GRID Autosport Free Download
GRID Autosport Free Download Unfitgirl
GRID Autosport Free Download Unfitgirl Grid Autosport is the closest Codemasters has come to recapturing the mojo of the original Pro Race Driver games since my PlayStation 2 was still plugged in. In stark contrast to the street racing-focused Grid 2, the pendulum has swung back towards actual motorsport; purpose-built race cars once again make up a sizeable slab of Autosport’s vehicle roster, and Codemasters has stuffed it with more than twice as many genuine racing circuits as Grid 2 has. Autosport makes some odd missteps with its low-quality cabin view and its flawed endurance racing, and it lacks the customisation options that would’ve empowered us to re-craft cars from the real-world racing series this game mimics, but overall Autosport is Codemasters finally firing on all cylinders again. Importantly, Autosport redresses concerns with Grid 2’s handling model: that it was a one-size-fits-all model honed for easy powerslides. Autosport more closely matches the handling in the original Grid; it still straddles the line between simulation and arcade, but it does ask us to take things a little more seriously than Grid 2 ever did. Even with the driving aids off I found Autosport fairly forgiving, but measured acceleration, steady steering, and careful braking are still key if you want a spot on the podium. Unfitgirl.COM SEXY GAMES
The multi-disciplined approach that has defined the Grid series (and the Race Driver series before it) returns here. In Autosport, progression is divided across five categories you can play through as you desire: Touring, Endurance, Open Wheel, Tuner, and Street. You need to play them all eventually if you want to meet the minimum requirements to unlock the special Grid Grand Slam events (which string together a series of races from across all five types of racing), but outside of that how you progress through the races on offer is determined entirely by you. I found myself exclusively racing tin-tops for many hours upon first booting up. It was at least two or three sessions before I even competed in my first Street race. Autosport doesn’t care that I’d unlocked all of its touring car events before I’d even started scratching the surface of its Street events, nor will it care if you do the exact opposite. The better you perform in each category the more offers you’ll receive from rival teams. Less bold teams have easily achievable success targets but modest XP rewards, and you’ll usually find you’re not able to tune your car a great deal, if at all. Autosport’s prestige team, Ravenwest, demands top results but shells out plenty of XP and allows you to adjust a variety of tuning options at your own discretion.
As a touring car fan
The Touring category is where Autosport most resembles the typical Codemasters circuit racers of old. Autosport lacks the real-world championships of its Race Driver ancestors, but the aggressive doorhandle-to-doorhandle nature of touring car racing is extremely well-emulated. Real-life circuits are the focus here (there are 13, compared to Grid 2’s five, and most feature several routes), and Codemasters has reinserted practice periods and qualifying rounds. The default length for the races errs on the short side, but there’s an option to multiply race distances by up to five should you find yourself yearning for longer contests. Open Wheel racing is not unlike Codemasters’ own F1 series, although it’s nowhere near as brutally unforgiving as the latter can be. Autosport may be Grid going back to its roots, but it still favours fun over unflinching accuracy. The Tuner category is probably the weakest of the five. Drifting feels a bit more forgiving (and more fun) than it did in Grid 2 but the Time Trials here aren’t really that pulse-raising; they honestly just feel like a qualifying session for a race that never comes. Endurance is Autosport’s most confusing category. They look the part, but the default length of these races is just eight minutes. It’s strange because tyre wear, which is only a factor in the Endurance category, is scaled to the length of the race. Halo Infinite
You can bring a little logic to the tyre wear issue by manually increasing the length of your endurance races but that only serves to highlight Autosport’s most egregious sin: no pit stops. It’s a bizarre omission, and it’s one that quietly undermines a lot of what Autosport does right. Deciding whether pitting for fresh rubber during an enduro to salvage a race objective would’ve added an interesting layer of strategy; not being able to do so is nonsense, really. It also makes some of what Codemasters does with its damage modelling a waste of energy. For instance, what’s the point of programming in punctures when I know I can’t change that tyre? If I’m out of Flashbacks (or I’ve deactivated them) am I really going to run the rest of the race on my rim? Nope. I’m just going to quit and restart the event. The Street category is where the Autosport picks up from Grid 2, with production cars of various levels of potency (from hot hatches to hypercars) racing on tight, largely walled city courses characterised by cramped and unconventional kinks and 90-degree corners. The tracks here are mostly repeats from Grid 2, like Dubai and Paris and such, but they’re not as overused in Autosport because street racing doesn’t dominate the gameplay as much as it does in Grid 2.
Like The White House
Codemasters’ stingy course design philosophy – which relies on multiple routes through the same environment, with most of the routes sharing lengthy, overlapping segments with each other – is less of an issue in Autosport because it’s been bolstered with so many great real-world tracks. In a response to Grid 2 criticism, Codemasters has added not one, but two different cabin views to Autosport. The more closely-cropped one is somewhat passable but the traditional one is a fuzzy mess and lacks any working dials or mirrors. It’s a disappointing smear, because Autosport is a good-looking game for the most part. I love the little details, like the flies buzzing around your helmet while parked on the grid at Jarama under the belting Spanish sun, or the bugs assaulting your headlights when waiting for the green light in a night race. The car models, at least externally, are entirely satisfactory and the tracks beam with colour. There are quite a few details that don’t stand up to much inspection, however. Underneath damaged hoods engine detail is rudimentary at best, as are the crowds. I did like how the stands were almost empty during qualifying sessions but packed for races, though. Things are mostly satisfactory in the audio stakes, with some nice ambient effects, but the exhaust notes could’ve had more bark. Purpose-built race cars are more deafening. HALF-LIFE 2 EPISODE TWO
Like Grid 2, multiplayer is virtually a separate game in Autosport. Unlike Grid 2, however, Autosport’s broader types of racing and greater variety of tracks means there’s far more to keep us occupied. As opposed to the single-player, where you race for other teams in their cars, multiplayer in Autosport lets you build your own garage of cars. Your cars will be unique, with their own mileage, win/loss rate, XP level, and incident history. The visual customisation here is quite narrow, though, so don’t expect to be able to create any real-world replicas. The racing itself was smooth and seamless during my online session with a mostly well-behaved group of racers. It supports up to 12 humans, but AI drivers can fill the empty slots if you choose. Autosport’s AI is actually quite good; they seem more aware of your actions than I expected and they’re pretty authentic opponents. Originally released in the summer of 2014, it’s fair to say that GRID Autosport went under a number of gamers’ radars, mainly because it only launched on Xbox 360 and PS3 even though the Xbox One and PS4 had already been out for eight months. It’s a shame, because it was actually one of Codemasters’ better racing games, doing away with a lot of the nonsense – the convoluted career mode stories, the obnoxiously style-heavy menus – that had become an unwelcome staple of the studio’s racing output over the years and focusing mainly on the racing.
With this Switch port, GRID Autosport gets a second chance to make a first impression, and it’s a strong one. There’s a lot of racing for your money here, and it’s varied too. Indeed, this variety is the central focus of the game; rather than shoehorning in a bunch of different race types and forcing you to play through them all (even though you may not like some of them), GRID’s career mode is split into a bunch of smaller seasons and lets you choose which of its five disciplines you want to take on each time you start a new one. These five styles of racing each have their own unique personality, and you’re under no obligation to work your way through them all. Want to focus purely on the glory that is the Touring circuit with its heavily modified road cars, or would you rather opt for the quicker but more dangerous thrill you get in the Open Wheel division? The choice is yours. More interested in Street racing, Endurance races or the Tuner division with its variety of drift and time attack events? You can put all your attention of any of those instead. As you progress through each discipline you’ll unlock a wider range of more powerful cars, and if you do well enough in all five disciplines you’ll eventually unlock the overarching GRID discipline, which takes all five into account. But, again, there’s no obligation to do this. Hades
If you were a big fan of Codemasters’ TOCA Touring Car series back in the day and you just want a spiritual successor to those games, you’re more than welcome to get stuck into the Touring category and pretend the others don’t exist. It’s a refreshing level of choice in a genre that often leads you by the arm, going: “Okay, now here’s a time trial, now here’s a drift race, now here’s an elimination race, now here’s…” Of course, this is all well and good, but a game can’t succeed on variety alone; after all, if someone kicked you in five different sensitive areas on your body, it’s not like you’d at least appreciate the diversity of their assault. Naturally, then, the game’s performance on the track is always more important than anything else, so we’re thankful that it’s all positive here, too. Handling is solid, there are plenty of camera angles to choose from (including a pair of in-car views), AI opponents feel realistic enough (they even make unforced mistakes from time to time, like real racers would) and there are a wealth of aids and assists available for anyone new to realistic racing games. The default controls will be completely acceptable for most players, though you may want to turn off some of the more extreme aids like steering assist to make sure you aren’t fighting against the game when you go round corners.
Other players, however, may turn their nose up at the fact the buttons for the pedals are digital – you accelerate with ZR and brake with ZL, which removes some of the nuance and can occasionally lead to some spinning if you don’t have ABS turned on. Codemasters has tried to implement some solutions: there’s an alternative control system that uses the right analogue stick for accelerating and braking – the higher up or down you move it the harder you push each pedal – and there’s even support for GameCube controllers and their analogue triggers (as long as you have a controller adapter). It’s also added an option to play the game with motion controls, where you turn your controller (or the entire Switch in handheld mode) as if it was a wheel. Don’t do this, it’s rubbish. Impressively, the range of options extends to the actual quality of the game’s graphics. In a move seen in very few Switch games (or console games in general, really), GRID has three different visual optimisation modes that affect the game’s performance and can be switched between on the fly by simply pausing during a race and changing them over. There’s Graphics mode, which turns on all the visual bells and whistles and runs at a fairly stable 30fps. This is the default option and it’s easy to see why: the game looks its best here. There’s even the option to download a free hi-res texture pack for the cars to make it look even better, but this wasn’t yet available at the time of writing.
Add-ons (DLC):GRID Autosport
|The Codemasters Complete Collection||Racing Bundle||Steam Sub 193279||XCOM 2||Feral Partner Key (Mac + Linux)||Black Edition RU|
|Complete South America||Valve GDC App Package||Demoman Derby Pack||Season Pass||High Res Texture Pack||RP8 DLC15|
|RP8 DLC14||Touring Legends Pack||Drag Pack||Road & Track Car Pack||Sprint Pack||Coupé Style Pack|
|Best of British Pack||Premium Garage Pack||Boost Pack||Black Edition Pack|
CPU: Intel Core 2 Duo E4600 or AMD Athlon X2 5400+
CPU SPEED: Info
RAM: 2 GB
OS: Windows Vista
VIDEO CARD: Intel HD Graphics 3000 or AMD Radeon HD 2400 or NVIDIA Geforce 8500 GT
PIXEL SHADER: 4.0
VERTEX SHADER: 4.0
SOUND CARD: Yes
FREE DISK SPACE: 20 GB
DEDICATED VIDEO RAM: 256 MB
Requires a 64-bit processor and operating system
CPU: Intel Core i7-920 or AMD FX-4100
CPU SPEED: Info
RAM: 4 GB
OS: Windows Vista (64-bit)
VIDEO CARD: Intel HD Graphics 5200 or AMD Radeon HD 7790 Series or NVIDIA GTX 650 Ti (1 GB VRAM)
PIXEL SHADER: 5.0
VERTEX SHADER: 5.0
SOUND CARD: Yes
FREE DISK SPACE: 20 GB
DEDICATED VIDEO RAM: 1 GB
NOTE: THESE STEPS MAY VARY FROM GAME TO GAME AND DO NOT APPLY TO ALL GAMES
- Open the Start menu (Windows ‘flag’ button) in the bottom left corner of the screen.
- At the bottom of the Start menu, type Folder Options into the Search box, then press the Enter key.
- Click on the View tab at the top of the Folder Options window and check the option to Show hidden files and folders (in Windows 11, this option is called Show hidden files, folders, and drives).
- Click Apply then OK.
- Return to the Start menu and select Computer, then double click Local Disk (C:), and then open the Program Files folder. On some systems, this folder is called ‘Program Files(x86)’.
- In the Program Files folder, find and open the folder for your game.
- In the game’s folder, locate the executable (.exe) file for the game–this is a faded icon with the game’s title.
- Right-click on this file, select Properties, and then click the Compatibility tab at the top of the Properties window.
- Check the Run this program as an administrator box in the Privilege Level section. Click Apply then OK.
- Once complete, try opening the game again
NOTE: PLEASE DOWNLOAD THE LATEST VERSION OF YUZU EMULATOR FROM SOME GAMES YOU MAY NEED RYUJINX EMULATOR
- First you will need YUZU Emulator. Download it from either Unfitgirl, .. Open it in WinRar, 7ZIP idk and then move the contents in a folder and open the yuzu.exe.
- There click Emulation -> Configure -> System -> Profile Then press on Add and make a new profile, then close yuzu
Inside of yuzu click File -> Open yuzu folder. This will open the yuzu configuration folder inside of explorer.
- Create a folder called “keys” and copy the key you got from here and paste it in the folder.
- For settings open yuzu up Emulation -> Configure -> Graphics, Select OpenGL and set it to Vulkan or OpenGL. (Vulkan seems to be a bit bad atm) Then go to Controls and press Single Player and set it to custom
- Then Press Configure and set Player 1 to Pro Controller if you have a controller/keyboard and to Joycons if Joycons. Press Configure and press the exact buttons on your controller After you’re done press Okay and continue to the next step.
- Download any ROM you want from Unfitgirl, .. After you got your File (can be .xci or .nsp) create a folder somewhere on your PC and in that folder create another folder for your game.
- After that double-click into yuzu and select the folder you put your game folder in.
- Lastly double click on the game and enjoy it.