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TheSeeker1982

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Posts posted by TheSeeker1982

  1. Super-Guide for TDU1 English + German by F Uhlig

    View File

    Guide about ~everything in TDU (e.g. true vehicle-Performance, vehicle-manageability, vehicle-behavior (tending to oversteer or understeer), how+what is unlockable, Race/Event-Overview, Troubleshooting-hints e.g. HowTo run TDU1  in Win10 x64 etc.)

    Table of Contents of Super-Guide for TDU1 v7.2 English + German version:

    §1 Caption/Explanations to Overview Vehicles and their comments (e.g. Handling-Scheme etc.)
    §2 Overview Vehicles (nominal data + comments + general data)   
     §2.1 Cars
     §2.2 Motorbikes
    §3 Configuration and Conditions/Circumstances on which times and vehicle-behavior were determined
    §4 Vehicles for which Stage 3 isn't the fastest on test-track OR where tuning-stages are fundamentally bugged
     §4.1Vehicles which aren't their fastest at Stage 3 and reasons why (if possible to determine)
     §4.2 Data for stage 3 for vehicles where stage 3 isn't the fastest stage on test-track, but tuning stages aren't bugged
    §5 Various hints and explanations
     §5.1 reached time on test track vs. the real fastest vehicle
     §5.2 real acceleration vs. TDU-value
     §5.3 effect of driving-aids + steering wheel with pedals vs gamepad + general Troubleshooting-Hints
    (e.g. playing TDU under Win10 x64)
     §5.4 Behavior of AI-Traffic
     §5.5 Bonus-vehicles, Shops and Races etc. which can only be unlocked by fulfillment of certain conditions
     §5.6 Points for game-progress – what earns how many points
     §5.7 Power to weight ratio according to TDU1
     §5.8 transmission-protocolls UDP vs. TCP (Differences important to know for e.g. Multiplayerbugs or suspicion of cheating)
     §5.9 Bugs regarding to looks of vehicle and driver
    §6 Guides
      §6.1 Optimal start if car has mechanical/standard-gearbox and manual clutch activated
      §6.2 Optimal start if car has paddle-gearbox OR std-gearbox with activated automatic clutch
      §6.3 Optimal usage of road/track + slipstream/draft („smooth“ driving)
      §6.4 Motorbikes in general
      §6.5 Optimal cornering with motorbikes
      §6.6 shake off police resp. spare fine – Strategies for lowering the persecution-level etc.
    §7 Track-Guides – Overview over all Tracks/Events according to class, game-progress-status (Amateur-Champion) and similar
     §7.1 Singleplayer-Tracks (time+race+speed); order within class by reward for gold
      §7.1.1 Tracks which are only limited by general vehicle-class (neither limited by vehicle, manufacturer nor vehicle-type)
      §7.1.2 Tracks which are completely unlimited (neither limited by vehicle NOR class) 
      §7.1.3 Tracks on which ONLY Cars can drive (class+manufacturer unlimited)
      §7.1.4 Tracks on which ONLY Motorbikes can drive (manufacturer unlimited)
      §7.1.5  Tracks on which ONLY manufacturer-specific Cars can drive (class unlimited)
      §7.1.6 Tracks on which ONLY manufacturer-specific Motorbikes can drive (class unlimited)
     §7.2 Multiplayer-Tracks (no gold, no Police; vehicle-restriction+damage+penalty+ranked according to Host-Setting and successful UDP-NetworkTransmission)
      §7.2.1 Race-type MP-Tracks (class/vehicle according to Host, per default all)
      §7.2.2 Speed-type MP-Tracks (class/vehicle according to Host, per default all)
     §7.2.3 Race-type Club-Tracks (class/vehicle according to Host, per default all)
     §7.2.4 Speed-type Club-Tracks (class/vehicle according to Host, per default all)
    §8 Multiplayerbugs based on connection-quality (latency, nominal data-rate, speed of router/server) and general MP-Bugs
     §8.1 Condition/Circumstances under which bugs based on connection-quality were determined
     §8.2 Bugs which occur within a race (sorted by strenght = stage) and how often
     §8.3 Bugs which occour in game/race-lobby or in the moment a race startes
     §8.4 „Lobby-Bug“ (with solution)
     §8.5 Club vs. Club-races and player-rank „Ace“ (with solution)
    §9 Connection-optimisation (port-forwarding → ports for router) + connection to modem/router + ports for local firewall
    §10 Version-History/Changes of Super-Guide for TDU1
    §11 Disclaimer / Copyright


     

  2. Yesterday I uploaded my Super-Guide for TDU1 v7.2 - it's my christmas-present for the TDU-community.

    I'd be glad to hear some feedback and I'm open for constructive critism.

    Edit: I also uploaded my Guide to the files sections of Turboduck.net (TDU1 - Others/UI):

     

  3. quick question to everyone still playing TDU1 since atm I can't test this myself: is it with the RECENT Win10-Version (May2019-Update or newer) still possible to play TDU1? I lost my TDU1-DVD, however I still have my DVD-case (Metal-box), the manual and most importantly my Keys.
    I know it was possible to run TDU1 in Win10 V1803 aka Redstone4 (see my guide-excerpt below)

    Excerpt from my Super-Guide for TDU1 7.2 (I'm back at working on this guide since 9-2019; due to personal issues I paused from 3-2019 to 9-2019)
    -install and play TDU1 in Windows10 (last tested with Windows 10 Version 1803 aka Redstone 4):
    in Windows Settings > Apps > Apps & Features > Manage Optional Features disable the support for IE11 (Internet Explorer 11) as well as disabling DPI-Scaling in the shortcut to the main-exe from TDU1 (\TestDriveUnlimited.exe) in the register-card Compatibility (in recent Windows10-Versions named „Disable full-screen optimisations“ or „Change high DPI settings“ (unclear)); these 2 configuration-settings should be enough, however i also installed the CommunityPatch 2.00a from www.Turboduck.net which i.a. overhauls the TDU-Graphics (PackHD in Mode HDU) and includes a new dinput8.dll whith which you can (better?) use the Logitech G27 in TDU1 and only play TDU with the MS Xbox One Gamepad, which is connected to my Computer via USB-Cable → despite that or possible precisely due to these additional things my copy of TDU1 runs slightly instable under Windows 10 with Nvidia Geforce 1060 6gb as GPU and Intel Core i5 8600k as CPU and quite often crashes during loading of new areas in the main map, which by default is to open with „m“ (so not when you drive (includes racing)), and sometimes the traffic vanishes in the missions.

  4. wow that was quick 😄

    So if I understand you correctly, nothing was deleted, but there maybe permissions required?
    I try to find and update all the link targets anyways since it would be kinda stupid not to do since this is quite possibly the last ever version of my guide and I still have to update it's table of content

  5. Where is all the content? I'm looking for the TDU1 PC thread "Complete Tutorials" which included a post of mine containing my Uber-Guide for TDU1 - in it's current developing version 7.1 renamed to Super-Guide for TDU1 - as attachment. I wanted to make a reference to this post in my Super-Guide for TDU1 v7.1 which I'm about to publish to DLH.net

    Now i have to find and update all the Links etc.

  6. Hello all, I back with TDU1 and might even restart on my Performance/Uber-Guide. I managed to make TDU1 run under Win10 using my MS Xbox One Gamepad. Anyways: is it possible to install ProjectParadise when you have the (old?) CommunityPatch 2.00a and the included graphics mods installed? Even with just the TDUCP and it's graphics tweaks installed, TDU1 is slightly instable - at least using Windows10 and a Geforce 1060 6Gb with recent drivers. I'm worried about butchering my installation.

  7. Guide about ~everything in TDU (e.g. true vehicle-Performance, vehicle-manageability, vehicle-behavior (tending to oversteer or understeer), how+what is unlockable, Race/Event-Overview, HowTo run TDU1  in Win10 x64 etc.)

    Some may have seen may name, since I was in the Top-Section of the leaderboards (non-cheated) from ~End of 2007 until ~10-2009 as The_Seeker82 (my old primary online-account in TDU1). Starting in 3-2008 I created over ~1 year the so called Performance Guide for TDU1. But it never became truely complete. After a huge break in doing anything TDU-related I fixed this during in the last 2-3 months of 2014. Its now hugely expanded, updated, and should include just about everything worth mentioning.

    Since I included quite a bit of not performance-related stuff I also changed the title twice - version 7.0 was called Uber-Guide for TDU1, version 7.1 and 7.2 are called Super-Guide for TDU1 <version number>. by F. Uhlig English / Deutsch

    For example I included a new guide how to properly use the Logitech G27 incl. the pedals in Windows 8.x x64 (which both are unsupported in TDU1), or how to fix the Online-Lobby-Bug.

    In 2019 I mostly worked on the convergence of the up-to-date english version with the up-to-date german version of the guide, but i also made some other improvements

    Brief overview of my Guide-Content: true Vehicle-Performance, attributes (self evaluated + some based on official ones), vehicle-behavior + traits and hints and guides for better racing + Race-Event-Overview incl. personal best + unlockables + tuning-bugs and multiplayer-bugs + HowTo play TDU1 in Windows 10 x64

    I will write the changelog from the previous version 6.0b (released back in 12-2008!) to the new 7.x as soon as I have completed the english translation, which will probably take at least another 4 weeks. (edit: or more like 4 years 😉 ; I finished for a release on 1st December 2019)

    I also have my Guide in a Public Dropbox.com Folder which everyone can access even without an own dropbox-account: Dropbox.com - Games - TDU1 (JavaScript for dropbox.com has to be enabled to see content of folders, folder will always be the most recent version) Besides the guide itself it also includes Screenshots of my PB-times for every track and my previous version of the Super-Guide until the English translation of 7.0 is done.
    Table of Contents of Super-Guide for TDU1 v7.2 English + German version:

    §1 Caption/Explanations to Overview Vehicles and their comments (e.g. Handling-Scheme etc.)
    §2 Overview Vehicles (nominal data + comments + general data)   
     §2.1 Cars
     §2.2 Motorbikes
    §3 Configuration and Conditions/Circumstances on which times and vehicle-behavior were determined
    §4 Vehicles for which Stage 3 isn't the fastest on test-track OR where tuning-stages are fundamentally bugged
     §4.1Vehicles which aren't their fastest at Stage 3 and reasons why (if possible to determine)
     §4.2 Data for stage 3 for vehicles where stage 3 isn't the fastest stage on test-track, but tuning stages aren't bugged
    §5 Various hints and explanations
     §5.1 reached time on test track vs. the real fastest vehicle
     §5.2 real acceleration vs. TDU-value
     §5.3 effect of driving-aids + steering wheel with pedals vs gamepad + general Troubleshooting-Hints
    (e.g. playing TDU under Win10 x64)
     §5.4 Behavior of AI-Traffic
     §5.5 Bonus-vehicles, Shops and Races etc. which can only be unlocked by fulfillment of certain conditions
     §5.6 Points for game-progress – what earns how many points
     §5.7 Power to weight ratio according to TDU1
     §5.8 transmission-protocolls UDP vs. TCP (Differences important to know for e.g. Multiplayerbugs or suspicion of cheating)
     §5.9 Bugs regarding to looks of vehicle and driver
    §6 Guides
      §6.1 Optimal start if car has mechanical/standard-gearbox and manual clutch activated
      §6.2 Optimal start if car has paddle-gearbox OR std-gearbox with activated automatic clutch
      §6.3 Optimal usage of road/track + slipstream/draft („smooth“ driving)
      §6.4 Motorbikes in general
      §6.5 Optimal cornering with motorbikes
      §6.6 shake off police resp. spare fine – Strategies for lowering the persecution-level etc.
    §7 Track-Guides – Overview over all Tracks/Events according to class, game-progress-status (Amateur-Champion) and similar
     §7.1 Singleplayer-Tracks (time+race+speed); order within class by reward for gold
      §7.1.1 Tracks which are only limited by general vehicle-class (neither limited by vehicle, manufacturer nor vehicle-type)
      §7.1.2 Tracks which are completely unlimited (neither limited by vehicle NOR class) 
      §7.1.3 Tracks on which ONLY Cars can drive (class+manufacturer unlimited)
      §7.1.4 Tracks on which ONLY Motorbikes can drive (manufacturer unlimited)
      §7.1.5  Tracks on which ONLY manufacturer-specific Cars can drive (class unlimited)
      §7.1.6 Tracks on which ONLY manufacturer-specific Motorbikes can drive (class unlimited)
     §7.2 Multiplayer-Tracks (no gold, no Police; vehicle-restriction+damage+penalty+ranked according to Host-Setting and successful UDP-NetworkTransmission)
      §7.2.1 Race-type MP-Tracks (class/vehicle according to Host, per default all)
      §7.2.2 Speed-type MP-Tracks (class/vehicle according to Host, per default all)
     §7.2.3 Race-type Club-Tracks (class/vehicle according to Host, per default all)
     §7.2.4 Speed-type Club-Tracks (class/vehicle according to Host, per default all)
    §8 Multiplayerbugs based on connection-quality (latency, nominal data-rate, speed of router/server) and general MP-Bugs
     §8.1 Condition/Circumstances under which bugs based on connection-quality were determined
     §8.2 Bugs which occur within a race (sorted by strenght = stage) and how often
     §8.3 Bugs which occour in game/race-lobby or in the moment a race startes
     §8.4 „Lobby-Bug“ (with solution)
     §8.5 Club vs. Club-races and player-rank „Ace“ (with solution)
    §9 Connection-optimisation (port-forwarding → ports for router) + connection to modem/router + ports for local firewall
    §10 Version-History/Changes of Super-Guide for TDU1
    §11 Disclaimer / Copyright

    Changelog version 6.0b to 7.0 final - short version:

    -new TestTrack-times for ~12cars
    -changed written comments regarding sensitivity to bumps, grip to topspeed-ratio to numeric values
    -new scale division for values A + b + c (vehicle-mangementability + vehicle behavior (understeer to oversteer) + grip to topspeed-ratio)
    -for every class wrote <vehicle> best ratio of performance, handling and grip
    -actualised links where Super-Guide is being published (this forum, public dropbox-folder, and in the future also DLH.net)
    -added effect of driving-aids-settings and Steering wheel incl. pedals vs. Gamepad
    -added unlockable cars, houses, etc. and how to unlock these
    -added track-overview for every SP and MP-track according to player-level (amateur to champion), allowed vehicles, incl. goal for gold, personal best incl. vehicle
    -various small improvements in numberous sections (better written, changed headings, changed position of sections, spelling-errors corrected...)
    -added direct links to sections in table of contents and updated the table of contents

    Changelog version 7.0 to 7.1 (German only):

     -Version-History adjusted
    -Disclaimer/Copyright minimally changed
    -§7.2 (Online-Events heavily reworked
    -§5.3 (Troubleshooting-Hints) reworked and expanded (esp. installing and playing of TDU1 under recent Windows 10 x64 as well as Onlinemode after shut down of official TDU1-Server)
    -renamed Uber-Guide in Super-Guide for TDU1
    -in §7.1 (Singleplayer-Races where only manufacturer-specific cars are allowed) completed vehicle-names
    -created §6.6 (Guide for shaking off police resp. spare fines - Strategies for lowering the persecution level etc.)
    -completely updated the table of contents

    Changelog version 7.1 to 7.2 (English+German version status as of 20.11.2019; mostly convergence of up-to-date english guide-version to up-to-date german guide-version)

    -improved spelling&grammar, also substituted car with vehicle in numberous places
    -changed group-color assignment for all vehicles to fit name in up-to-date version of OpenOffice with actual color)
    -cleaned up release history (remains from development-phase of Version 7.0)
    -in§4.1 (Vehicles which on Stage 3 are not its fastest and reasons why) unmerged cells in order to get columns for vehicle-name and vehicle-class
    -in vehicle-overview crosschecked in comments included values with self-determined numeric values (esp. for manageability)
    -in §7.1 (Singleplayer-Tracks) changed/optimized columns for/to event-Level and Event-ID incl. Event-Type + Reward & Reference for Gold
    -§5.3 (Effects of driving-aids + steering-wheel vs Gamepad + using Logitech G27 in TDU1 without unofficial patch etc.) slightly improved
    -§5.7 (power to weight ratio) + §5.8 (UDP vs TCP) + 5.9 (bugs regarding looks) + §6.1 & §6.2 (optimal starts) + §9 (Optimisation of Network Connection etc) wording&translation slightly improved
    -§8 (Conncection bugs and general MP-bugs etc.) strongly improved wording&translation of Intro and §8.1
    -§6 (Guides) improved wording&translation
    -updated Release of Super-Guide for TDU1 due to lack of response of DLH-Team
    -Links to Turboduck.net and Youtube.com actualised due to Website-changes (everythere but in release-history) + formatting in guide-heading slightly changed

     

     

    Super-Guide for TDU1 v7,2 English + German by F Uhlig.zip

  8. Small update that probably no one reads:

    Until either ProjectCars or The Crew is released I'm playing/simming Shift2 which is with some Mods actually quite good playable.

    Though atm I'm mostly active in nogripracing.com/forum/forumdisplay.php?f=148 since there is an active Shift2-specific forum

    which also includes the most important mods (UnofficialCommunityPatch aka UCP and Career-Mod aka cmod)

     

    @Margebadze: you should update your title, or do you wait for TDU2 to shut down, too?

  9. atm I'm retring Shift2 with the community mod: I race in an medium-tuned Lotus Exige S and it feels like I'm moving an US Family-Wagon from the early 90s - I almost constantly have to countersteer to stay at least near the racing-line; precise racing-line racing basically impossible :-x

     

    Does anyone have a decent race setup for the Exige? (driven with G27 at 400°, steering-lock at 25° -> steering ratio at 1:8) MAYbe it drives awful because of the setup..

  10. McLaren F1 LM driven to the max in TDU1

     

    This is my 2nd to last TDU1-Video I made for my Guide, driven with an Fanatec GT3RS-Wheel. I quite miss these times, since nowadays I can't even drive offline (missing ForceFeedback on my current G27 when patched, patch neeeded/integrated in car/bonus/megapack)

     

    this is a TDU-Video of the track "Kart Race" in the Corvette Z06 - a small twisty mountain track

     

    youtube.com/watch?v=eTDgRTHEA-w&list=PLCBD9C1BDF99D57C2&index=3

    Last Vid: King of Orientation in a Corvette Z06; video from back in 5-2009; several times I got called cheater on this and another by a guy (imo it was NikForester) who didn't looked in my Guide despite me telling him how it was possible (racing-line; best starting-gear, seamless shifting etc);

    had some great racer the the guys from the (sadly former) CTDD-Club and over extreme fast players

  11. PC-only gamer since 1990/91, so it I guess this list will get quite long :D - as long as i remember and find all old games ;)

     

    Games which only run in DOS/Win3.x to Windows98SE (not necessarily written for Win9x or Dos; independent if virtualized/vm, emulator, or native):

    3D-Tetris

    Anno 1602

    Atomix

    Battle Isle 1

    Battlechess

    Billiard-Game (exact name forgotten)

    Brainbox (bunch of sort of learning games)

    Carmageddon1 with AddOn (Splat Pack)

    Carmageddon2

    Castle of the Winds (full version; Win3.1 only)

    Captain Comic

    Civilisation 1

    Colin McRae2

    Rally Trophy (forgotten gem; realistic/sim-like rally cars from the 60s to early 70s )

    Command&Conquer 1 SVGA-Edition

    Command&Conquer 2 inkl both AddOns

    Cyrstals

    the Cycles (MotorBike-GrandPrix from Accolade in ~1988)

    DukeNukem 3D

    Digger

    Dune1 (unique RPG/Strategy-Mix)

    Dune2

    F1 Racing Championship (so badly programmed AND unsupported I consider it as scam and avoided the developer for many years; bug even mentioned in wikipedia; e.g. after WinXP SP1 or SP2 it wouldn't even start at all)

    FlightROM (imo bunch of shareware games there you fly something)

    Flies (swatting flies in puzzle-like rooms)

    Gesetzgebung (game displaying how laws in Germany get made)

    GrandPrix Cirquit (Accolade; F1 game from ~1988)

    Golf-game (forgot title and lost game; proper golf not minigolf)

    History Line 1914-1918

    Indiana Jones 3 (Adventure)

    Indiana Jones 4 (Adventure; imo the Fate of Atlantis)

    Keen-Series (Keen1-Keen6 inkl Keen Dreams)

    Klotzki (no idea what that was)

    Kniffle (sort of learning/intelligence game)

    Knobelkiste (bunch of puzzle-games; e.g. shifting boxes in a labyrinth-like room to a certain postition)

    The Lemmings

    Lode Runner (from 1982 !; even on the very first PC (Intel 386-SX with 25Mhz when Turbo activated, 8Mb EDO-RAM) I used I had to strongly slow it down by disabling the CPU-caches in the bios)

    Monky Island 1

    Monky Island 2

    Monky Island 3

    NFS 1

    NFS 2 SE

    NFS 3

    NFS 4

    Mines (BuildIn Windows)

    Monopoly (yes I'm serious, Monopoly against AI of ~1992; though maybe it was the 1995game by Westwood)

    MS Flight Simulator 4

    MS Flight Simulator 5,1

    MS Flight Simulator 98

    Panic (Puzzle-game based on the shapes of certain molecules)

    PC Globe 4 (World Map with political and demographic data; ~1992)

    Epic Pinball

    MS Entertainment Pack for Windows3.x (bunch of small games, some of them actually really good)

    Pipeline

    Populus2 (imo the first strategy-game ever)

    Rally Racing 97

    Red Baron1

    Reno (awful game by a shoe-company)

    Robin (?)

    Sam&Max 1

    Screamer 2 (German Bleifuß 2)

    Seek & Destroy

    Seven Kingdoms 2

    Solar Winds 1 (sort of Space-Adventure/RPG)

    Star Wars Tie-fighter

    The Summoning

    Settlers2 (Die Siedler2

    Sim City 1

    Sim City 2000

    Sim Tower (Win3.x only)

    Skyworker ("game" to learn how to get a job..)

    Sokoban (one more puzzle/box-moving game)

    StarTrek 25th Anniversary

    Stunt Driver

    Stunts aka 4D-Stunt Driving

    Solitaire (BuildIn Windows)

    Syndicate (total classic)

    Toppler (jumping with frog on size-changing isles)

    Tyrian

    Tyrian2000 (best 2D-Space-shooter ever)

    VGA-Minen (like Minesweaper from the builtIn-Windows games; )

    Warcraft 1

    Warcraft 2 Battlenet Edition

    WingCommander 1

    WingCommander 2

    WingCommander 3

    Winter Challenge (Winter-olympics game)

    some simple games I totally forgot for Win3.x

     

    Games which run in WindowsXP to Win7 (not necessarily written for WinXP/Win7; independent if virtualized/vm, emulator, or native):

    RPGs+ActionRPG:

    Arx Fatalis

    Diablo1 with AddOn

    Diablo2 with AddOn

    Hexen 2

    Dungeon Siege (most boring ActionRPG ever...)

    Temple of Elemental Evil (forgotten bugfest)

    TES 3 (Morrowind)

    TES 4 (Oblivion; blender)

    TES 5 (Skyrim, imo just a testgound for a already planned TES-based MMORPG since so short quests)

    Thief1

    Thief2

    Neverwinter Nights1 with all AddOns

    Neverwinter Nights2 with all AddOns

    Vanguard (Saga of Heroes; pay-to-win-MMORPG)

    The Witcher1

     

    Infinity Engine-games (Baldurs Gate & Co; round-based RPG to ActionRPG):

    Baldurs Gate1 with AddOn (to some years to finish)

    Baldurs Gate2 with AddOn (took even more years - almost 12years to finish...)

    Icewind Dale 1 with AddOn

    Icewind Dale 2 with AddOn

    Planescape Torment (Book with some interactive parts ;) )

     

    Racing Games:

    Carmageddon 3 - TDR2000

    Dirt 3

    GrandPrix 3 +AddOn

    GrandPrix 4

    GrandPrix Legends (GPL)

    Grid1

    Nascar 4

    Nascar 2000 Season

    Nascar 2003 Season

    NFS 5 (Porsche Unleashed; count it as NFS Shift 0,5 with Porsche-only)

    NFS Underground 2

    NFS Shift1

    NFS Shift2

    NFS World (tried in 12-2012, meh)

    Race07 + AddOns (GTR Evolution + RaceOn)

    Richard Burns Rally

    TestDrive Unlimited 1 (TDU1; great gameplay when it worked, but also an unsupported bugfest)

     

    Strategy (round-based + real time)

    Alpha Centauri with AddOn (imo better than civ1-3)

    Civilisation 2

    Civilisation 3 with AddOns

    Civilisation 4 with AddOns

    Dune 2000

    MechCommander 2

    MechWarrior 4 + all AddOns

    Starcraft1 + AddOn

    Warcraft3 + AddOn

     

    FPS+Space-shooter

    Bioshock1

    Bioshock2

    Bioshock3 (Infinity)

    Chaser

    DeusEx1

    DeusEx3 (Human Revolution)

    Freelancer

    HalfLife 1

    Operation Flashpoint

    Tachyon (imo forgotten Gem)

    UnrealTournament 1

    UnrealTournament 3

    UnrealTournament 2003

     

    Adventure Games (forgot my various Adv-Games; most of the by the german developer Daedalic; have to guess english names):

    Deponia2 (Chaos on Deponia)

    Edna bricht aus (Edna's outbrake?)

    Harvey's New Eyes

    The Night of the Rabbit

    Runaway1 (A Road Adventure) Special Edition

    Sam&Max 2 (Save the World aka Season1)

     

    remaining genre-mixes:

    GTA 1

    GTA 2 (yes the 2D-ones)

    MS Flight Simulator X

    Portal 2

  12. Yes I know hard combination, sometimes race/sim-reviews even reads as if the one with the most setup-options = most realistic.

     

    Anyway, I already have Shift2 the the Community Patch v1,0,99e from the 30,5,2012 installed. But it still feels nothing like Race07 or its AddOns, even with the Lotus Exige. In Race07 (to be concrete, the AddOn GTR Evolution) I could steer and accelerate+brake very precise and could feel really small grip-differences. But it's instable in Win6.x (Vista respectively Server2008 and newer) and it's graphics look reeeally outdated

    But it's been a whole since I last gave Shift2 a shot - though I remember to adjust the steering-angle/ratio - which I consider essential since I want on each car and track the same - I have to use the advanced/full setup.. :oook:

  13. right now listen to (Ronnie James) DIO - Magica (Deluxe)

    recently I bought/ordered quite a lot of Albums, most of them by DIO - mostly possible the best (Melodic/Power)Metal-Singer whos ever lived - great voice even at ~65 (just listen to "Live from Radio City Hall" 2007 from Heaven&Hell (Black Sabbath with R.J. Dio as singer))

  14. I'm looking for a for a realistic/sim-like game, but which includes as little as possible setup-options. Basically i'm willing to invest a LOT of hours of training in difficult car/track-combinations, but I'm not willing to fiddle around with the setup to no end to get an proper driving car in the first place.

    Lets say I'm willing to setup over/understeer (yes I know in real life a lot of stuff has to do with what), steering-angle (to adjust the steering ratio to my liking) , gearchanges and tyre-type (dry/intermediate/wet; soft/hard).

     

    Is there some game like that in existence? I already tried NFS Shift1+2, but the controls and/or physics of that feel mushy/floaty - even with mods. Besides Shift also had a full setup (diffs, height etc) so I was at a disadvantage anyway.

    Besides the restrictions, it can't be ancient, since it has to work stable under Win7x64, and shortly in Win8.1x64 as well.

    Steering wheel is Logitech G27

  15. Questions about Netcode+ForceFeedback-Implementation+Anti-Cheat-stuff+Bugs by ITpro (Network-Admin)

     

    honestly this is a repost of my post on the official TheCrew-Forum, but I think its also here of interest

    original-post: forums.ubi.com/showthread.php/797721-Questions-Suggestion-by-an-ITpro-(Network-Admin-Engineer-MCITP-Enterprise-Admin)?

     

    Considering my experience with TDU1 I have the following Questions for The Crew (skipped TDU2 due to poor driving-physics and ForceFeedback):

    -then you configure a Multiplayer-Race, are the race-settings (like which track, collision on/off etc) transmitted to he other player by the reliable TransportProtocol TCP or UDP ("send and forget") - I ask because in TDU1 i often experienced a lot of nasty bugs (jumping cars, cars pushing other cars away since they had collisions off, but the player who's been pushed has collision on, etc..); a good chunk of them clearly caused due to players didn't recieve some of the race-settings (race MUST not to start until all players of the race-session received all possible race-settings; its at LEAST most frustrating TRYING to race when this is not implemented, even if it starts a bit faster then not implemented)

     

    -If you gonna implement ForceFeedback for SteeringWheels on PC: you should use the "old" DirectInput - I allows precise Feedback, not the mushy/floaty feeling I experienced in recent racing-games/simulations (e.g. NFS Shift 2). As far as I read, Xinput is basically just for rumble on gamepads on and similar rather simple stuff, not for FF-Steering Wheels -> inprecise (also inprecise when simply ported from console to pc and controls not properly rewritten)

     

    -is in The Crew an automatic Anti-Cheater-system integrated? In TDU1 Anti-Cheat was non-existant, which allowed the bs-situation that truly fast racers were called cheater, while in the the final TDU1-Stages on about every track the first 200-300 players in the ranking all were cheaters (sometimes they tried to hide it by not being much faster then the fastest real racers (know name of whose), but them being in a slower car then the fastest car on this specific track (track-specific performance vs nominal topspeed+real handling etc) exposed them).

    This was the main reason I wrote my guide btw

     

    if no proper ForceFeedback, no anti-cheat-method, and a reasonable mix between arcade to sim-physics gets implemented I won't buy Crew (like I did with TDU2)

    btw: I'm also the same guy who wrote the rather extensive Performance-Guide for TDU1 (until v2.4b called Car-list for TDU)

     

    experpt of my TDU1-Guide concerning Multiplayer Bugs:

    §7 Multiplayerbugs based on connection-quality (latency, nominal data-rate, speed of router/server) and general MP-Bugs

     

    This section is intended for those who claim someone is cheating. Some incidents in TDU might look like Cheat, but if they match to one of the following descriptions, they are nothing but bugs.

     

    §7.1 Condition/Circumstances under which bugs based on connection-quality were determined:

    All connections bugs which happen when you have a poor connection. I determined them as I had a 1mbit-connection, a average latency of about 35ms and a modem/router combination which processed the signal at really slow rate, which was partly caused by extreme poor cable-quality which caused a attenuation of 49dbA (~55dbA is the maximum at that a modem can process at all). Further I have mentioned connection-bugs that are nearly/complete independent from connection quality. Under this conditions I had to play until 2/2008 as I got a new modem/router combination, which improved the connection quality largely – with the exactly same connection/cable quality. In 3/2008 I got a 2,5Mbit-connection, which reduced the connection-quality related bugs a bit further. For the percentage of how often specific bugs/stages occur I imply on 4 Gamers per Race (including yourself; occures imo most often).

    Furthermore the percentage is based only on those races where I could log-in successfully.

     

    §7.2 Bugs which occur within a race (sorted by strength = stage) and how often:

     

    1. Stage: small time-offset of maximal ~2sec due to synchronisation-problems without any further in the race itself noticeable consequences. Due to the fact that TDU determine the place you win with your really driven time and NOT with the place you was as you reached the finish you can be just in front of someone in a race but in the final ranking in lobby be behind him.

     

    2. Stage: Specific players in a race nearly constantly produce long smoking clouds due to most probable minor synchronisation-problems. These clouds have nothing to with spinning wheels as they happen even on extreme long straights. They can become extreme annoying cos these clouds can overlap themself then you are at the racestart or somethere else behind a bunch of players. You practical can see nothing in such cases, so clean driving is nearly impossible. Under the poor conditions explained at the top this will happen then play with 4 or more players in a race.

     

    3. Stage: One or more player move due to synchronisation-problems constantly at vast speed forward and backward while in AVERAGE they move forward at the speed which they drove in real. In each moving-process move about 20meters (20meters forward, when 20meters backward, while in average moving forward at the real driven speed. This bug will be mentioned in the further text as „worping“ (according to a effect in StarTrek). Due to the worping there is in most cases a smoking-cloud from the players that worp, which is caused either by the impossibly acceleration or the game „thinks“ that the player skids.

     

    4. Stage: Massive time- and countdown-offset due to synchronisation-problems. Your countdown at racestart expires with a offset of about 4seconds, so you have to drive behind all other players, which doesn't happen at Stage 0. You can exactly see the offset when you pass a checkpoint and are just behind the „leader“, but the checkpoint says that you are in front by showing a positive number (of course only when you drove in real time faster then all others). But as ever, for the final ranking it only matters which time you drove in reality and not the place you was as you passed the finish. Dispite the massive synchronisation-problems, you can get hit by the other players if collision was activated when your countdown still expires. This bug will happen then the intro of the race, the time the camera slowly moves around before the countdown itself started, comes to an halt and the intro restartes. Then this bugs happen, it is usually combined with 2.Stage (worping players which additionally produce massive smoke).

     

    5. Stage: The status-data of other players is transmitted to you so slowly or didn't even arrived at all, that the flag/Bit for „Collision activated/deactivated“ till the moment the race starts is not defined. Due to the fact that TDU has it's default-setting on „collision activated“ you – and only you – can't drive through these specific players. For the players which have for you „collision activated“ themself this problem can't be noticed by them. Especially they still can drive through others players. But because the gane „thinks“ for these drivers that collision is activated, it produces massive physical and graphical glitches when they are in another car. If the bug happens, the incorrect status-information and it's consequences remain in the whole race, so it's clear that these status information is only transmitted once at the racestart. This bug has one minor positive side: as collision is activated for specific cars you have draft of these players. But there is also major drowback: usually this bug is combined with worping of the players which have collision for you activated. And because of the vast speed at which worping players move forward and backward you will be shot elsewhere then you even touch a worping player (btw he touches you as he worp).

    Also to overtake such players without touching them is extremly difficult, and in some situation just impossible. This bug is a a direct consequence that the game seem to use UDP instead of TCP as transmission-protocol for everything but the login to your online-account. Difference UDP to TCP: see §5.8 (Differences of transmission-protocolls UDP to TCP)

     

    6. Stage: Because of synchronisation-bugs you can get stuck IN other player-cars while the start-countdown still expires; despite that collision was deactivated. Then you are stuck in a other player-car is for this car always collision activated. In the moment the countdown expired and the player you are stuck in starts you will somehow get dragged by this player for a few seconds. After a free seconds your car frees themself somehow, so now you finally have control of it. For the most part, this bug is combined with stage 3 (your starting countdown has an offset), so you can't even start the engine while you get dragged by the other player. And because you have to pass the starting-checkpoint after the moment YOUR countdown expired, you even have to drive back to the start after you finally have control over your car. But because the whole procedure did cost vast time, the try to continue the race is pointless.

     

    Stage 0 can occur combined with all other Stages, except of whose who already have a time/countdown offset.

     

    Percentage of how often the stages occur (conditions as mentioned in §7.1):

    1. Stage (slight time-offset of max. 2sec): % not determineable, Stage 1 virtually only occur „clean“ when otherall only 2 (duel) or 3 players race

    2. Stage (constantly smoke-production by specifc players, therefor sometimes track not to see at all): on about 10% off all races

    3. Stage (specific players „worp“, usually combined with vast smoke of these players): on about 35% of all races (number of worping players is mostly relatated to overall number of players)

    4. Stage (massive time-offset caused by countdown-offset, usually combined with stage 2 or 3): on about 34% off all races

    5. Stage (collision activated for specific players; physical and graphical glitches; usually combined with stage 3 ("worping") of these players): on about 15% off all races

    6. Stage (stuck within other player car at racestart, get dragged by this player for few seconds without any control, bug is in most cases combined with countdown-offset): on about 5% off all races

     

    The % are strongly related to the number of players: with overall 2-3 players – including yourself – you either have no connection based bugs or only stage 0.

    But with overall 8 players you will have stage 5 on about 95%, with the remaining % on stage 6.The value of percentage that is needed to yield to 100% is the value of races which have no bug at all then you have a overall number of 4 players (including yourself).

     

    §7.3 Bugs which occur in game/race-lobby or in the moment a races starts (conditions as mentioned in §7.1):

     

    -Only you can start (proofed to be no cheat whatsoever; happened to myself about 3-4 times) – possible that caused by incorrect data-transmission (UDP)

    Bug is very rare (below 1%)

    -You can't start at all because the countdown don't even start – either by very slow data-transmission to host or other plays OR an player has an chat-window from lobby still open

    Bug is rare (about 4%)

    - A player in a race vanishes just after the countdown expired - most possible caused by slow data-transmission

    Bug occurs very often (about 40%)

    - Host or the race at all is in the moment the race-intro should start not reachable – most possible caused by slow data-transmission

    Bug occurs on about 10% of all races

    - race not joinable or already started: In the main lobby a race is listed as "waiting" but if you want to join it the race already has started or it is impossible to join at all. This is most probably either caused by slow TDU-servers (then they are overloaded) or you have a very slow internet-connection. This bug occurs in about 50% of all login-tries (possible even more, on some days even under nowadays condition (new router+internet-connection as mentioned under §7.1)

     

    §7.4 „Lobby-Bug“ (with solution):

    If the host choose in non-ranked multiplayer-races a new track, you sometimes still start on the track you drove just before. I suspect this is caused by a missing data-transmission, that can happen if all the data is transmitted with the UDP-protocol. This protocoll is strongly optimized for low latency, and normally has no check for correct data transmission of whatever kind – only a optional checksum, which doesn't seem to be have included in TDU. Basically UDP is a „send and forget“ protocol.

    Solution: Either you can „solve“ the problem by quitting the game and rejoining, so you loose all earned points...

    OR the host must choose the track for racing you are stuck at, so can race against the other players. Then the race is finished, you are back to full connection with the other players, so if the host chooses a new track you are also at the new track at the racestart. To get this method 100% to work, NO ONE must chat until EVERYONE is back in the race-lobby (NOT the finish-screen from an specific race; this is to minimise the network-traffic). With this solution you won't loose your points.

     

    §7.5 Club vs. Club-races and player-rank „Ace“ (with solution; not the club-internal races, these are working):

    Except for one exception (described in solution) the Club vs. Club-races, because the players can't see another, so therefor can't race against other clubs. I suppose this is due to that the Netcode/Session Data can't traverse double NAT (Network Address Translation)

    Solution: To avoid the bug from occuring, all players of an specific club must be in the same LocalAreaNetwork (LAN) aka Hardware/Physical-Network. Each club must have at least 2 members in the race. This means the all members of each of the 2 clubs which want to participant in an club vs. club race have to be in one Net-Area and have internet connection over the same switch respectively modem-router combination respectively router. One club can have his member in one Net-Area, the other club in another Net-Area.

    To become Ace / Ass you have to participate in 3 Club vs. Club races, and your own club had to win each one. This will give you 10Points on player-progress which are necessary for 100%, which is the condition for status Ace. In conclusion you only become Ace if you already achieved everything else, which is only possible if you got an multiplayer-account.

    Due to the operating-expensive most players never can reach status „Ace“. However, some players had gained status „Ace“ because they have a in a specific kind corrupted savegame, which allowed them to get again points for player-progress objectives they already had achieved, and therefor get to 100%. Furthermore important is that there never was an confirmation that it is possible to do Club vs. Club races with other programs which simulate local Networks (e.g. Hamachi).

     

    Non-Multiplayer-Bugs from TDU1 I remember:

     

    FPS-related Bugs (particularly if FPS higher than ~30FPS; thought FPS/computing power-related bugs were outdated/impossible since Win95/DirectX):

    -the more FPS you had the more abruptly the AI-Traffic changed lanes, the later AI-Cars popped up in front of you, and the more often invisible (Police?) cars appeared;

    effect was noticeable up from 40FPS, so when GPU-Driver only allows to limit to 60FPS it already was quite strong

    -the more FPS the lesser the TDU-Controls registered gearchanges from Steering Wheel;

    effect started somewhere beyond 60FPS (imo at ~75FPS); happened with Fanatec Porsche GT3-RS-Wheel (unknown/untested if also on other wheels)

     

    remaining Bugs of TDU1:

    -the almost unknown "Replay-Bug" - on paddle-shift cars and sometimes also stick-shift cars the replay-data was corrupt, so e.g. gearchanges didn't take place when they were supposed to; see this detailed video since its hard to describe: youtube.com/watch?v=llzbYxoLQLc"

    a long time ago I heard this happened due to TDU1 accessing memory where it isn't supposed to (unkown/forgot what exactly; but imo it was on-GPU-RAM vs the "real"/general RAM)

    -the dashboard (imo the RPM-indicator) from all cars with electronic dashes never worked (bad port since whose dashboards worked on the consoles)

    -wrong Tuning data on some cars (e.g. Corvette Z06 Stage2 was quite faster than a stage 3 Z06)

    -the displayed statistics of the car never updated then you tuned the car (e.g. weight was always the same, despite car was tuned to be lighter)

    -radial.cdb file from TDU1, which was used for ingame-advertising (imo for local caching of Ads) strongly dropped TDU-Performance/FPS when it got somewhere above 5Mbyte (when file not deleted it got larger and larger, seen ~20Mbyte+ File)

  16. Well, I just want to (re)introduce myself since I have big hopes on The Crew as TDU-successor. I reeeealy hope it just won't become a basically unsupported bugfest like TDU1 was. I skipped TDU2 due to poor car-physics and ForceFeedback. On the original TDU-Central Forums my account was named Anentropia, but I didn't post much.

    I strongly suspect that I'm mostly known from my time in TDU1, there - for 2 time periods - I became/was a Top10 of worldwide Leaderboard racer (obvious and not so obvious cheaters aside). This was about in end of 2007 until end of 2009. I still drove later then that, but due to real life circumstances I drove less and less, got slower, got annoyed from bugs preventing clean videos, and nowadays TDU1 don't work at all with my G27 (no ForceFeedback), so I can't even drive offline. I particularly remember the summer of 2008 were I drove almost daily for 5+hours until my hand-tendons got seriously injured.

    I particular liked the races with the CTDD-Club, although they were most challenging and often frustrating - due to their fastness, multiplayer-bugs and controller-failures (e.g. I literally broke off my original Logitech DFP in an attempt to brake the world record on the twisty Singleplayer-Track "Jackpot" in an McLaren F1 LM (just before I my steering wheel broke I made a video of one attempt)).

    Since I experienced in my TDU-Time a lot of multiplayer-bugs - of which some could be misinterpreted as cheating - and got called cheater because I was so fast in 2008 to 2009 I started in 4-2008 to write a Guide for just about everything performance related including a detailed explanation of most multiplayer-bugs in hope the whining would stop when they see what's actually possible with a specific car on a specific track. I even started to record proper videos of my evaluation runs on the track which I used as a testing ground for my guide (the circuit track "May the best man win").

    But of course TDUs messy programming sabotaged even that: on all cars with paddle-shift/sequential gearboxes and even some normal shifted ones TDU didn't properly save the gearchanges, so cars behaved "strange" in the replay. I documented this bug in a separate video as well since otherwise it could have been misinterpreted as cheating.

     

    My guide aside, I also remember the MP-Races where a nutcase (imo part of his name) used to drive worst handling car of TDU - the Chrysler ME 4-12 - without any driving-aids on a small twisty and hilly track and somehow managed to drive clean. I still wonder how what was possible - I just can suspect the used kind of controller (wheel/gamepad/keyboard) also has some influence on the Driving-Aids or physics independent of the actual driving-aid settings (which are already hard enough to determine what exactly they do and which is the fasted or most realistic). Btw for racing I always drove in "hypersport" (least still active mode), for cruising completely off.

     

    TDU aside I also tried my luck on the legendary GPL (Grand Prix Legends; which amazingly still runs under Win7x64), Race07 AddOns and NFS Shift 1+2 (made some Videos as well) and long time ago the imo last true rally-sim "Richard Burns Rally".

    But Race07 is game-engine/programming-wise stuck in the past (bugs/instable in Win6.x; ancient graphics) or have mushy/floaty ForceFeedback or car-physics (NFS Shift) so they don't make fun anymore. Needless to say these aren't all racing games i used to play/race, but at least I also want to name my very first race game in general and my first "kinda" race-sim: 4D-Stunt driving aka Stunts (already Polygon-based engine, but you quite literally could count the number of polygons seen from cockpit with one hand :D - though the gameplay was so great i still sometimes play it today in dosbox) and GrandPrix Circuit (a simple 2D Formula1 "Sim"; "sim" 'cause its engine was quite limited due to lack of computing power in 1987)

    I started with both games in 1990/91; my first racing game which would count as a sim by nowadays standards was GrandPrix2 (Geoff Crammond greets).

     

    And finally I want to show my first post on the official TheCrew-Forum where I hope some Devs read this so Crew don't becomes like TDU concerning bugs+network-code+cheats. In this post are also all current links to my TDU1-Guide (English+German; MS Office+Libre/OpenOffice), in case anyone is still interested in that ;) Here it is: forums.ubi.com/showthread.php/797721-Questions-Suggestion-by-an-ITpro-%28Network-Admin-Engineer-MCITP-Enterprise-Admin%29

     

    At last my Youtubes Channels Playlists; I got 3 concerning racing (TDU+Race07 AddOns): youtube.com/user/TheSeekerII/videos?flow=grid&view=1 All videos are made by the best of my abilities - properly recorded by Xfire in 720p, added some not to loud music, Intro etc with proper description - so no blurry shaky crap

     

    (edited this post at least 40times :D)

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