should be pretty much the same game as VGP3.
So where is the connection between VGP3 and ASD?DonaemouS wrote:I already played the the VGP3 demo, and the game is looking very good under physics model.
VGP3 (Windows only?) has real tracks (included?) like Monza or Imola included and a lot of cars(?) but costs only €14,90 (ASD: $14,99 / € 11,47)
Tuktuk- Veteran
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Age : 61
Location : Berlin, Germany
Registration date : 2008-08-29
Re: O hai!
Tuktuk wrote:So where is the connection between VGP3 and ASD?DonaemouS wrote:I already played the the VGP3 demo, and the game is looking very good under physics model.
ASD is based on the physics engine of VGP3. The main issue I see within Siniscope is the way the games are being developed. "A whole series of racing games" (Here's an example) on the same technical basis is being created. Smells to me like "maximized profit by making customers buy a new game when they want to drive a Formula, oval, touring or GT car" - or did I get something wrong right there?
Valentin K- Veteran
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Age : 31
Location : South-West of Germany
Interests : Redline, scale modelling
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Favorite Car : TVR Speed 12, RE Amemiya RX-7, Cheetah GT
Favorite Track : Nürburgring Nordschleife
Registration date : 2008-08-29
Re: O hai!
There are two chase views, close and far as in Redline. Press the 3 key (or whatever you have configured) several times to switch between external views. However it seems there is no way to look behind you car when in chase view, except to switch to the rear-facing view and back again. Not exactly practical!theSnail .@y wrote:there is no "chase view" as in RL
See you soon on that game ?
I can make myself available for a multiplayer test some weekend, if someone wants to suggest a time.
djpimley- Veteran
- Number of posts : 691
Registration date : 2008-08-28
Re: O hai!
Fella's gotta earn a living so I don't begrudge him, but you are probably right. I am not confident that community-generated content will ever be possible.Valentin K wrote:Smells to me like "maximized profit by making customers buy a new game when they want to drive a Formula, oval, touring or GT car" - or did I get something wrong right there?
djpimley- Veteran
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Registration date : 2008-08-28
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