Cyberpunk 2077 Racing Chat

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Made a Dragon on the Tower (Underwater tunnel) run with the new Herrera Riptide GT2, but missed my timer. The vehicle is vanilla, run is without traffic.

 
Thanks, will book it later. Who is Kusangi from the board in your vid? Figured that out, that was my placeholder run. Go go go!

About 2.0, I had my share of fun with the police. I think 2.0 has some potential, like initiating a police chase and making it from A to B with a four-star rating. Or is now the five-star the max? For that, we need 2.x stabilized, so it's a 2024 thing.

I agree with you, Cali felt more stable in 2.0, it might be that the roads were smoothened. But I can't verify that without the speed limit removed and test it with the 600+ km/h and all.

Also, not sure if you noticed, not all settings from Cyber Vehicle Overhaul were now not applied, which kills modding until fixed. That was a let-down as well.

Though, that down in the video was indeed my first time to blow up my car. I figured out that the beeping and its increasing pitch can't be good, so I popped out lol.

Back top the police... so, let's say that this is the mode -- cause a commotion in an area A, off X cops (types yet to be mapped to score points), off the Y number of max-tac, blow up W police cars, reach U number of stars, and make it to the location B through checkpoints P1 to P(N) with zero stars. Time allowed to cause further commotion: 25 minutes from the first star. Infinite amount of car spawns. The score is calculated via a formula that takes all variables into account.


 
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Also, not sure if you noticed, not all settings from Cyber Vehicle Overhaul were now not applied, which kills modding until fixed.
Yeah, noticed. Those of the Cali and the Kusanagi works, but not of the Javelina, for instance. I tried several times modding the cars myself, but am stuck. Wish there was a tutorial video, pretty sure I'm missing something.
Though, that down in the video was indeed my first time to blow up my car. I figured out that the beeping and its increasing pitch can't be good, so I popped out lol.
Hahahahahahaha... Same here, hahaha. Yeah, that was some good thinking, hahahaha.
Back top the police...
To clear the Red Peaks Rally Race routes, I cleared this hustle. But while doing that, all of a sudden out of nowhere a Militech unit arrived and started scouting the place. Assuming they were reinforcements of the hustle, I popped them. That's when a lot more Militech units arrived and immediately took me under fire.

Thought initially that it was a new hustle until a Maxtac AV arrived. Only then I realized I'd triggered the police system. Armed with a fully modded infinite HMG, decided to put it to the test. But they just keep spawning, so the only way for you to get out of it, is to just get outta there.

In my case, at the heat of the climax... the game exited to desktop.
 
Yeah, noticed. Those of the Cali and the Kusanagi works, but not of the Javelina, for instance. I tried several times modding the cars myself, but am stuck. Wish there was a tutorial video, pretty sure I'm missing something.
Not even. Cali won't react to suspension/chassis elevation settings.
Plus, they changed the sound. I love the smooth and high-pitched engine in 1.63. In the 2.0 update, they turned it into low pitch and added exhaust explosion on every gear change. That's like when you take a young adventurer and turn them into an ol` fartie.

But, ... how Cali's tyres scream in the update 2.0 with my mods... :love: I would love to have that tyre scream in 1.63! Still, without all settings moddable + speed cap removal, 2.0 isn't a viable successor.

About other cars... they must have changed car's identifying name internally.

In summary, they changed car names and variable names, so that's what needs catching up with... hopefully by the author of CVO. And, who can resist those crazy 1.63 moments? Not me!


Hahahahahahaha... Same here, hahaha. Yeah, that was some good thinking, hahahaha.
Racers. Quick on reflexes and figuring out when the shit is about to blow up.:LOL:

To clear the Red Peaks Rally Race routes, I cleared this hustle. But while doing that, all of a sudden out of nowhere a Militech unit arrived and started scouting the place. Assuming they were reinforcements of the hustle, I popped them. That's when a lot more Militech units arrived and immediately took me under fire.

Thought initially that it was a new hustle until a Maxtac AV arrived. Only then I realized I'd triggered the police system. Armed with a fully modded infinite HMG, decided to put it to the test. But they just keep spawning, so the only way for you to get out of it, is to just get outta there.
When I return to 2.0, I will have a surprise for them.

I'm pretty sure I can mod the game myself to get some stuff rolling. Essentially, I want my 1.63 V, that heals faster than the police, drowning or Adam can hurt them. I also want unlimited grenades, and stamina should remain intact the entire time like it's now. Then, I also want infinite rooftop for cyberware, so that is going to take a while. Not worth chasing, imo, before the game updates have settled.

The police spawning hasn't changed much. They still pop out of nowhere and in infinite numbers. It's just that they are spawned a bit further with cars and gear.

In my case, at the heat of the climax... the game exited to desktop.
Imo, it's PC stability. The game hasn't ever died on me, also with Adam Smasher getting stuck under Tinker Bell and rocketing himself to doom with me bailing out in the last millisecs! :whistle:

Also, I played and streamed two full days (some 32 hours of gameplay) of Phantom Liberty without the game crashing, so I do think they can't fix the issue on the game's side. I think 2.0 is very demanding on hardware stability, and not everyone can run it without tuning clocks and other performance-related things down. :(
 
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Not even. Cali won't react to suspension/chassis elevation settings.
Plus, they changed the sound. I love the smooth and high-pitched engine in 1.63. In the 2.0 update, they turned it into low pitch and added exhaust explosion on every gear change.
Yeah. loved the engine sound of the Aerondight. Gonna miss that. On the one hand I like the new sounds, on the other prefer the previous sounds. Maybe the REDS aught to make both sounds selectable via a sound slider. Have seen other game devs doing that which was cool.
 
By the way, @Bartinga2077 , this what we have here is special.

I've been searching youtube for something similar. Like... modded organized racing in Cyberpunk 2077. As far as I could find, no one else does this kind of mods and sees the crazy stuff we do with our races and high speeds. I hope at some point that we can recruit more people. The modding offered by Cyberpunk 2077 is beyond what I've seen in other places, and the size of NC is decent for having fun. I think it's the niche of gaming where its benefits are worth anchoring to. I want to grow this to the third, fourth, fifth driver, and so on. Who knows what the future holds.

We are the Apex Drivers and Racers of Cyberpunk 2077.
 
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By the way, @Bartinga2077 , this what we have here is special.

I've been searching youtube for something similar. Like... modded organized racing in Cyberpunk 2077. As far as I could find, no one else does this kind of mods and sees the crazy stuff we do with our races and high speeds. I hope at some point that we can recruit more people. The modding offered by Cyberpunk 2077 is beyond what I've seen in other places, and the size of NC is decent for having fun. I think it's the niche of gaming where its benefits are worth anchoring to. I want to grow this to the third, fourth, fifth driver, and so on. Who knows what the future holds.

We are the Apex Drivers and Racers of Cyberpunk 2077.
Think the only way to recruit other people into what we are doing, is to play wholly vanilla, that is to say, with traffic and everything. Seems to me that most of those interested, are stuck on console. Also, the REDS themselves need to organize races with prizes to win. You need to be able to see other people's (ghost) vehicles during your race in the game, and there needs to be a world score board. Only then will people be interested.

And there is that Cyberpunk, despite to my accounts having the best driving mechanic out there, remains an RPG 1st person shooter, not a racing game.
 
Think the only way to recruit other people into what we are doing, is to play wholly vanilla, that is to say, with traffic and everything. Seems to me that most of those interested, are stuck on console. Also, the REDS themselves need to organize races with prizes to win. You need to be able to see other people's (ghost) vehicles during your race in the game, and there needs to be a world score board. Only then will people be interested.

And there is that Cyberpunk, despite to my accounts having the best driving mechanic out there, remains an RPG 1st person shooter, not a racing game.
Hmmhmm. While I respect the different opinion, my target are exactly people who aren't satisfied with the vanilla game.

Cyberpunk 2077 offers more speed, stunts and (in my book) endomorphin rush than NFS series or Forza Horizon 5, to name a couple, despite not offering organized infrastructure for racing. Those stunts like flying over the highway to crash land and continue driving and taking off 15 meters up in the air at 300 km/h are tough to pass.

We don't see eye to eye on the matter. An investment into console could be jail**eaking it, not adjusting the offer to what consoles can do.

My opinion is that people who would join us likely aren't enjoying their ride in CP2077 right now.
Or aren't sharing their vids.
 
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My opinion is that people who would join us likely aren't enjoying their ride in CP2077 right now.
Or aren't sharing their vids.
Well, that's just it. No one is actually joining us. Not even communicating in this thread. As to why people don't share their driving skills, one can only speculate. I have seen some that were exceptionally good and had fun doing it, so... Perhaps it is that you do need to go out of your way to do what we are doing, which is, forcing the game to do things it was never programmed for.
 
This is a way to fly into the dogtown area in 1.63.
It might be an interesting way to try to get in once the speed limit of ca. 458 is breached in 2.x. This 600+ km/h would be displayed as '745'+. Precisely, that 626 km/h speed at the 'take-off' from the road is like '778'.

 
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Hey, an update from me.
I've been driving, and am getting used to my new Cali. It gets better every day.

A sure thing, I've had my share of funny moments, check out this nesting:

Or even this one:
photomode_21102023_193332.jpg

Self-pwned, right?

And, then, there were some crazy moments that I have to disqualify, even if I could reproduce them twice in life. Always keep me accountable if things slip (everyone).

Now, now, this looks like I hit 6:16 on the Dragon on the Tower (underwater tunnel) thing.
 
Imo, this applies to our runs as well.

Only recently I noticed that I was doing it wrong all along with fearing to stick closer to the inner edge of the road in many places, wrongly thinking that such turns were not possible. But they were.

Of course, there is the additional level of physics in Cyberpunk 2077 due to all surreal bumps in the road that make a car literally take off if moving too fast. From a slight angle change... the read wheels jump and off the car goes into a barrel roll flight.

Anyways, that vid tells me I were a noob.

 
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Hey, an update from me.
I've been driving, and am getting used to my new Cali. It gets better every day.

A sure thing, I've had my share of funny moments, check out this nesting:

Or even this one:

Self-pwned, right?

And, then, there were some crazy moments that I have to disqualify, even if I could reproduce them twice in life. Always keep me accountable if things slip (everyone).

Now, now, this looks like I hit 6:16 on the Dragon on the Tower (underwater tunnel) thing.
Nice run. Very few hold ups. You don't like doing the Barricade? You invented it yourself.
 
There are improvement points.
Tho, check this out. I want this in CP2077. With such a push-down force, Cali would never separate from the ground at as little as 200-300 km/h.

 
There are improvement points.
Tho, check this out. I want this in CP2077. With such a push-down force, Cali would never separate from the ground at as little as 200-300 km/h.

it's already in the game. I tried to do this with the Brennan on the rollercoaster, but it's mighty difficult. You can try it yourself with the Yaiba for instance.
 
There I mean the push-down forces. They aren't there with Cali, else the thing would be stuck to ground all the time...
 
It is time for it.
Let's open a new category... ten laps and time measuring. Oh momma, that's going to be a full hour+, but lots of fun.

I think I will need some additional in-ear buds for this, to listen to decent music while doing itt.
 
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A new update.

I've hit the time of under 4.22.5 on the Razor Path. Stopwatching it from the vid gave results around 4:21.94 +/- 0.15 seconds.


And, also, I had no idea that also 1.63 Cali beeps before it explodes. Have a look at this.


That one I pushed to the limit and beyond. :(
 
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Heya, all!

I want to introduce a new path, named 'NC Tour 1' due to its looks from above. If it shows something, it's that our base map is not useful and has many smears and damaged parts. So, that will eventually have to be improved. For now, it's here as an attachment.

Meanwhile, there is of course the path markdown recording. The path has the same start and finish as the Razor path, but quite different the rest of it. One important note is that turn by Judy's house. The goal is to drive as long as the in-game map shows the road and exit it with the full length of the car, and then return straight through the narrow entrance of the road. How it's done, that's a free range. For example, the car could turn 180 degrees, and exit the road backwards, then rush with the full speed onwards back into it. An alternative (though harder) way to see where the road ends/starts is the yellow line under the dust.

This path has some turns but has plenty of long runways to floor it.


Another map I would like to make will be Easter-egg-named 'Canal Rat' (by 'Tunnel Rat' in Hitman 2), and the goal is to drive through canals of NC. As many as possible.

P.S.
Just done a first marginally mature run, ca. 11:12.5.

 

Attachments

  • Map - NC Tour 1.png
    Map - NC Tour 1.png
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Heya, all!

I want to introduce a new path, named 'High Thumb Up' due to its looks from above. If it shows something, it's that our base map is not useful and has many smears and damaged parts. So, that will eventually have to be improved. For now, it's here as an attachment.

Meanwhile, there is of course the path markdown recording. The path has the same start and finish as the Razor path, but quite different the rest of it. One important note is that turn by Judy's house. The goal is to drive as long as the in-game map shows the road and exit it with the full length of the car, and then return straight through the narrow entrance of the road. How it's done, that's a free range. For example, the car could turn 180 degrees, and exit the road backwards, then rush with the full speed onwards back into it. An alternative (though harder) way to see where the road ends/starts is the yellow line under the dust.

This path has some turns but has plenty of long runways to floor it.


Another map I would like to make will be Easter-egg-named 'Canal Rat' (by 'Tunnel Rat' in Hitman 2), and the goal is to drive through canals of NC. As many as possible.

P.S.
Just done a first marginally mature run, ca. 11:12.5.

Nice runs.

The new High Thumb Up route is interesting but even more complicated then the Red Peaks Rally Race Extreme route. Definitely not in the mood to having to force my muscle memory into overdrive, so I'll just be using the racing checkpoint guides, if that's alright with you.
 
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