Tag Archives: Logitech

BAM. Ride Along – GRID 2 (Big Sur Touge)

In the last bout of the Touge run in GRID 2 I bring the battle to the showcase in California, we hit Big Sur for a battle of beasts, the heavyweight as the Skyline GT-R (R32) and the featherweight challenger as the Ariel Atom 3. For those unfamiliar the Atom is a smaller car, lighter and it uses a high power and high revving engine as its cornerstone for a great power to weight balance.

On a course like Big Sur it’s crucial to maintain a balance of speed and control to carry the fastest line possible as elevation changes often. We’ll see how the two cars carry on in this challenge.

As seen it’s pretty screwed up for balance, on a focused downhill or uphill the Atom would give it a better chance, even a better starting run would allow it to wind out a little harder. Unfortunately the AI in this challenge doesn’t quite push the Atom as hard as it needs to and falls behind immediately. By the time the GT-R cuts the corner the Atom is already being left in the dust, when sliding the long corner after there’s little chance for the car to catch up.

It’s a mix of styles between the two cars, the Atom is designed to hug the corners and tackle them with precision, while the GT-R can do that too, it does it slower when the body is pulling it to the outside of the corner. Going into a slide / drift allows for the GT-R to defy the odds a little against cars that would normally be right on its tail in a challenge like this.

That does wrap up the GRID 2 series at this point, I enjoyed taking the GT-R around for another run in-game but it’s time to move to new grounds. In the future I’ll try to mix up games a little more between installments so there’s a little more variety.

My setup:
AMD FX-8320 @ 4.4GHz
ASUS R9 290 DirectCUII @ 1000/1250
Gigabyte 990FXA-UD3
Logitech G27 Racing Wheel
DXRacer King Series – OH/KS57/NB

 

BAM. Ride Along – GRID 2 (Okutama Touge)

The Skyline GT-R (R32) is back in action, taking it to the native mountains in Okutama for some 1v1 with the GC Auto GC10-V8. Given the GT-R relies on the torque of that straight 6 turbo to pull ahead, how will it do against a V8 opponent laying it down in RWD? It’s up to the AI and the roadway to decide that.

Okutama is a powerful track in either configuration, the downhill helps level the playing field in acceleration while the tough initial corners allow drivers to pursue the fastest lines they can to pull ahead and leave the challenger in the dust. It’s a delicate blend but on the track it just looks like a mad dash to victory at any cost, cutting corners as tight as possible to save seconds and speed.

The GT-R came out ahead, normally the opening section is the attack point I like to use on Okutama. The GT-R has great traction and power where you can just leave it wide open with a hard flick of the car and push on your way. Since the AI tries to go for standard grip and high traction through the course it’s a weakness you’ll see no matter what the difficulty. Even if the AI goes in at full speed through the corner, they generally lose on the braking contest coming in and you can chisel away a lead.

When all else fails the other defining points for attack are the base of the downhill before the first bridge, there’s an S section that comes up and with the right setup it’s possible to slide the car and avoid some of that drag from the slope of the corner by coming in tight and early. Later in the second run I’m not quite able to get the gap I need so I rely on the curving back section before the tunnel to leave the car wide open and cut as straight as I can through the switches.

Okutama has many points to gain an advantage on an opponent or equal the playing ground, in Touge it’s a challenge of picking where you’ll make those moves and if you can avoid being disqualified for contact.

My setup:
AMD FX-8320 @ 4.4GHz
ASUS R9 290 DirectCUII @ 1000/1250
Gigabyte 990FXA-UD3
Logitech G27 Racing Wheel
DXRacer King Series – OH/KS57/NB

BAM. Ride Along – GRID 2 (Cote D’ Azur Touge)

GRID 2 action is back again, the Skyline GT-R (R32) is taking on the Caterham SP300R in a battle to the limit on Route D’ Azur course. It’s a tighter track with unforgiving side walls but that’s generally the breaks when you’re on Cote D’ Azur in any game. Given the weight of the GT-R it’s not entirely with the biggest advantage, the power of the car and the 4WD are the strengths the car needs to rely on here since it slides and there’s not a ton of room to really play with on the roads here. Given the Caterham does have the weight advantage it should be able to hold its ground a little better even on the uphill climbs.

As you can see, I have a few wall bumps and sketchy moments but it’s the beast mode of the GT-R that carries it through. Late braking and throwing as much speed into the corners without dogging the engine is a key element to staying afloat, managing that it allows the torque of the GT-R to really come into play and pull ahead with the fastest average speed throughout the course. The biggest challenge to the GT-R usually for me on Cote D’ Azur is the braking challenge as it’s easy to get caught up in the momentum of the track and push some of these switch back sections a little too hard leaving for some bad crashes.

The Caterham put up a fight but the SP300R wasn’t destined for greatness this round, maybe next time guys.

More features will continue dropping through the late summer and Fall season, keep an eye out for more adventures with the GT-R and everything else I get sucked into.

My setup:
AMD FX-8320 @ 4.4GHz
ASUS R9 290 DirectCUII @ 1000/1250
Gigabyte 990FXA-UD3
Logitech G27 Racing Wheel
DXRacer King Series – OH/KS57/NB

BAM. Ride Along – GRID 2 (Hong Kong Touge)

Hello everyone, today you’re catching part of a new video series for BAM. where I (VX2) take on new and old racing titles within my Steam library. We’re checking out GRID 2 in a series of Touge races. Today focuses on Hong Kong’s Peak Road Descent in the daytime hours, it’s a street track that has a few twists and turns that throw off the weight of the car at higher speeds. In the later sections there are lower speed areas that lead into tighter corners where racers have to decide entry and exit strategy to keep up the fastest line until the last break on a long bending stretch of highway.

Personally for the Touge races I favor 4WD because I like to hang the car out a little more and make a show not only for the replay but for myself. The GT-R allows for this and in the rougher sections of Hong Kong I don’t stress the traction loss as hard as there are more chances to recover the car (although that didn’t stop me from hitting some walls in the replay at inconvenient times). It’s a personal preference although I’ve done well with RWD and FWD cars of other power levels and designs, when I want to have some fun it’s easier to do it here with that 5SPD transmission and have enough drag off the line to really put it to any opponent so I can grab that first corner in Tier 3 racing.

I hope everyone enjoys the video, there are more coming this season as I tackle more GRID 2, GRID Autosport, DiRT 3, DiRT Rally, Assetto Corsa and pretty much anything else I can get my hands on.

My setup:
AMD FX-8320 @ 4.4GHz
ASUS R9 290 DirectCUII @ 1000/1250
Gigabyte 990FXA-UD3
Logitech G27 Racing Wheel
DXRacer King Series – OH/KS57/NB

First Impressions – GRID Autosport PC

GRID Autosport launched during the Steam sale in June, not the ideal situation but at least they marked it down. After having some time hands on with the game though I do question if it should have gone up to full price. Granted it’s pretty, has variety in disciplines for racing and has a familiar and rounded appeal for racing fans but… the execution is where things get a bit strange.

I admit I enjoyed GRID 2, it was simple to jump into and didn’t require much thought, I do enjoy car setups and minor tuning options and it was something I could just jump into. That said… GRID Autosport could offer that same appeal but the assist system really restricts the enjoyment. On top of that, things requested by the community like cockpit view have been implemented but in a limited sense, using blur and low detail models for the impression.

Personally, I don’t like the cockpit view all that much, the new over the hood drivers side mount is actually very alluring to me though as the camera is no longer dead center in the car like I’m driving a McLaren F1 and allows me a bit of genuine perspective on where the car limits are instead of just guessing and using experience to fudge the corners. It’s a good catch by what seemed like a less vocal audience compared to the cockpit users.

GRIDAutosport_avx 2014-07-01 13-10-39-31

Overall the impressions aren’t awful but the handling makes it hard for new players to integrate into the game, the overbearing TCS and ASC drag the car down, I actually did a test video to showcase this.

The brakes / car computer take over going into the corners and even with a high speed entry leaning for oversteer, it corrects. While this could be somewhat helpful later on, in the early stages of the game it murders the little performance cars like Golf have in the game.

There’s more to explore and a deeper experience with the season mode to experience but it’s a bit of a missed opportunity as an update to the series as it lead up with so much talk about the return to TOCA and improvements. There are some around but it could have come so much further and hit all the audiences.

Test system:

AMD FX 8320 @ 4.4GHz
ASUS R9 290 DirectCU II
Logitech G27 (Manual, H Pattern, Clutch)
GRID Autosport with 4K pack