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post #181 of 749 Old 09-04-2013, 08:25 AM
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Sometimes it's better to just smile and nod and move on. Take the high road. After all what difference does it make?
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post #182 of 749 Old 09-04-2013, 06:39 PM
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Mount Panorama, Motor Racing Circuit Bathurst (or often simply Bathurst) is now in Forza Motorsport 5. so that adds to the known tracks...

http://www.ign.com/articles/2013/09/04/microsoft-launching-real-life-race-team-bathurst-confirmed-for-forza-5

Xbox Australia has revealed today that, in partnership with Triple Eight Race Engineering, the company will be launching the Xbox One Racing Team as a wildcard entrant in Australia's 2013 Supercheap Auto Bathurst 1000.

Xbox Australia and Forza Motorsport developer Turn 10 Studios have also announced that the famous Bathurst track, Mount Panorama, will be making its debut in Forza Motorsport 5.

Mount Panorama’s debut in the Forza Motorsport series has been a long time coming.

“I gotta say that over my time, from the very beginning of Xbox in Australia, when I was running the launch of Xbox in Australia,” says Bowman, “I think that the one thing that gamers always ask me in local interviews is, ‘When can we get Bathurst in Forza?’ So it’s really been quite a long time coming, and we’ve been partnering with Turn 10 and the racing team in Xbox in Redmond to really bring that to life in the game. So, look, it really has been a piece of work over many years.”

Dan Greenawalt, creative director at Turn 10 Studios, confirms Bathurst has been one of the most-requested race tracks from Forza fans.

“Few circuits have been requested more by the worldwide Forza fanbase than Bathurst, and for good reason,” says Greenawalt. “It holds a special place in motorsports history as one of the most demanding and challenging circuits in the world. In addition, the timing couldn’t be better to finally bring Bathurst to the Forza series; with Forza Motorsport 5, we’re able to bring the circuit to life in a way that nobody else can.”

“Through the use of cutting-edge technology like laser-scanning and our new materials-based graphics engine, we can now precisely reproduce the characteristics of every corner, straight and detail to sub-centimetre accuracy; from the narrow twists and turns of the Esses, to the thrilling rollercoaster sprint down the Conrod Straight. This is the Bathurst that racing fans have been asking for years and we’re proud to bring it to them in Forza Motorsport 5.”

“Yeah, look, we had the team out; they did an extensive digitisation of Bathurst,” says Bowman. “From a technical perspective, from a video game development perspective, [it’s a] highly technical track, and a lot of complexity in terms of the digitisation. The team spent significant time to really precisely reproduce the characteristics of every corner, and every straight.”

Mount Panorama, better known as Bathurst (after the town it’s located in), is regarded as the spiritual home of Australian motorsport. Mount Panorama’s unique layout features a 174 metre elevation change from its lowest to highest point and boasts the fastest corner for touring cars in the world.
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post #183 of 749 Old 09-04-2013, 07:35 PM
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So how many does that make now? Bathurst, Spa, Laguna Seca, and their fictional street course set in Prague?
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post #184 of 749 Old 09-06-2013, 02:26 PM
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apparently, 24 players online and dedicated servers!

http://www.gamechup.com/forza-5-supports-24-players-online-has-120-new-cars-and-dedicated-servers/

Amazon france has leaked some new information about Forza Motorsport 5 and car lovers should be pleased with what the game has to offer. It has been revealed that the game has 120 new cars and supports 24 players online.
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Link racing games: Whether you are a beginner or experienced pilot, Forza Motorsport 5 is for you! Hundreds of cars reproduced to perfection, more than 120 new available from the start. Change in your garage and choose to ride on the legendary circuit or in the heart of cities around the world.

A unique multiplayer experience: With 24 drivers for the first time on the same course online, do yourself a name among the gaming communities. The matchmaking system Smart Match offers a whole new multiplayer experience, fast and competitive, perfectly suited to your skills and style. Finally for the first time, Forza5 benefit from dedicated servers.

The game is a launch title for the Xbox One and uses the power of the cloud. Turn 10 confirmed earlier that Spa Francorchamps and Bathurst circuits will be available in the game for the first time.
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post #185 of 749 Old 09-06-2013, 02:34 PM
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24 players at once sounds great. I always hate racing when in feels baren with barely any cars on the screen.
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post #186 of 749 Old 09-06-2013, 02:36 PM
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http://www.oxm.co.uk/56724/previews/forza-motorsport-5-first-look-how-turn-10s-putting-xbox-one-through-its-paces/

excerpts:

"Other parts of the car that the manufacturers intend you to look at and show off, they'll spend a bit more time on it - sand it down, smooth it out, paint it a little nicer. That's the kind of thing that we've introduced to our cars. It's all that minor imperfection that goes into a beautiful, perfect car. Get a little closer, and you realise all these things are contributing to that beauty."

This level of care and attention is possible, naturally, thanks to Xbox One's substantially superior RAM allowance. To put it all in hard numbers, Forza 4's cars were composed of between 54 and 60 unique materials. Those of Forza 5 are composed of around 1300, and Garcia insists that "we haven't hit the limit of what we can do".



The studio has ditched all existing car assets and started afresh. "That's one of the challenges of developing for a new console," adds Bill Giese, design director. "We had to rebuild every asset in the game. Unlike previous versions where we could leverage things and move them over, everything's all-new in this console."

This has entailed a considerable manpower investment. "We have a team across multiple countries, hundreds of artists, putting thousands of man hours into our content. One of the things we did as part of this new production process is we now have specialist artists who focus on very specific areas of the car that excel at what they do."

Forza 4's not entirely satisfactory damage modelling has also been rewritten, in the service of a desire to make "the story of the car your story", to quote studio head Dan Greenawalt.

"Even if you do don't crash the car there's going to be signs that you've gone to battle in this car," says content director John Wendl. "You'll see carbon brake dust and rubber pieces and dirt and grime from the world, and to Dan's point that is your story, it's what you did in the car."

http://medialib.oxm.co.uk/screens/dir_352/image_35246_thumb_wide620.jpg
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post #187 of 749 Old 09-06-2013, 02:42 PM
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How many offline? Hope it's about 20 or so which would give a nice boost. Barren racetracks is one of the big issues with these games.

Le Mans and the Ring, probably two safe bets for Forza 5, will still feel pretty empty with 24 cars.
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post #188 of 749 Old 09-06-2013, 02:44 PM
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maybe because I usually don't fall that far behind, but how many people are racing alone during an online race? it's not like the tracks are that big in Forza Motorsport 4.
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post #189 of 749 Old 09-06-2013, 02:46 PM
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Quote:
Originally Posted by Leo_Ames View Post

How many offline? Hope it's about 20 or so which would give a nice boost. Barren racetracks is one of the big issues with these games.

Le Mans and the Ring, probably two safe bets for Forza 5, will still feel pretty empty with 24 cars.

That's why I used to love the older style Burnout games. Even when in first you'd have to navigate through cars.
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post #190 of 749 Old 09-06-2013, 03:29 PM
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I think Burnout is a bad example. The last great Burnout game I had was Burnout Revenge. If you're in front, you have moments of dueling but you take them out and then it's lonely racing. And if you fall behind in the online race, you have nothing around you forever except for NPCs. Burnout is probably the loneliest race around unless you can keep up with the pack.
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post #191 of 749 Old 09-06-2013, 03:53 PM
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Quote:
Originally Posted by onlysublime View Post

I think Burnout is a bad example. The last great Burnout game I had was Burnout Revenge. If you're in front, you have moments of dueling but you take them out and then it's lonely racing. And if you fall behind in the online race, you have nothing around you forever except for NPCs. Burnout is probably the loneliest race around unless you can keep up with the pack.

In the old games (Gamecube) you'd have NPC's that you'd have to weave through in both directions which made racing far more interesting and fun for me.
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post #192 of 749 Old 09-06-2013, 03:55 PM
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apparently, 24 players online and dedicated servers!

http://www.gamechup.com/forza-5-supports-24-players-online-has-120-new-cars-and-dedicated-servers/

Amazon france has leaked some new information about Forza Motorsport 5 and car lovers should be pleased with what the game has to offer. It has been revealed that the game has 120 new cars and supports 24 players online.
The game is a launch title for the Xbox One and uses the power of the cloud. Turn 10 confirmed earlier that Spa Francorchamps and Bathurst circuits will be available in the game for the first time.

eek.gifeek.gif

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post #193 of 749 Old 09-06-2013, 04:06 PM
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I'd take last gen graphics if I could play a game that would be like racing through real freeway traffic biggrin.gif The more cars the better.

Any 24 player gameplay clips?
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post #194 of 749 Old 09-06-2013, 04:18 PM
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I have a friend who keeps saying that Turn 10 turned Forza 5 into a arcade racer. eek.gif I've asked several times just what in the h*ll is he seeing cause I don't see that at all! I've preordered it and glad I did.

GO BLUE
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post #195 of 749 Old 09-06-2013, 04:21 PM
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Quote:
Originally Posted by onlysublime View Post

maybe because I usually don't fall that far behind, but how many people are racing alone during an online race? it's not like the tracks are that big in Forza Motorsport 4.

A lot of them are pretty good size and around 3 miles in length.

You never had the feeling that cars were spread across a circuit like you would in a real race on such tracks with the small field sizes of these games. Not much of a problem in most of the content since the races aren't long enough to spread the field around but for longer events like the endurance races, it killed them and left them as lonely affairs.

24 cars though helps matters tremendously and for those that run longer online races, you should almost always have company. So I hope the system is capable of a similar amount in offline races.

And Forza 4 included two giants with Le Mans (Nearly 8.5 miles long) and the Nurburgring (Which in modern shortened form is just shy of 13 miles thanks to the modern GP track destroying over a mile of the old track back in the early 80's). Even 24 cars is very inadequate for these if you're going to run a race longer than a lap or so.

And Forza 5 is introducing Spa which is nearly 4.5 miles in length (Used to be 9 miles in earlier years before safety consciousness and rising speeds made it too dangerous) and is a very large racetrack by any standards. And Road America is 4 miles long and has been a staple of this series and is also a giant by contemporary standards.
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post #196 of 749 Old 09-07-2013, 08:42 AM - Thread Starter
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Quote:
Originally Posted by Leo_Ames View Post

A lot of them are pretty good size and around 3 miles in length.

You never had the feeling that cars were spread across a circuit like you would in a real race on such tracks with the small field sizes of these games. Not much of a problem in most of the content since the races aren't long enough to spread the field around but for longer events like the endurance races, it killed them and left them as lonely affairs.

24 cars though helps matters tremendously and for those that run longer online races, you should almost always have company. So I hope the system is capable of a similar amount in offline races.

And Forza 4 included two giants with Le Mans (Nearly 8.5 miles long) and the Nurburgring (Which in modern shortened form is just shy of 13 miles thanks to the modern GP track destroying over a mile of the old track back in the early 80's). Even 24 cars is very inadequate for these if you're going to run a race longer than a lap or so.

And Forza 5 is introducing Spa which is nearly 4.5 miles in length (Used to be 9 miles in earlier years before safety consciousness and rising speeds made it too dangerous) and is a very large racetrack by any standards. And Road America is 4 miles long and has been a staple of this series and is also a giant by contemporary standards.

What other tracks would u like to see that has never been in the series?

The 5.0 is here
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post #197 of 749 Old 09-07-2013, 10:07 AM
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For me, I'd love to see them start to include historic venues to accompany the classic cars that they always feature so many of.

Many of the real-life staples of the Forza series have been significantly different in the past like Laguna Seca. Before about 1990 when a new infield section was built composing the sections we know today as the Andretti Hairpin through to turn 5 where it rejoins the original circuit, it was a very fast road course. There used to be a straightaway on the side of a hill that connected those two areas. Plus the hump on the backstretch leading to the famous Corkscrew complex was significantly flattened in the middle part of the previous decade for the Moto GP riders. So if nothing else, a look back in time for many of their favorite inclusions with optional historic layouts would be great.

But a track I'd love to see be included that no longer exist that would be 100% new to the Forza series is the Osterreichring. It's hard to get the full impression of the place and you really need to look at still pictures from back in the day from professional photographers for publications like Autosport to get an idea since grainy 25 year old home VHS recordings of tv telecast uploaded to YouTube don't do it justice today. But the layout was excellent, had tons of character, and the setting is amazingly beautiful. Even the Forza/Gran Turismo fans that prefer the fictional tracks for their excitement would enjoy this one I bet.




Probably the closest Forza has came to a setting like this was the fictional Alpine Ring in the original game that felt like it was also set in mountains in Austria.
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post #198 of 749 Old 09-09-2013, 03:48 AM
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Thanks for that video, that is an awesome looking track. Classic tracks is an excellent idea for a console racing sim. (PC's of course have a lot of ways to race classic tracks in a variety of titles)
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post #199 of 749 Old 09-09-2013, 04:36 PM
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If anyone's curious about how different Laguna Seca used to be, I found a good video from the 1980's.



Another nice alternate layout looking back into history for a track Turn 10 has included in their previous game that is likely a candidate for Forza 5 would be the classic high speed track through the forest at Hockenheim that was destroyed a decade ago to appease Formula One that wanted a short circuit. And Le Mans and the Ring have changed a lot over the years as well.

For something that's easy that I don't understand why Turn 10 never allows, they should let us run the full combined circuit at the Nurburgring that combines the modern Grand Prix circuit with what's left of the famous Nordschleife. Bizarre Creations did that in at least one of their PGR games on the 360 but Turn 10 never has despite modeling both tracks. Memory constraints for their game engine, perhaps (Which might explain why Fujimi Kaido was shortened in F3 & F4 compared to the original game)?

There are other lesser examples like that one such as Catalunya. They chicaned the second to last corner a half decade or so ago for Formula One to slow cars down for the last corner of the track. But the high speed traditional layout that for many years made the last turn onto the front straight one of the most interesting on the Formula One circuit due to the high speed has to be modeled anyways since it's intact in real-life and the trackside environment wouldn't be accurate without it.

Yet I don't think Turn 10 provides the option to select that layout as an alternate and you must follow the layout that Formula One now uses. There are two other optional sections as well that I don't think can actually be ran on with any selection. Just the standard full circuit or the two halves.

http://upload.wikimedia.org/wikipedia/commons/2/20/Catalunya.svg
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post #200 of 749 Old 09-10-2013, 06:12 PM
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Microsoft has confirmed that 24 player online multiplayer is false. Or at least that's the corporate line at this time. Hardly would be unusual to deny something you didn't yet want to reveal when in fact it's accurate.

http://www.examiner.com/article/microsoft-forza-5-24-player-online-multiplayer-listing-inaccurate

Also it has been confirmed that career mode won't have any endurance races. Probably for the best considering the fan base and things like the small field sizes in the game. Places like the Ring can be an awfully lonely place after 5-10 minutes of racing in this series.

And I'm surprised the music options aren't seeing any discussion here. Licensed music is gone (Good riddance) and in its place is some sort of variable and dynamic sound system that creates music based on instrument samples on the fly. I'll be sticking to custom soundtracks playing things like Magical Sound Shower from Sega's 1986 arcade game Outrun or something like Beach Boys music from the 60's when I want more than just racing sounds.
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So how many does that make now? Bathurst, Spa, Laguna Seca, and their fictional street course set in Prague?

I forgot about Indianapolis.
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post #201 of 749 Old 09-10-2013, 06:31 PM
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They've confirmed that the description is false. But only part of it has to be false to say the description is false. I'm betting it's the number of cars that's incorrect as I can't believe that they'd go down to 120 cars for Forza Motorsport 5. Then again, every single car is available for viewing in ForzaVista. In FM4, you only had 25 cars available in AutoVista.

I love AutoVista so I can't wait to see the cars in full detail again.
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post #202 of 749 Old 09-10-2013, 07:05 PM
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Good point
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post #203 of 749 Old 09-10-2013, 08:15 PM
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Quote:
Originally Posted by Leo_Ames View Post

Microsoft has confirmed that 24 player online multiplayer is false. Or at least that's the corporate line at this time. Hardly would be unusual to deny something you didn't yet want to reveal when in fact it's accurate.

http://www.examiner.com/article/microsoft-forza-5-24-player-online-multiplayer-listing-inaccurate

Also it has been confirmed that career mode won't have any endurance races. Probably for the best considering the fan base and things like the small field sizes in the game. Places like the Ring can be an awfully lonely place after 5-10 minutes of racing in this series.

And I'm surprised the music options aren't seeing any discussion here. Licensed music is gone (Good riddance) and in its place is some sort of variable and dynamic sound system that creates music based on instrument samples on the fly. I'll be sticking to custom soundtracks playing things like Magical Sound Shower from Sega's 1986 arcade game Outrun or something like Beach Boys music from the 60's when I want more than just racing sounds.
I forgot about Indianapolis.
Licensed music is gone? I really liked the music they had in Forza Horizon. It was just like I was listening to the radio in my car.

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post #204 of 749 Old 09-10-2013, 08:45 PM
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Here's something I pulled up after checking Google just now.

http://www.gamefaqs.com/boards/716325-forza-motorsport-5/66520193
Quote:
Then there's the soundtrack. Or rather, there isn't. Where previous games used up all the hardware for car sounds and had to use licensed tracks for music, Forza 5 has a dynamically generated score. Orchestral strings, pounding drums and choral chants have been separately recorded and are mixed together on the fly. It sounds more like Halo than a racing game, and it builds from the serenity of inspecting your garage to the pending drama of the imminent battle, then - following the purposefully tense quiet of the 3,2,1 build-up - to a stirring cinematic score.

"We're inspired by the Hollywood car chase," says audio director Nick Wiswell. "And we can control elements of the mix based on what's happening in the race. If you're towards the back, we can dim it out; if you're towards the front, we can push it up. We even have an element where, as you hunt down the guy in front, you have a tension layer we can bring in and build. And it releases and starts again as you get to the next guy."

The original link being used as a reference isn't working for me but presumably it's accurate even though it's a GameFaqs forum post (I read about it somewhere more official earlier tonight... maybe even the official Turn 10 forum as I looked around to see if any more race circuits had been confirmed). Since my taste leans towards music that Turn 10 would never consider like songs by Frankie Valli & the Four Seasons from back in the 1960's, I won't miss it.

All I did in earlier games was head to the audio options first thing to mute the in-game music and would utilize the custom soundtrack feature when I wanted something to listen to. Modern pop music is just grating to my ears and would drive me batty if I had to listen to it any length of time.
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post #205 of 749 Old 09-11-2013, 05:59 AM
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Sounds like what they're doing with Killer Instinct with dynamic music. In all fairness to them though I'll probably have my custom soundtrack ready to go because I doubt they'll remove that option.
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post #206 of 749 Old 09-11-2013, 10:14 AM
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Quote:
Originally Posted by Leo_Ames View Post

Here's something I pulled up after checking Google just now.

http://www.gamefaqs.com/boards/716325-forza-motorsport-5/66520193
The original link being used as a reference isn't working for me but presumably it's accurate even though it's a GameFaqs forum post (I read about it somewhere more official earlier tonight... maybe even the official Turn 10 forum as I looked around to see if any more race circuits had been confirmed). Since my taste leans towards music that Turn 10 would never consider like songs by Frankie Valli & the Four Seasons from back in the 1960's, I won't miss it.

All I did in earlier games was head to the audio options first thing to mute the in-game music and would utilize the custom soundtrack feature when I wanted something to listen to. Modern pop music is just grating to my ears and would drive me batty if I had to listen to it any length of time.
You don't need to mute anything when you do custom soundtracks. Once you choose a custom soundtrack, it automatically mutes the game music.
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post #207 of 749 Old 09-11-2013, 02:13 PM
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Of course but you still get stuck with awful music until you get your custom soundtrack going after bringing up the guide button. Plus a fair bit of the time I like to race without music and just enjoy the engine sounds, tire noise, etc.

So muting the soundtrack in the audio options of games with licensed music is always the first thing I do when firing up a game such as Forza for the first time.
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post #208 of 749 Old 09-16-2013, 05:40 PM
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more pics of the Mad Catz wheel:







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post #209 of 749 Old 09-16-2013, 06:33 PM
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Quote:
Originally Posted by onlysublime View Post

more pics of the Mad Catz wheel:








For "MadCatz" it's a nice wheel. But I'm still going to keep pushing for Fanatec support. My wheels are far superior to this or the Thrustmaster that's been announced.

GO BLUE
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post #210 of 749 Old 09-16-2013, 06:55 PM
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It might be a nice wheel. Pictures can't tell you what's inside and that's what counts.
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