Cyberpunk's Valentinos theme on Fast is a serious banger
Sorry for the visible barrier. I thought the Quest would filter it out when recording.
And yes, this was made by Beat Stage. Still fun to play when put on a faster speed setting.
Sorry for the visible barrier. I thought the Quest would filter it out when recording.
And yes, this was made by Beat Stage. Still fun to play when put on a faster speed setting.
I've tried vJoy and Percnops Virtual Rig in an attemlt to play Project Cars 2 or Assetto Corsa Competizione with the touch controllers (like Downtown Club does) instead of a gamepad. But for whatever reason they don't get recognised.
With Steam Virtual Wheel and vJoy, Windows does make the sound that a new device got connected, but it doesn't show up anywhere and none of the imputs from the touch controllers get recognised.
And with Virtual Rig, the virtual gamepad doesn't get recognised as well and while Assetto Corsa does recognise the movement of the virtual wheel, I can't map any buttons for things like accelerating and breaking.
I assume the problem is Windows not recognising the touch controllers, though Steam recognises them, or I'm just stupid.
And given that the response will come: No, I won't buy a wheel. Dropping between 50€ and 100€ for a genre that I may play once or twice a year is not worth it.
I don't know of this will earn me plenty of downloads, but as the title says, I find it weird how every thread that is about controls in a VR racing game is filled with "You need a wheel. You need a wheel" comments.
I can see the argument that not using one makes your arms tired quickly. I've personally experienced it over several hours in Downtown Club. And I also give them the point that driving while shifting gears manually with the gearbox is a giant pain. But all other points don't feel that convincing, especially as a casual.
Yes, maybe a virtual wheel isn't as accurate as a real one, but it's good enough. The controllers still vibrate with different intensity depending on the situation. You still feel it when you go offroad. And you still get a good feeling of how much you can jank on the wheel before your car over- or understeers.
And all that is fine and true. What makes it annoying though is the condescending tone sim racers have when talking about this subject, saying stuff like:
" Why would you need motion controls in a racing game?". To control the car." How would motion controls even work in a sim?". You grab the wheel with your virtual hands and then use one of the joysticks or button to accelerate and break." How do you drive your car irl?". With a wheel and pedals.
And its also only this group of people acting this weird about the control method of their genre. I've yet to see any VR shooter player say:" To play shooters properly, you must buy a rifle stock, a pistol stock and a shotgun stock with a movable barrel."
I've also yet to see any VTOLVR player say:" You need a HOTAS (or two for the titular VTOL) to play the game". And I've yet to see any Beat Saber player say:" You need two swords irl to fully immersive yourself into the game". Wanna play Blade and Sorcery? Only with your Beat Saber swords and a full bow and arrow setup.
Some people may recommend it, but I've yet to see anyone say it in this dismissive "Buy this expensive third party hardware or don't bother at all." tone sim racers use. And I'm sure as hell not spending 50€ or 100€ on periphals for a genre I may play once or twice a year.
And yes, using a dedicated wheel and a racing seat and whatever does make racing games more immersive. But not everyone out there is playing these games for maximum realism. Some may jump into Project Cars 2 or Automobilista2 for a more focussed, but still laid back experience. Or just because Gran Turismo is not available on PC and any of those lighter sims are the best alternative.
Wie die Überschrift sagt wollte ich gerne wissen ob wer Tipps hat, um diese Bohren Statt Kleben Sachen zu benutzen, denn bei mir will es einfach nicht. Ich habe schon mehrere Sachen durchprobiert ( Uhu Patafix, Doppelband Stark 75 und Doppelband Extrem 120), aber das Zeug will einfach nicht halten. Sei es die Lampe auf dem Bild (Das Extrem 120 soll für raue Oberflächen sein und die Lampe ist aus Plastik) oder meine Garderobe, es löst sich alles immer wieder ab. Bei Lampen kann ich zur Not noch Panzertape zusammen rollen, aber das funktioniert bei Sachen auf Augenhöhe eher weniger.
Und ich will nicht wirklich bohren, da ich mir Sorgen mache dabei was kaputt zu machen und ich auch nicht weiß, wie ich die dabei entstehenden Löcher bei einem Auszug wieder reparieren soll.
Hello. I've bought a Ready 2 Gaming PS4 Pro Pad and while it does work, Steam thinks its an XBOX controller. Is there a way to tell Steam that it's a PS pad?
I'm just curious, because the deal seems very onesided when the Zerg sacrifice themselves for the Protoss and Terrans, but the others don't return the favour. And I find it hard to believe that in the entirety of HOTS and LOTV, they couldn't find 2 or 3 missions with a Zerg focus
I really like first responders reacting to a zombie outbreak and wish we had seen scenes like this in the remakes of 2 and especially 3.
I know it's horrible, but I like it. I really like building crossings and junctions above open water. It has a certain coolness factor ever since I played that one challenge level in Crazy Taxi 1. I once did something similar, but worse, with an Autobahn, but lost the screenshot.
The title says it all. I started the game again to test the beta branch (Last time I played was shortly after Jacket came out) and while I do like it better, I the currently implementation how the police spawns and how the escalate did drag the whole thing down. For context, I play solo on Very Hard.
But yeah, this post is about that Heavy SWATs and Bulldozers mostly just spawn at the very end of a heist, which makes the previous 90% of any level feel very samey. It's most likely objectively innacurate, but the vast majority of missions feel like:" SWAT, SWAT, SWAT, Tazer, SWAT, SWAT, SWAT, SWAT, Cloaker, SWAT, SWAT, Shield, SWAT, SWAT, SWAT, SWAT, SWAT, Heavy SWAT, Bulldozer, level complete".
It feels like I only ever fight regular SWATs with just the one or other Special Units strewn in here and there to pretend that there is variety.
And while I guess that PDTH and PD2 used a similar system, it felt much more natural in them. Let's take FWB in PDTH as example. After the alarm goes off, you have a handful of first responders as enemies. Then the first Assault you fight is a mix of regular police and SWAT. When you drill into the vault area, you have SWAT with Special Units and squads of Cloakers roaming the upper floor. And when you are in the vault area, the cuffs are off and you have a 50:50 mix of regular and Heavy SWAT with a constant spawn of Special Units mixed in, while the FBI roams the area inbetween assaults to rescue hostages. It feels like a natural ramp up of lethality the police would show in such a situation.
In PD3 you mostly fight regular SWAT for 90% of the level and only start to encounter Heavy SWATs once you are in the vault.
But it's not only the regular enemies, but Special Units as well. More directly, that they only spawn as singular units and not in Squads. In the 30 hours I played, I never had any conscious moments where I ran into a group of Tasers or a group of Cloakers or Shields. Or any moment where there was a mix of Special Units active at the same time that forced me to think on the fly, like having a Shield protecting a Taser while a Nader gasses the area behind me to force me into Taser range.
And yes, I know there are modifiers that let Specials spawn in pairs and that force Heavy SWATs to spawn right from the start, but the latter has ben removed from the game at the time of writing and doesn't help with the enemy variety problem and the former is only available on Overkill, not on Very Hard. And there is the PDTH styled difficulty overhaul mod, but whenever I tried to install it my game only crashed on startup.
And as you can guess, I would like the spawn system to be like in PDTH and PD2, where Heavy SWATs appear at minimum around the halfway point of a heist and that Special Units Spawn more often and in groups of either singular or mixed units.