My mistake, what I meant to say in the previous post that speed was just a function of time, whereas acceleration was a function of time squared (meters per second vs meters per second per second). Shutter speed does matter, I'm afraid. Assume two cars: A and B Car A is accelerating from 55-60 in a span of 3 seconds. Car B is accelerating from 0-60 in a span of 3 seconds. Hypothetically, if you were to take the picture at exactly 60 mph for both cars, what's happening? The shutter opens and closes in 1/10 second. In those 1/10 of a second, car A might've accelerated to a speed of 60.2 (hypothetically), while car B might've accelerated to a speed of 61 (hypothetically). So in this case, car B would show "more" blur, but not because of acceleration, but due to a quicker speed (61 vs 60.2) and thus more distance traveled in a given amount of time (shutterspeed). Ideally, you'd want acceleration to stop to a halt the second both cars hit 60 mph, so that the effective speed of the shot would be the same. But in this case, acceleration would be 0, wouldn't it? Which is why, I'm saying an F1 @ 100 mph "feels faster" than a VW @ 120 mph, which shouldn't be possible in real world terms (this accounts for "shutterspeed"). Which is why I just need a confirmation of whether other people are getting this "phenomenon" or not. The only visual cues to communicate g-force would be simulating suspension movement during acceleration/braking by raising/lowering view/car. I feel like the game is just blurring the lines of a quicker car, while keeping the visuals of slower cars "crisp".
Audi R8 GT/LMS version! At least to keep it on-par performance wise with the onslaught of GT cars already present in the game. And the Lamborghini Gallardo imo.
I must be a nerd, but I love reading these posts on physics I think the VW stimulated more suspension because its center of gravity is higher off the ground.
Correct me if I'm wrong (can't check, but I get off work in an hour), but there's no visual cues from the suspension in RR2, at least not in cockpit view. I'm bringing it up more as a "suggestion" for a future patch or something. Any amount of "tilting" the view would be plenty to communicate some sort of g-force (be it braking, accelerating, or turning). Depth of field isn't worth the framerates, tbh, I turn it off in any racing game that supports it. And I'm saying the F1 is faster than the VW, not the other way around.
Oh, sorry, I thought you said that you felt the VW felt faster Yes, the car does tilt while braking and accelerating. I'm not sure what you mean the 'depth of field' but as you accelerate the car gets further away from your screen, and when you brake it gets closer.
Or, instead of all those acceleration equations or graphical trickery, it could be that the faster cars seat the driver lower to the ground by design, and the closer to the pavement you are the more fast or intense it feels. Go drive 90 in an SUV and then do the same thing in a coupe with a stiff suspension, you'll see what I mean.
Hey guys, To introduce myself, my name is Chris Nicoll and I am the producer at Firemint on all things Real Racing. I wanted to join this active discussion to firstly mention that I do genuinely appreciate all of the feedback, whether positive or negative. I have read every post in this thread, with much interest, and can tell you that the compliments and concerns alike do all make it through to the dev team. For those who have asked for feature additions: multiplayer improvements, more licensed cars, a slipstreaming mechanic, manual controls, anti-aliasing, among other things - what I can promise is that your ideas will be considered. What I cant promise, and I must be clear on this, is whether they will make it into the game. There is a lot to think about when adding a new feature, such as how it ties in with the current gameplay, whether it is something that can realistically be achieved at the level of quality expected, whether it has a negative effect on performance, what the cost in terms of development time is and whether this could be better spent on another feature that provides more value, etc., etc. All of these and more must be carefully considered. My primary motive for posting now is to address a couple of serious bugs that have rightfully frustrated those people who have encountered them. I know you want answers and you want to know when fixes will be available, which is fair enough. I appreciate that youve just spent hard earned money on this product. I can tell you that we have been working furiously to get an update out that addresses the two major issues listed below, along with a bunch of smaller problems encountered. We always test extensively to try to make sure that updates dont introduce any new bugs so I apologise for the delay. 1. Audio related bugs (cutting out under various circumstances) All issues that we are aware of have been fixed and will be available in the first update. 2. The bug that caused players to get a crash when tapping continue after winning a trophy has been fixed. The problem only occurred after having played a pretty decent portion of the game (mainly for those that are repeating events to obtain gold trophies, additional money and/or achievements for example). As above, this has been fixed and the update will hopefully be available soon. To ease further frustrations (we know this update cant come soon enough for those that are stuck in career unable to progress), we have implemented a server-side trophy cache clearing solution, which will fix the crashes experienced while waiting for the official update to be available. This Clear Cache button is now accessible through Players Settings -> Clear Cache, and will upload trophy data to our servers, clean any unnecessary data and download it back to device, all automatically. Regarding multiplayer note that we are constantly working on server-side updates to improve the multiplayer experience. These are being worked on and rolled-out regularly, with improvements that will make for smoother gameplay, better matchmaking and other changes with the overall goal of creating a fun, fair multiplayer experience. Finally, know that we are completely committed to this product and will continue to support it. Fixes and feature additions may not come instantly (trust me, I would be very happy if we could respond as quickly as we would like), but they will come. For now, on behalf of the entire Real Racing 2 team, I hope you can all enjoy a game that we put a lot of love into - see you all on the leaderboards (Im still waiting for some competitive times to be posted, then Ill make my mark, Im cnic - J/K, there are some really top times up there already!) Keep up the good racing everyone! - Chris
Thank you for joining us Firemint Chris. I just want to repeat the need of a separate class system cars (A,B,C,D...) in multiplayer. Right now, new people get frustrated when play online, because they can't compete with their new Volkswagen Golf or Volvo. It's just unfair. And I like an only Golf competition too, so it could be cool to see them in competitive races. You can do that like this: If you join multiplayer, you actual car decides in which class system race you are going to compete. It's simple, it's quick for people. Please, consider it. That's all I ask for this awesome game, thank you!
Thank you for the update on things Firemint Chris! I love the game and hope the bugs will all be fixed, especially the Pacemaker/leaderboard one which is the only bug I have encountered in this game.
Heheh. Lots of posters just got busted. Thanks for your long post addressing several of the things brought up in the thread. I couldn't be happier with my purchase, and I have complete confidence in you guys doing right by your supporters with bug fixes and support. I have already gotten a ton of fun out of it...best $10 I ever spent. Keep up the great work!
Maual shifting is a must. I'm almost completely turned away from it because of the this, and I'm sure most afficionads are as well.
I really really really wanna see more licensed cars. I'm surprised that companies wouldn't WANT their cars in game. It's pretty much free advertisement and since the damage models are very slim (bumper damage) I can't see that being an issue. With so many people buying the game, car manufacturers would be nuts not to include these. Not only new cars, I'd LOVE to see old 80's-90's cars as well. The classic BMW e30 or the Audi Quattro That also brings up a question, will you guys ever release a WRC rally series? I'd love to slide around snow/mud corners while climbing mountains.. Edit: okay so let's say you DO make a rally series game. I'd love to drive through a linear track that changes from dirt/mud/asphalt. not in an oval but on a long linear course
Real Racing 2 is very impressive, but I can't understand why people are giving it quite so much love. I think Gameloft's GT Racing: Motor Academy is better in every way other than the graphics. In GT Racing, the cars drive more convincingly, actually oversteering if you put the power on too early in a corner, and requiring a bit of opposite lock to correct it. GT Racing has more cars, with more variation in car types. It offers more modifications to the cars. GT racing has a better game structure, including licenses. It even has better menus, making it much quicker to navigate when buying/upgrading cars. I'm not here to bash RR2, I'm just geniunely interested to know why GT Racing is relatively overlooked/underrated.
Oh, and GT Racing has some real world tracks like Laguna Seca, and Monaco. It has variable weather conditions, and it has rally courses.