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Forza Motorsport 6


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...giungerebbe a fagiolo.

Ho raggiunto affinità 25 con alcune marche (Lamborghini, ecc.) ma adesso sono a 25 con Subaru e NON ha rilasciato lo stemma.

 

Poi ero convinto fosse bacato anche un obiettivo ma credo che senza carta specifica (visuale abitacolo + no traiettoria ideale) non si sblocca.

 

domani oltre il pack dovrebbe uscire anche un aggiornamento sul gioco per sistemare qualche bug, sempre se confermato

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...giungerebbe a fagiolo.

Ho raggiunto affinità 25 con alcune marche (Lamborghini, ecc.) ma adesso sono a 25 con Subaru e NON ha rilasciato lo stemma.

 

Poi ero convinto fosse bacato anche un obiettivo ma credo che senza carta specifica (visuale abitacolo + no traiettoria ideale) non si sblocca.

 

Sul fattore obiettivi, idem... penso sia "bacato", ma devi arrivare primo partendo da qualunque posizione o per forza dalla ventiquattresima?

 

Perchè se da qualunque posizione, avrei già sbloccato un frappo di obiettivi e invece nada.

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Sul fattore obiettivi, idem... penso sia "bacato", ma devi arrivare primo partendo da qualunque posizione o per forza dalla ventiquattresima?

 

Perchè se da qualunque posizione, avrei già sbloccato un frappo di obiettivi e invece nada.

 

Non è bacato ma scritto male: io parlo di "pronto alla sfida" (carta rischio "visuale abitacolo" e nessun aiuto traiettoria), io ho giocato la carta rischio e settato manualmente nessun aiuto traiettoria... e non si è sbloccato.

Allora ho provato il contrario (carta rischio "nessun aiuto traiettoria" e settato manualmente visuale abitacolo...) niente!

 

Poi ho letto altrove che c'è UNA CARTA RISCHIO RARA che ha entrambi i settaggi (ti mette la visuale abitacolo e ti toglie la traiettoria), trovi quella carta (e son **** perchè è rara... infatti non l'ho ancora trovata :( ) la selezioni nella gara, vinci e dovrebbe sbloccarsi.

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Nella modalità carriera mi mancano due cose:

 

1) la segnalazione (anche nelle gare della modalità carriera) se il giro è pulito o meno (il classico triangolino /!\ che ti dice che il giro è zozzo) così se per caso (se per caso...) al terzo/quarto/quinto giro sono in testa mi concentro sul fare un giro pulito. 'sta cosa mi sembra banale (c'era in FM5 e c'è nelle gare veloci) ma mi manca.

 

2) la possibilità di scegliere di fare una garetta singola all'interno della modalità carriera: ad esempio voglio sbloccare l'obiettivo "pinco pallo", vado su una gara già fatta (possibilmente del primo volume dove ci sono solo 2 giri), mi scelgo il circuito (tra quelli del volume),uso le carte necessarie per sbloccare l'obiettivo, faccio 'sta garetta, stop.

Invece se inizi una sottosezione della modalità carriera poi lì rimani. Questa cosa mentre fai la carriera (all'inizio) ha senso. Ma poi una volta sbloccato il quinto volume fammi fare quello che voglio: ossia separa la carriera (dove devo fare le sotto leghe da 4-5-6 gare) e il concetto di "gara singola" (vado a farmi una singola gara della modalità carriera)

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Nella modalità carriera mi mancano due cose:

 

1) la segnalazione (anche nelle gare della modalità carriera) se il giro è pulito o meno (il classico triangolino /!\ che ti dice che il giro è zozzo) così se per caso (se per caso...) al terzo/quarto/quinto giro sono in testa mi concentro sul fare un giro pulito. 'sta cosa mi sembra banale (c'era in FM5 e c'è nelle gare veloci) ma mi manca.

 

 

i tempi in carriera sono tutti col " triangolo " sostanzialmente in quanto puoi usare le mods ( le carte ) che sballano le caratteristiche delle auto

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i tempi in carriera sono tutti col " triangolo " sostanzialmente in quanto puoi usare le mods ( le carte ) che sballano le caratteristiche delle auto

 

Diavolo, non ci avevo pensato. :acc:

Ah, al momento non me ne preoccupo (e forse continuerò a non preoccuparmene per settimane e/o mesi...) ma forse c'è anche un baco nela "sincronizzazione drivatar": ci sono piste dove (tramite la modalità carriera) ho già corso svariate volte (sincronizzazione 100%) ma ci sono piste dove ho sincronizzazione 0%. E non parlo (ovviamente) di quelle dove non sono ancora andato... ma ad esempio Hockenheim... zero ad Hockenheim?

Zero?

Mi sembra di aver fatto almeno 5-6 gare nella versione corta e altrettanto in quello medio.

Bòh.

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Confermo, alcuni obiettivi non si sbloccano, ho già provato più volte, sia con le card specifiche, che partendo ultimo, ecc ecc, non escono quando finisci la gara, onestamente non so perchè, tra le altre cose l'altra sera con un amico on line abbiamo provato a sbloccare anche l'altro obiettivo in cui devi vincere una gara on line in multy senza nessun tipo di aiuto, ma nulla, lo abbiamo fatto a turno ma non si sblocca

 

...giungerebbe a fagiolo.

Ho raggiunto affinità 25 con alcune marche (Lamborghini, ecc.) ma adesso sono a 25 con Subaru e NON ha rilasciato lo stemma.

 

Poi ero convinto fosse bacato anche un obiettivo ma credo che senza carta specifica (visuale abitacolo + no traiettoria ideale) non si sblocca.

 

 

 

Sul fattore obiettivi, idem... penso sia "bacato", ma devi arrivare primo partendo da qualunque posizione o per forza dalla ventiquattresima?

Perchè se da qualunque posizione, avrei già sbloccato un frappo di obiettivi e invece nada.

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Una domanda, ma nelle gare endurance il consumo gomme/carburante è reale? Vi è la necessità di fermarsi ai box?

 

se imposti simulazione danni ti attiva anche il consumo gomme/carburante , tieni conto che in classe S sul Ring full si fatica a fare 2 giri col carburante ( infatti si spera sistemino anche il consumo per renderlo un po più realistico dato che al momento consumano quasi quanto un razzo spaziale della nasa )

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Per quanto riguarda gli obiettivi, a me non sblocca quello di correre in multiplayer in ogni tracciato (ambientazione), è bloccato al 96% e sono sicuro di aver corso in tutte le piste (comprese notte e pioggia)

 

In carriera i tempi li da tutti sporchi (triangolino) se vengono utilizzate le mods, senza dovrebbe dare il giro pulito (così mi ha detto chi ha provato)

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onestamente se non avevo il season pass non avrei preso questo pacchetto... a parte la caparo forse.. per il resto nulla di mio interesse

 

interessanti i fix dell'aggiornamento:

 

 

Cars

 

· Corrected the engine sounds for the 2016 Ford Shelby GT350

· Corrected issues with all of the V8 Supercars in the game, so that each car uses the correct engine sounds.

· Improved the cockpit camera positioning for a number of cars in the game, including the 2015 Dodge Challenger SRT Hellcat, 2011 Lamborghini Gallardo LP570-4, 1971 Plymouth Cuda 426 and the 1970 Ford Escort RS1600 Fast & Furious edition, among others

· We have addressed an issue with drivetrain swaps that was causing some cars (including well-known examples such as the 1968 Abarth 595 esseesse, the 1965 MINI Cooper S, and the 1975 FIAT X1/9), to perform beyond their PI classification. To coincide with this fix, we are performing a wipe of all leaderboard times set with a car that used a drivetrain swap. We expect the leaderboard wipe will happen Tuesday (10/6) afternoon. With this content update in place, cars that were previously banned from multiplayer will now be allowed back in. In addition times set in cars that feature drivetrain swaps will be allowed to post times to leaderboards.

· Numerous additional car improvements and corrections

 

Track Updates

 

 

· ROAD ATLANTA: Removed an “invisible dip” that was appearing in the drift loop section of the track

· MONZA: Fixed a bug that allowed players to gain an unfair advantage at the Ascari Chicane

· TOP GEAR: Corrected several areas that were incorrectly “dirtying” players’ lap times

 

Drivatars

 

 

· We continue to investigate issues involving inconsistency in Drivatar behaviors during Forza Motorsport 6 races; namely several Drivatars pulling away from the rest of the pack. To coincide with this content update, we have instituted a server-side fix that we believe will help the issue as we continue to investigate further. Stay tuned for more in the future.

· Fixed an issue where Drivatars were not taking damage when the player was driving with simulated damage turned on

 

Livery Tune/Import

 

 

· Fixed an issue where players could not import liveries from Forza Motorsport 5 that used certain characters, including the lower case “a” character

· Corrected an issue where players’ saved tunes could not be applied to a car unless it was applied immediately after downloading it. With this fix, saved tunes can now be applied to cars at any point

· Addressed an issue where downloaded tunes were missing front suspension settings.

 

Achievements

 

 

· We have corrected issues with the “World Traveler” achievement, which should now work as expected

 

Pitting/Rewind

 

 

· Fixed an issue where only a maximum of 2 AI cars could enter the pits at any time

· Pitting will now fix headlight damage when simulation damage is turned on

· Fixed an issue with rewind, where players could not rewind when AI cars were in the pits. With this fix, players will now be able to rewind, even when AI cars are pitted

 

Mods

 

 

· Using Boost Mods in a Career or Free Play race will now “dirty” your lap

· Fixed an issue where Crew Mods modifiers would only work on the unique track specified on the card. Now Crew Mods modifiers will work as intended, with a general indicated performance increase on all tracks, and a specialized increase on the specified track

· Fixed an issue where players would get the exact same Mods pack upon starting the game with a new profile

· Power-related Mods are now applying the correct amount of additional power to all cars

· Fixed an issue with the “Cockpit Camera/No HUD” Mod, whereby the HUD would reappear after doing a few practice laps.

 

Multiplayer

 

 

· Better League result reporting after each race, points earned displayed and access to the League Leaderboards in the Lobby

· Added ability to order the grid by the previous best lap in Multiplayer. This change will be rolled out in the more competitive lobbies first

· Some multiplayer hoppers will now allow the starting grid to roll off by row in order to help with the congestion in the first and second corners

 

Miscellaneous

 

 

· Prizes from Tombola spins will now be gifted to the correct player in splitscreen races

· Fixed an issue with the mini map and the player location arrow when playing in Tag mode

· Fixed an issue in Free Play where changing the assists in the pre-race menu would reset the Drivatar difficulty level

· Changed Total Time in the “My Drivatar” menu to appear into days:minutes:seconds format

· Fixed an issue where telemetry shows no data when viewing a replay directly after a race has finished

· Fixed an issue where Drift scores report incorrectly, resulting in different leaderboards for different players

· Fixed an issue where headlights would turn off and then on again after rewinding in a race

· Fixed an issue where controller dead zones were resetting after completing a race

· Fixed an issue with control mapping when a player has both a controller and a wheel connected to the Xbox One when starting Forza 6

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lo riporto completo :D

 

Aggiornamento su FM6 di questo mese:

 

 

 

The latest content update for Forza Motorsport 6 has arrived! In addition to the Logitech G Car Pack, this update includes some notable improvements to Forza 6 and addresses some well-known issues in the game. This content update includes improvements to game features, updates and corrections to a number of cars and tracks in the game, as well as a brand new car – the 2015 Infiniti Q60 – available to all Forza 6 players at no additional charge.

In short, there’s a lot happening with today’s update and, below, we break it all down for you. Read on for the details!

 

Cars

 

· Corrected the engine sounds for the 2016 Ford Shelby GT350

· Corrected issues with all of the V8 Supercars in the game, so that each car uses the correct engine sounds.

· Improved the cockpit camera positioning for a number of cars in the game, including the 2015 Dodge Challenger SRT Hellcat, 2011 Lamborghini Gallardo LP570-4, 1971 Plymouth Cuda 426 and the 1970 Ford Escort RS1600 Fast & Furious edition, among others

· We have addressed an issue with drivetrain swaps that was causing some cars (including well-known examples such as the 1968 Abarth 595 esseesse, the 1965 MINI Cooper S, and the 1975 FIAT X1/9), to perform beyond their PI classification. To coincide with this fix, we are performing a wipe of all leaderboard times set with a car that used a drivetrain swap. We expect the leaderboard wipe will happen Tuesday (10/6) afternoon. With this content update in place, cars that were previously banned from multiplayer will now be allowed back in. In addition times set in cars that feature drivetrain swaps will be allowed to post times to leaderboards.

· Numerous additional car improvements and corrections

 

Track Updates

 

· ROAD ATLANTA: Removed an “invisible dip” that was appearing in the drift loop section of the track

· MONZA: Fixed a bug that allowed players to gain an unfair advantage at the Ascari Chicane

· TOP GEAR: Corrected several areas that were incorrectly “dirtying” players’ lap times

 

Drivatars

 

· We continue to investigate issues involving inconsistency in Drivatar behaviors during Forza Motorsport 6 races; namely several Drivatars pulling away from the rest of the pack. To coincide with this content update, we have instituted a server-side fix that we believe will help the issue as we continue to investigate further. Stay tuned for more in the future.

· Fixed an issue where Drivatars were not taking damage when the player was driving with simulated damage turned on

 

Livery Tune/Import

 

· Fixed an issue where players could not import liveries from Forza Motorsport 5 that used certain characters, including the lower case “a” character

· Corrected an issue where players’ saved tunes could not be applied to a car unless it was applied immediately after downloading it. With this fix, saved tunes can now be applied to cars at any point

· Addressed an issue where downloaded tunes were missing front suspension settings.

 

Achievements

 

· We have corrected issues with the “World Traveler” achievement, which should now work as expected

 

Pitting/Rewind

 

 

· Fixed an issue where only a maximum of 2 AI cars could enter the pits at any time

· Pitting will now fix headlight damage when simulation damage is turned on

· Fixed an issue with rewind, where players could not rewind when AI cars were in the pits. With this fix, players will now be able to rewind, even when AI cars are pitted

 

Mods

 

· Using Boost Mods in a Career or Free Play race will now “dirty” your lap

· Fixed an issue where Crew Mods modifiers would only work on the unique track specified on the card. Now Crew Mods modifiers will work as intended, with a general indicated performance increase on all tracks, and a specialized increase on the specified track

· Fixed an issue where players would get the exact same Mods pack upon starting the game with a new profile

· Power-related Mods are now applying the correct amount of additional power to all cars

· Fixed an issue with the “Cockpit Camera/No HUD” Mod, whereby the HUD would reappear after doing a few practice laps.

 

Multiplayer

 

· Better League result reporting after each race, points earned displayed and access to the League Leaderboards in the Lobby

· Added ability to order the grid by the previous best lap in Multiplayer. This change will be rolled out in the more competitive lobbies first

· Some multiplayer hoppers will now allow the starting grid to roll off by row in order to help with the congestion in the first and second corners

 

Miscellaneous

 

· Prizes from Tombola spins will now be gifted to the correct player in splitscreen races

· Fixed an issue with the mini map and the player location arrow when playing in Tag mode

· Fixed an issue in Free Play where changing the assists in the pre-race menu would reset the Drivatar difficulty level

· Changed Total Time in the “My Drivatar” menu to appear into days:minutes:seconds format

· Fixed an issue where telemetry shows no data when viewing a replay directly after a race has finished

· Fixed an issue where Drift scores report incorrectly, resulting in different leaderboards for different players

· Fixed an issue where headlights would turn off and then on again after rewinding in a race

· Fixed an issue where controller dead zones were resetting after completing a race

· Fixed an issue with control mapping when a player has both a controller and a wheel connected to the Xbox One when starting Forza 6

 

Free Car – 2015 Infiniti Q60

 

In addition to the improvements and changes that have come with the latest content update for Forza 6, we’re also tossing in a bonus treat for fans: a free car for the month of October! This car – the 2015 Infiniti Q60 Concept – will be available to all Forza Motorsport 6 as a free car that players can download to their garage immediately after getting the content update. Here’s more on the Q60 Concept:

 

2015 Infiniti Q60

 

What’s not to appreciate about a two-door coupe with more than 300 hp and rear-wheel drive? Not much if you are talking about the Infiniti Q60. That horsepower comes from a twin-turbo V6 and at full boost you better hang on tight. The Q60 is the successor to the G37. The G37 – although plenty fast – was a bit heavy. The Q60 addresses its weight issues with aluminum and carbon fiber components. This sporty yet extremely comfortable car is just as ready for a leisurely weekend drive as it is to be thrown into a backwards-entry slide as your new favorite drift ride. Sleek, and well-appointed, yet still discreet in its appearance, the Q60 is ready to take on similarly-classed German coupes anytime, anywhere.

 

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non so se avevate seguito gli indizi lasciati per indovinare le macchine di questo dlc, la caparo e la limo l'avevano beccata quasi tutti :D

 

Però questo dlc ha poche macchine che mi fanno gola, troppo particolari, immagino la limo in multiplayer...farà disastri

 

Onestamente non ho idea di che indizi parli! Dove si dovevano cercare? :?:

 

Io non ho il season pass, e di sicuro non lo faccio per questo. Aspetto di vedere i prossimi.

 

Ottimo il lavoro fatto per correggere i bug, speriamo continuino a sistemare..

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Onestamente non ho idea di che indizi parli! Dove si dovevano cercare? :?:

 

Io non ho il season pass, e di sicuro non lo faccio per questo. Aspetto di vedere i prossimi.

 

Ottimo il lavoro fatto per correggere i bug, speriamo continuino a sistemare..

 

ecco la pagina degli indizi:

http://forums.forzamotorsport.net/turn10_postst45846_October-DLC-Clue-Thread.aspx?=

 

Stavo leggendo gli aggiornamenti che verranno rilasciati:

· Using Boost Mods in a Career or Free Play race will now “dirty” your lap

Ma non era già così?

Modificato da danielec79
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credo intenda il vedere il triangolino sul tempo anche in carriera

 

comunque tocca aspettare le 19 circa per poter prendere giu patch e pacchetto..

 

Si, infatti, io avevo capito che usando le carte automaticamente veniva segnato il giro come sporco, invece sembra non fosse sempre così se hanno dovuto correggerlo

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si erano dimenticati di aggiungere questo nelle note della patch:

 

 

* World Traveler Achievement
For those of you stuck at 96% completion, you should be able to now unlock it with the latest update if you play 1 race on Mazda Raceway Laguna Seca in multiplayer. That’s the one track that wasn’t reporting and was blocking the achievement.

* Level 25 Affinity Badges
If you’ve reached level 25 affinity but didn’t unlock the badge, you should be able to eventually unlock the missing badge if you continue to use cars from the same manufacturer. This is despite the UI showing no progress past level 25. The semi-good news is that the issue we fixed here was causing some affinity XP to accrue towards a different manufacturer badge incorrectly. So, invisible to you, there are other manufacturer badges that will be easier to unlock since they have extra XP accumulated from before this update. This issue used to only occur in races where you chose your car in the pit lane, as you do in endurance races. It is now fixed and going forward you can expect all badges to unlock and affinity XP to accrue correctly at all times.

* Controller Deadzones
If you’ve set your deadzones to anything other than the default and were losing them from race to race, the issue should no longer occur. You don’t need to do anything other than take the update. The fix applies to both gamepads and wheels.

* You may have noticed that you sometimes run into issues with button mapping on the wheel if you had a gamepad connected at the same time. These issues are fixed. We designed the game so that you can have a gamepad to control the camera (e.g. in photomode) if you usually race with the wheel, so go for it!

* New Grid Ordering and Delay Options
We’ve added some new options in multiplayer and they’re ready for you to use in private lobbies as well! For grid ordering, you can now set it to fastest lap ascendingly (fastest at the front) or descendingly (slowest at the front). The fastest lap considered is from the previous race, and as always clean laps always beat dirty. DNFs that never finish one lap in the previous race sort behind dirty laps. For grid roll-off delay, you can now set the value in increments of 0.1 second (only 1 second increments were allowed previously), and you can set the delay to be between rows of cars so that two cars release at a time.

* Headlight repair in the pits
If you’ve been doing night enduros with sim damage and no rewind, you probably wanted this to work and now it does! Just one note: there is a separate issue where the headlights may go back to a broken state if rewind is used after they’re repaired in the pits. We’re tracking this issue separately. Hopefully the headlight repair in the pits still proves valuable to you, I know quite a few of you turn it off for the extra rewards or authenticity (I do!).

*AI Pitting in Endurance Races
You’ve read in the release notes that we have now removed the 2 AI in the pits at a time restriction. This was actually the root cause of those instances where some of you observed the AI pitting at weird times in longer races, sometimes changing the strategy of the race from 1- to a 2-stop or vice versa. You will now see the AI pitting fairly in longer races. Keep in mind that we do model the tank capacity of cars in FM6. This means that Drivatars in cars with smaller tanks will still pit more often than you if you’re in a car with a larger tank capacity and vice versa. We also do model fuel burn rate based on your driving, so you can get more out of a tank of gas by using the same techniques you would use in real life: driving slower, short shifting, and going to 100 percent throttle less often.

*Multiplayer "Can't get server match list" error
We added a fix that we think will resolve the issue for some of you who have been encountering this specific error. If you have been getting this error trying to play multiplayer, give it another go once you get the update. Please keep in mind that there are other issues that can affect your multiplayer connectivity (your connection, your router, your network topology, etc...), but the change we included in this update should resolve issues for a big portion of players who received this specific message.


aggiornamento disponibile ora, 623 mb

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