New Damage Model for Ray FF1600 and Toyota GR86 Dynamic Brake Audio System (GT3, GT4, GTE, and Touring Cars) Start Zone Jump Start Assessment Improvements Circuito de Jerez - Ángel Nieto (2 configs) Our iRacing AI have completed their latest round of training which includes 4 new cars and 26 new track configs. The New Damage Model is now also in effect for Ray FF1600 and Toyota GR86. A new dynamic brake audio system has been enabled for the GT3, GT4, GTE, and Touring Car classes. The iRacing UI has undergone an architectural and stylistic refresh, and has been rebranded as iRacing! A new Auto Fuel feature has been added, and we have improved our Start Zone logic for jump start assessments. Circuito de Jerez - Ángel Nieto joins the iRacing roster of racetracks. It is time for iRacing to shift into 2023 Season 2! This release contains both content and upgrades for 2023 Season 2, which officially starts on March 13th! This season update includes three new cars: Late Model Stock, Ray FF1600, and Renault Clio R.S. GT Interactive’s cops n’ robbers driving game needs more substance.ĭriver is a tease.2023 Season 2 Release Notes Initially, it overwhelms you with its premise and atmosphere, strutting its superb vehicle dynamics. It’s an interactive version of the best of the gritty 70s and 80s car chase movies. But over time its flaws emerge, ranging from the relatively minor (it cheeses out on its premise, putting you as someone infiltrating a crime syndicate as opposed to actually being a criminal) to the major (terrible and repetitive missions, insane difficulty levels, bugs).Īt times the game will surprise you with its sleek 3D look and visual appeal, mocking you with its untapped potential (it could have easily been a GTA killer, if only for the 3D engine and driving physics). It’s realistic enough to give you that feeling of driving two tons of corpulent 1970s American iron. It also delivers a bunch of entertaining gameplay variants, from Pursuit (catch and ram ’em!) to Getaway (flee as fast as you can!). Time limits are the main source of difficulty in the game, and they’re as annoying as always. On a few rare occasions they make sense (you need to be someplace to pick up guys who are robbing a store, though you’d think they would have phoned ahead and planned it out a little better), but for the most part they’re completely artificial.
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