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Found 10 results

  1. Thank you, Gamereactor. This mostly contains things we already knew but gives you more of an overall idea how the game mechanics and such will actually function. It's a good read methinks. Although we already knew, it just dawned on me how huge the map will be. Ninety minutes coast to coast. It's insane.
  2. Popped up on my FB feed a few minutes ago: Dunno, nothing new in it at all.
  3. All you have to do is: 1) be Australian 2) be 18 or older 3) vote for your favourite user-submitted commercial for Just Car Insurance ... or you could make and submit your own ad for a chance to win $10k, but that requires effort, so meh :p Check out the link below for the FULL details! http://www.justcarinsurancereeldeal.com.au/prizes?cmpid=JCI:GI:PI:CAR:DIS:20110701:078
  4. Hi everyone, Here is our latest developer Q&A, bringing you the latest info on The Crew straight from the dev team. Before getting into the answers, keep in mind that the game is still in progress and changes may happen. We unfortunately can’t answer every single question, but we made sure to address as much as we could. The questions are organized per section to help you navigate everything. Thank you again for your support and enthusiasm! The Crew Team Part one Cars · Q: Will you be able to construct “Fantasy Cars“? For instance, tune a car like a VW Golf and turn it into an inconspicuous racing machine that can keep up with any super car? A: While progressing through the game, you will unlock different kits and parts that will enhance the performances of your car, allowing all of the players to compete at the same level with different models of cars. So yes, you will be able to keep up with anyone. · Q: Will there be Trucks to drive in the game? A: That’s not planned for now. · Q: Can we expect the Lamborghini Gallardo LP 570-4 Superleggera to be included in the game? A: We will be unveiling more vehicles later on, but rest assured that you’ll see some of the most desirable cars anyone can dream of, and Lamborghini is in the line-up. · Q: Will there be a limit to the number of cars you can save? A: Every player will be able to get all the cars that are in the game in his own garage. · Q: Can we expect a lot of Japanese cars, too? Will we see cars like the Toyota Corolla GT-S, Nissan Silvia S13, S14, S15, or the Toyota Supra A: The Crew will offer different models of cars that will suit the taste of many, including some Japanese cars. The exact models will be revealed at a later date. · Q: Can we also expect classic cars like a 1969 Mustang GT? A: The US is the birthplace of car culture, and it’s a real pleasure for our team to offer classic cars as well. We know that for many fans, there is nothing like driving on the sunny roads of California behind the wheel of a 1967 Shelby! · Q: I want the Batman's Tumbler in this game. Can you guys do that please? A: We’ll stick to realistic vehicles for the time being. · Q: In terms of the classes of car modifications, i.e. Street, and Track; will you only be able to choose one branch to upgrade to, or will it be a case of needing to progress through stages like Street to finally get to Track? A: You’ll be free to choose how you want to upgrade your cars and unlock the many tuning kits, either by playing the main campaign, focusing on skill challenges, or even through PvP competition. Just play the way you want. Gameplay · Q: Will you be able to play the game by yourself or will you be even forced to do some things alone? A: The game is designed to take advantage of next-gen consoles online capabilities, making the game more enjoyable with friends. However, you will always have the freedom to choose to play alone or in a group; it’s up to you to decide how you want to enjoy your experience. · Q: Will you be able to use the fast travel function right from the beginning or do you have to unlock all the locations first? A: The fast travel feature will take you to locations that you had already visited, and it will be available in the first stages of the game. · Q: Will you be able to perform stunts like barrel rolls during a jump, or will the game auto-correct your flight like in Test Drive Unlimited 2? I’m really looking forward to do some stunts. A: We want to keep the driving realistic. You will not be able to perform barrel rolls, but there will be some skill challenges that will require you to perform jumps, for example. · Q: Will there be free roaming? If so, will you also be able to participate in car chases? A: Free roaming is an important aspect of the game, as our team created a huge and diverse world for you and your crew to visit freely at any time. As in the real world, the police will be randomly patrolling and chasing aggressive drivers. If you want to escape you’ll need to take them down, or escape their pursuit. Going off-road is also a solution. · Q: Will it be possible to drift in The Crew? A: Yes you will be able to drift and that will actually be an important mechanic in some aspects of the game. · Q: Will this game be competitive in any way? For example, will it include ladders or leaderboards? A: There will be leaderboards to check how your friends are doing. Additionally, PvP will be one of the main aspects of the game, allowing you and your crew to battle other players. · Q: After creating a crew, is it possible to challenge other live crews? A: It will be possible for you to challenge other crews and other players in many ways. Our goal is to make this game as complete and enjoyable as possible, so gamers will want to cruise its roads with us for a long time. · Q: What happens when a car is totally damaged? A: The Crew will include a full damage system that you can track via a gauge. It will diminish each time the player hits something, and the amount of damage received depending on how big the crash is. The bar will then replenish by itself until a certain point, that point being reached faster and faster as time goes by. After some time, the car will have to be repaired. Handling will be affected by damage but only when it becomes pretty significant. When you take damage, the car will get scratched or dented, the bumper can fall down or hang off, and if your vehicle is in really bad shape, some scraping sounds or squeaky noises will be heard as you drive around or brake. · Q: What type of game modes are you guys adding besides the ones we already know? Example being a drifting race, checkpoint. A: They will be varied and interesting enough to make sure you want to stick around for quite some time! · Q: Are we going to be able to use manual transmission when using keyboard or joypad? A: Many of you have been requesting it, so our team will be adding it! · Q: Will there be random missions in the game? A: Right now the missions are linked to your progression as for the skills; you will have to discover them while exploring the United States. After launch, we will continue to introduce new content to make The Crew a truly living world. · Q: Will we have the option to flash our headlights? A: Yes, that will be possible. · Q: Regarding gameplay; will you be able to assign custom controls in the game? A: That’s not planned for now. http://forums.ubi.com/showthread.php/806230-The-Crew-Q-amp-A-November-2013
  5. 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)
  6. [headline]The Crew: Ubisoft 'aiming for locked 30FPS' with PS4 & Xbox One [/headline] Ivory Tower and Ubisoft Reflections are "aiming for 30 frames per second locked" with the PlayStation 4 and Xbox One versions of next year's open-world racer The Crew, creative director Julian Gerighty has told VideoGamer.com, stating that a higher frame rate would be unrealistic given the size of the world. "We've never been at 60 frames per second," Gerighty told us during a gameplay presentation this morning. "We've always been aiming for 30 frames per second locked. Today, unfortunately certain PCs have been overheating, so we're having frame rate drops. It's a hardware issue, not a software issue. "60 frames per second is, of course, what we would all like to obtain," he continued, "but it's such a big world, and with all the online features running, it's just not realistic to obtain that. 30 [frames] locked is really, really good and exactly what we've been focussed on." Despite being co-developed by Driver: San Francisco studio Ubisoft Reflections, development on The Crew is being led by French studio Ivory Tower, comprised of ex-Eden Games developers, which has created a proprietary engine for the next-gen racer. "In fact, no," Gerighty replied, when asked whether The Crew was running on a modified version of Driver: San Francisco's engine. "It has the DNA of both Test Drive Unlimited, which was the world of Hawaii [and] seamless online, because it was conceived by Ivory Tower in France who are ex-Eden Games [developers]. But... this is a multi-studio project, so when Ubisoft asked Ivory Tower who [they wanted to] work with within Ubisoft, there is no better team - maybe in the world - for an action driving game, than working with Ubisoft Reflections. So Ubisoft Reflections are working hand-in-hand with Ivory Tower. "The tech behind it is proprietary to Ivory Tower. This is something that is completely brilliant in terms of tools that allows us to build a very varied, very spectacular, beautiful world very easily... So it's really more, in terms of technical side of things, Ivory Tower." Via Ubisoft 'aiming for locked 30FPS' with PS4 Xbox One The Crew - The Crew for Xbox One News
  7. As Ivory/Ubi reveal more information about the game, share it in this thread and we'll endeavour to get a bit of a list/FAQ happening in this post (any staff can edit this post, because you're mistaken if you think I'm going to do it all :p) For now I'll just quickly start off with the various tuning types in the game (I will convert these videos to links later). Also notice Zoe (your game-typical FBI Boss) walking in the background in some of the videos. [headline]Tuning[/headline] Full Stock: How it rolls off the dealer lot. This is your basic ride and a ‘blank canvas’ for your own modified evolutions! Street: Dealer options and off the shelf DIY additions. Useable day-to-day ride with enough grunt to have serious fun. Dirt: Internal crash cage; uprated suspension; dirt tires on tough rims; sump guards and braided hosing; flaps, fenders and spots; newer models uprated to all wheel drive. Go tear up those backwoods! Raid: Bespoke, full crash cage chassis; uprated suspension, including long travel shocks; uprated transmission; full bash guard package, including bull bars and skid plates; high profile, off road tires on steel rims. This is a ‘go anywhere’ ride, so what are you waiting for? Performance: Anything to get the power up! Holes cut here and there, after market components, track day tires on lightweight rims. There’s no hiding the intent here – this machine is built to compete. Circuit: Wider track; lower ride height; interior stripped out; crash cage, seats and harness; pro engine tuning, wind tunnel aero package; extra cooling for fluids and brakes, low profile racing slicks on superlight, super wide rims. NOT road legal!* *I wonder if this hints at increased police attention when driving this on the roads If you want to help out in building the list please post below and I'll copy it up here.
  8. If you find more screens, please make sure to post them here. :)
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