Leo
League 2
No time trials then?
There are, just extremely well hidden. Go to 'Leaderboards', then 'Time Trials', choose any track and you'll be able to do time trials from there.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
No time trials then?
Very Harsh lad, very.
Well what I can say about this game and has been said by the producer of the game, not everyone's career will be the same, I have just finished my first season, and on most leaderboards there is only 4 or 5 of my friends on the same tracks. I know I have more than 5 mates with the game, its just they are racing on different tracks or with different cars. It really is a game you could play and then do another career, just starting with a different car and going a different route through the game.
I have most assists off bar auto gears and Traction Control atm, with the AI drivers on Medium. Hope to move up to semi gears and take traction control of, and maybe bump the AI up, but it's fully adjustable to let you play as you want. I have been playing late at night, so am happy with those settings as I just wanted to open up abit more of the career without having to really concentrate that late at night.
I have not tried it with the wheel yet, but PBB and Tim both are racing like that, so their comments will be the best to read.
i was thinking the same thing, it would def pass alot of time for me at work if there were one!For Forza 2 you could go on your PC and access the auction site but i cant find one for Forza 3
Did they not bother with this one?
The Exige and Fairlady crew are back again I see.
Nice work doing it in an NSX-R GT though, lovely car.
Oh and did you ever get that PM???
You just keep doing laps, trying to beat your fastest times, and when you quit it your fastest time gets put on the leaderboards .I'm confused... how does hot lapping work exactly?
[url]http://www.xbox.com/Forza3LCETheme[/URL]
Not sure if you all know about it already but there's a free theme there.
Forza Motorsport 3 Multiplayer Matchmaking Takes Off Strong
We've been watching our multiplayer matchmaking servers with great interest over the past week and a half. Since we've launched the game in Asia, Europe, and now North America, matchmaking has already had over 800,000 races in our public hoppers. In case you're new to how matchmaking works, it's an extremely easy and fuss-free way to race against others in the Forza community. First you select a Game Type (Circuit, Drag, Drift, Oval, etc.), then you select a Car Class and our Xbox LIVE servers will match you up with others who are of the same skill level as yourself. After each round is finished, you'll "hop" with other players from race to race while the server does all of the work of setting up the race and hitting the start race button.
This weekend, of course, will be really interesting for the community team here for a number of reasons. First of all, it's our worldwide launch weekend so we're curious to gauge performance numbers on our servers. As I mentioned, they're currently holding up pretty well. Secondly, while we've been watching the matchmaking hoppers continuously since we launched first in Asia/Australia/Japan, this weekend will be the first time we're getting some critical mass numbers on which game type folks are playing. We'll be using the data we've been collecting, especially this weekend, to look at which hoppers we should add, or evolve, or eliminate. You the players will literally be voting with your matchmaking decisions.
Right now, the obvious thing to note is that A Class Circuit Racing is the most popular hopper. Going forward, we have a plan to update the hoppers often. Once a week will be par for the course, but as we gather more data from community behavior on our servers, we could be implement new hopper changes twice a week. Heck, every day if we needed to -- but you get my point. It's a flexible server-side system we're going to be mining for data and making decisions based on that data.
Of course, matchmaking itself is irrelevant if you're having trouble connecting to lobbies in the first place. The good news is that we have a whole bevy of server-side options to tweak in order to optimize multiplayer connections. Earlier this week, we rolled out one tweak that drastically improved both the rate of success for connections and the number of opponents you find in your room. We'll be fine-tuning these settings on the backend for weeks to come, getting it dialed-in just right so you can play more and wait less.