Cyberpunk 2077 Racing Chat

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It would be a major mod if we enabled multiplayer.

Imagine racing against each other. All of a sudden 28 laps on the highway loop could become a lot of fun.

Something that not even necessarily deems to be beyond the realm of possibilities, a mod that illustrates a ghost car of a player in someone else's game using their game save. I remember Hard Drive doing something like that.
 
Something that not even necessarily deems to be beyond the realm of possibilities, a mod that illustrates a ghost car of a player in someone else's game using their game save. I remember Hard Drive doing something like that.
I think that used to be called 'demo'. An other name would be 'replay' or 'recording'.

That is of course doable, as in recording your own positions and replaying them. To have meaningful triggers, however, it would need something like recognition when you started the run so it starts to play it.

It is all doable, but I am not sold on working myself in that direction. Being online and seeing someone else who plays live sparks much more joy in me. In conclusion, we can post it in mod wishes or such.

My thoughts were going toward two instances of the game talking to a cloud server that lets both of them know where the other player is with their car, and subsequently having the ability to insert that car in the game (non-mods). I would support work on such a mod with my own work and money for hosting servers.

Running backend multiplayer servers in the cloud costs money, and my guess is that it's one of the reasons Cyberpunk 2077 never saw multiplayer experience. Besides the stated problem that they couldn't even organize the police chases better. There must be some significant limitations I am not full aware of, but at my level I don't perceive a problem of two, three, four or more players being on the same map... anywhere. It could only be that there won't be need to show them to each other before they come close enough, but still some 3D tracker arrows can be placed in the view/Kiroshi HUD, so you can have an idea where your buddies are on the map. I think those things absolutely possible.
 
FYI, I've done another ruin of 10 laps of the Highway Loop. While I broke the record, I had many incidents, so will use the vid to learn how to avoid them and will continue tuning my car.

Our history also got its first penalty. If you look at 3:40, that kind of cutting is not allowed when the finish time differences are in seconds, so I added +5s penalty to my score of 20:53 (not measured yet with a stopwatch). I'd think that excursion due to an incident okay had I returned to the outer lane one pillar earlier. Also that lap can't be used as a fastest lap if it qualifies due to it. It may have been 1-2 seconds faster, or maybe none, but I think +5s penalty settles it.

The previous record was 21:08, so it still is some progress.

At this point, I think running this in under 20:00 is possible, but that will take a lot of car tuning and learning the peculiarities of the road.

 
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Our history also got its first penalty. If you look at 3:40, that kind of cutting is not allowed when the finish time differences are in seconds, so I added +5s penalty to my score of 20:53
Great run! You're getting there.

I solemnly respectfully disagree with your insinuated penalty, because you inadvertently ended up there in an attempt to recover your vehicle, and after you returned back as soon as you could. That doesn't deserve no penalty but a praise, really. After all, we're talking about very high speeds here.

As far as I know, not in Formula 1 nor in MotoGP, you get penalized for inadvertently ending up over the line. Why, such a penalty would even be prohibited for safety concerns alone, if you ask me.
 
I solemnly respectfully disagree with your insinuated penalty, because you inadvertently ended up there in an attempt to recover your vehicle, and after you returned back as soon as you could.
Hi. I fully agree with the very good point that when the run throws a driver somewhere where they shouldn't be, they shouldn't be penalized for it. In that, I should emphasize that nobody is expected to impose such a thing on themselves not to ever agree with it. That is, as long as they returned to the intended road as soon as they could.

It is perhaps over a dozen of times that I watched that part of my video, and the wrong thing is I could have returned to the road one pillar sooner. I had control over the car for that. Instead, I went straight forward due to the mindset of being very averse to braking in order to return to the road sooner, and so have derived an unfair advantage in the length of the road I had to drive. It was a split-second decision. While it may have not been intentional, it still happened. I acknowledge it, learn from it, and will do better in the future. I was not ready for this situation from the previous runs.

A resolution might be sorting the run as using both the inner and the outer path. Perhaps I could open that category, but the record will be shred quickly by runs that do it all the time (much bigger advantage than just five seconds), since it was a one-off advantage. That is a no-go.

Extrapolating from this situation, as long as at least one wheel is on the intended road, I deem the run valid. That applies too to that horn at the Arasaka Waterfront.
 

Guest 4755178

Guest
I was like the best driver in the world on cyberpunk and real life. Before the update. Now the cars just spin out of control and ram into stuff.
 
En route.

The Lamborghini Huracán EVO.jpg
 
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Guest 4755178

Guest
The best driver in the world can handle any vehicle.
I can in real life I’m the best driver in the world. And before the update i was the best. But now it’s just broken. You can’t drive a broken car. I beat a mustang with a escort , and I let him use my mustang. Just to prove it.
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The best driver in the world can handle any vehicle.
Let’s see your driving with the murk mobile. All around night city. I love to see you do it in update. On PlayStation 5 , and how it’s done.
 
Let’s see your driving with the murk mobile. All around night city. I love to see you do it in update. On PlayStation 5 , and how it’s done.
Obviously, you didn't check this thread. I'd suggest you do. Though I don't own a PS5, did countless of runs with all vanilla vehicles, and am greatly satisfied with the way the REDS optimized each and every one of them, including the Caliburn.

...Well...except the MaiMai. That one still needs some programming concerning controllers.
 
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MaiMai will ever have a special space in my heart.
In my original stream of the first playthrough, I've seen it and had to drop a <3 in the chat, and take it, and drive it.

Bartinga, you mentioned often that we need to pick interest of the PS community. It looks like we got one new driver. @thebestcyberpunk if you can record your drives of our tracks, go for it. I will add your times among other records.
 

Guest 4755178

Guest
Obviously, you didn't check this thread. I'd suggest you do. Though I don't own a PS5, did countless of runs with all vanilla vehicles, and am greatly satisfied with the way the REDS optimized each and every one of them, including the Caliburn.

...Well...except the MaiMai. That one still needs some programming concerning controllers.
Well now you have to test it out on a PlayStation 5 to see if it’s the same. [...] deleted all my old videos of me driving to PANAM bad lands all the time. Taking her everything. Buying her new cars and everything. And how great the driving was then.
 
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Well now you have to test it out on a PlayStation 5 to see if it’s the same.
Can only presume the driving is the same on all platforms but, what exactly on the Caliburn in particular have you duped, "Broken"?

I'm asking cause the majority of the modded (super)cars are based on the drive specs of the Caliburn. And the last thing any modder would do, is work on a project that's build on a "broken" foundation.
 
Methinks still that a higher demand on cpu/gpu abilities than the system can deliver would lead to a broken driving experience in Cyberpunk 2077.
 
Accelerometer is coming to TCDM.
That will be interesting to watch on recordings. I gave myself two weeks to get it ready, so will not hurry to publish it before it looks marginally good.

Having this value can be used to add blackout effects. Of course, I also have breakdown to x,y,z in the background.

Screenshot 2024-06-21 21-56-52.png
 
That's very cool. You're not interested in lateral forces?

By the way, I've invented a new route that we can try out. Call it "Barbapapa", 3 Laps, can be run in Default direction or [Reversed] direction. Start/Finish line is close to yours on the ring highway. It runs partially over the ring highway, the outer freeway through the underwater tunnel, and over the last opened freeway. It's about 17 km long, according to your "Traveling Companion Distance Meter", and I estimate for it to take between 12 to 8 minutes to complete.

The good thing is, it's not going over a grain of gravel, the bad thing is, drawing the route on a map proofs difficult, due to all those buildings obscuring the view of the roads. We need a map without buildings and only roads to draw the route accurately.
 
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That's very cool. You're not interested in lateral forces?
Hmm. It tracks acceleration along all three axes. The value it displays is the intensity of the final vector. I found that displaying all three values clutters the view so it's not in the window. As far as the turns, accidents, and crashes go, that value is what they mention in reports. Try it out, I just released it!

 
Hmm. It tracks acceleration along all three axes. The value it displays is the intensity of the final vector. I found that displaying all three values clutters the view so it's not in the window. As far as the turns, accidents, and crashes go, that value is what they mention in reports. Try it out, I just released it!

I see. Yeah, already updated it. Interesting indeed.

Here it is. The Barbapapa route showcase. I think you'll find it super fast.


And here's Barbapapa [Reversed] route.

 
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