NOTE: Advanced modes have now been fixed and work as intended and shown in this video. Follow up explanation video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-zWTC7CsM5pc.html *Various Info & Links* Video brought to you by: gtacars.net More GTA 5 Videos: broughy.com/gta5 Ways To Support Me: broughy.com/support Check the video description for series playlist, plus more relevant info & links! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ *Watch Me* Main Channel: ru-vid.com Second Channel: ru-vid.comsrandombits Twitch Streams: twitch.tv/broughy1322 *Follow Me* Website: broughy.com Discord: discord.gg/broughy1322 Social Media: broughy.com/socialmedia *Support Me* Patreon: patreon.com/broughy1322 Store: store.broughy.com More: broughy.com/support
As a programmer of 30 years, this is *THE* best bug report I've ever seen. Beautifully well done! Somebody dropped the multiplier update code on the wrong side of an if/else or negated the wrong expression, and whatever dev is assigned to fix this should be able to track it down in minutes now. We'll easily see a patch fixing this in well under 2-3 years.
Brough, I wish I could pay you what you are worth and have meant to myself and the GTA community. There is SO MUCH work in your fact finding videos. And many of us appreciate ALL the hard work and effort that goes into them, and we LOVE and are grateful to YOU FOR DOING IT! ❤ You are THE GTA go-to car guy source of information that has enhanced the experience of GTAV for so many of us. The racing community took off and grew larger because of your early GTAV work of streaming races, created tracks and testing videos. Words aren't enough to express how much your channel has done for the ENTIRE GTA community. Rockstar should add you to the payroll to show them how to build competitive classes and balanced cars. So much Love and appreciation for you brother. 🙏🏽I hope you a your family are well my friend.
@@broughy1322 Thank you brother, for being a huge part of bettering our gaming experience. I know how frustrating the game can be. And I know how much effort it must take to do these. You always give us creative, informative and interesting content, and we truly appreciate ALL you have done for us. 🙏🏽🙏🏽🙏🏽
A lot of people in the racing community dislike catchup to the point of disabling it, even in the FiveM servers, and this is well known, but what does Rockstar do in their infinite wisdom? Double down and add more catchup options lmao.
@@oukie666 Thank You. Just Thank You. I once got into a lobby with Catch Up turned ON and slipstream turned OFF. This was one of the worst race experiences I've ever had in this game
@@MilesFox92 honestly i think catchup on slipstream off is the best option for cleaner racing in a group with a wide skill gap. the ridiculously large boost that slipstream provides causes a lot of crashes especially in the field of cars that are actually close together and disabling catchup allows the car in first to fuck off into the distance with absolutely no hope of catching them unless 2nd and 3rd are really determined to work together
Catchup ftw. It makes the game more fun and interesting. Plus, it's fun seeing Krieger / Pariah / Itali / any fastest car users crying because they can't cheese the game against casuals. Add GTA mode on top of it, and there is no end of tryhard racers' cry.
Superb work. Like the spoilers video, being able to see the details of how it actually works (and the actual data showing how the modes are broken) is worth its weight in gold. Thank you for spending the time to research this properly, and thank you to Floorball & Logan for mining the game code to get the information needed.
I was hoping you would've taken cvt into consideration when talking about the Tezeract. What cvt does is limit the maximum wheelspeed to 0.75*MaxFlatVel. Tezeract is so gear limited in terms of top speed that only on advanced high, it becomes power limited. It's why it and most other cars with cvt don't gain more top speed from boosted catchup.
This aspect genuinely passed me by (although not surprising given how much I was thinking about just for what we got). Thanks for the info, that's really interesting to know!
@@Johnny362000yes, it has gears so that makes sense. But why does it have such a low top speed? It's just coded to suck ass? I liked mine more when it had a turbo, it's a hybrid so I don't see why R* had to remove that instead of making it a tuning option.
I dont even play the game anymore but it is still endlessly entertaining seeing the bizarre choices rockstar makes, and how they inevitably mess it all up anyways 😂
It’s weird how they spend years to add a feature and when it is finally added it is always bugged or unwanted. Only thing that they fix ASAP is car dupes and money glitches, if you know you know.
Oh that beautiful "cashing out" dupe glitch ❤️. Spent one weekend making 100+ arena issies and filling every garage space I had with them. I still have like 30 mill left over from those and the original one left as a trophy of sorts.
Thanks for testing this properly and putting this info out there! I love when the GTA community works together to understand how the game actually works as it does (and how it was probably meant to work without the bugs).
Yea the boosted mode seems to be intended for stunt races, since the classic always had the problem (especially with custom cars turned off) that some jumps in the track were simply impossible to do when in the lead. A notorious example being last three jumps on Green machine, which is one of the main reason I started hosting races instead of just joining random lobbies.
Broughy, I just want to say that I greatly appreciate all the hard work that you put into your content. It shows that you really care about the quality of the material you really work your ass of to get to us. Thank you. Been a subscriber since 2014.
Wow man, you really are the most informative and dedicated gtao youtuber since its release. I hope you will continue your work with gta6 and be the first to discover interesting things with cars and ofc bugs too. Thank you for your work ❤
Me and my friends often use Boosted catchup in our casual races. It still requires skill to utilize but it also doesn’t completely ruin someone’s experience if they get into a small crash on lap 1 of say a 10 lap race. And in our time using it the best driver always prevails still, it just makes the racing better. It’s especially great for ovals
r* lets you remove slipstream and catchup and hsw but they still havent let you disable the 'crash enhancer' where it automatically turns your wheel into crashing at even the slightest touch of another car? thats what i'd like to see be toggleable. that and the better slipstream you mentioned would make for actually better racing instead of the manufactured good races that catchup and stock slipstream give.
They must have some testing I guess since there are almost no glaring bugs that the average person will notice (like cars clipping through floors/buildings/etc.) but I guess they cant be bothered with smaller stuff like this since the average person wont notice them until they look for videos like this.
I actually love boosted catchup in concept (stopped playing before they added it, RIP). The feeling of being artificially slowed down always sucks, but being artificially sped up is silly fun. It allows you to feel like an AI opponent in NFS Underground. Who even cares about official leaderboards in GTAO anyway? Any good hotlapping in most racing games is gonna be run and tracked by the community, not the game itself. Besides, all it would take is a simple "is catchup/slipstream on? Don't record lap record" to eliminate that issue I think the issue with it is that most cars are already maxing out their gearing (which in this game doesn't actually limit your top speed unless you have certain flags, but the acceleration beyond that point is pretty stunted) at their normal top speeds. I don't think it's possible to increase maxFlatVelocity on the fly (and even if it was it would feel pretty weird to have your gearing change on the fly, plus longer gearing can negatively impact acceleration), and increasing DrivingForce will run into the same issues as decreasing drag while also making the car harder to drive (I mean, not for me personally but there are people that struggle with the Pariah). I don't think there's a simple solution to the problem, and I don't trust whatever team is currently working on GTAO to implement a complex one well
This floorball guy is awesome, I see him on Twitter, helping out content creators, what an awesome guy, just helps people and gives information early on, many thanks to him.
Thank you for the in depth testing, it's cleared up a lot. It's really interesting to learn that classic actually slows down 2nd and 3rd as well because in practice it didn't seem like that was happening at all, and I've done several hundred races with it. My group of friends have raced with classic catch up for years just because it ends up being more fun for us, our main thing is more serious racing sims and GTA racing for us is just a fun change of pace we don't like to take too seriously. We can also confirm that boosted catch up is negligible in practice, the idea of making cars further behind faster sounds intuitive but the added difficulty and natural effect of traffic slowing you down just ends up being little to no benefit when the leader is still able to continue at full speed with clear track. As annoying as classic catch up can be, it is certainly effective at keeping the field together.
So, if/when this works I think that it might force low-drag cars into the meta for public races, it’d be cool to see what lap times look like in the scenario as well but I understand Brough not wanting to try to do even more testing
I 100% agree that catch up should be disabled by default in race lobbies, but it can be fun under specific circumstances. I feel like the new modes didn't really add anything valuable though, anyway it's nice to see that someone at Rockstar is thinking about this and maybe we will see an improvement on catchup in gta6.
😂😂😂 ooooooh Rockstar. I've very much enjoyed "Boosted," but from several playlists of experience with it, it only tends to help the best drivers get back into the race after crashing out early. Lesser experienced or less consistent drivers suffer the exact problem you mentioned. A faster car simply becomes too much to handle.
I love the enthusiasm from Rockstar to try out new modes so late in the game’s life, but for nearly all to be broken on arrival 😂 great video Broughy! 🙌
Why wouldn’t they have tried adding a “hybrid mode” where the 1st place is only reduced by 1.5 and the lower places get the “boosted” effect. The middle of the pack is where the cars keep their “vanilla” performance
Superb video Brough, this and the spoilers video have been very useful in terms of info. Classic Rockstar introducing something that doesnt work, knew those advanced catchups felt weird. Great job everyone involved
Thanks for the research! I think it's a good idea to include some sort of optional ketchup mechanic for those unlucky or less skilled drivers, but apparently it's hard to make that properly. As long as this depends on drag it's really all kind of pointless.
It will never fail to boggle my mind how Rockstar seems to basically be using GTAO as a testing ground for stuff in GTA 6. Sure it may make sense to have actual players test it and mess around with it from a perspective of getting a feel of how it may work in an actual race for example, but that should be done AFTER testing it yourselves and AFTER looking for and finding and fixing any bugs. I'm aware this more than likely isn't just Rockstar, and that most game studios don't have an excuse of *possibly* testing for a new installment into the series which makes it debatably worse, but all seeing this does it make me look forward less and less to if GTA 6 has an online- as if I needed any reasons to not have high hopes for it anyways. Rockstar's potential use of GTAO as a testing ground for a 2nd GTAO aside, this is a very well done video and I'm happy to see it even if I don't really do any GTAO races in the first place.
so basically - create a race with long straights - set it to high catch-up and pick the Tezeract - an nobody else has a chance unless they have one (if they worked)
We used your content creator showcase series to create playlists but so many of the creators completely disabled catch-up so we can't use those races or the less experienced racers would never have a chance. It's upsetting that we can't play so many sick races.
I wish boosted was just turned up to 11. Like, if you’re going to have a sandbox game with people doing a bunch of stupid shit - something called “boosted” should knock your socks off.
Hsw kind of already does that, but it wouldn't really help imo. Bc most people that are supposed to be helped by catchup aren't able to handle hsw. So if you just give them an incredible amount of speed (be it through engine power, reduced drag or whatever) they will just crash faster.
And now you can charge Rockstar for doing QA services for them as a non-employee. The same rate applied for that guy that made the game load 75% faster. This is purely quality assurance right there.
i think the advanced high would work well for single car races where all the drivers are similar in skill. you could use it to mimic the draft at daytona in the hotring sabers for instance, where you're flat out the whole way and the cars at the front of the pack would have the most drag acting on their car, like a real nascar race. the problem is of course that since its not actual drafting, its only an approximation of the effect. stepping out of line wouldn't suddenly slow a car down. i'd like to see them do tweaking like this with the draft mechanic instead, where the draft can be active for longer, but at a weaker force, so you could ACTUALLY get that kind of bump drafting pack racing going on.
That explains why during our testing we couldn't understand a thing, it just seemed random. Thank you Brough, as always you are doing gods work! Lesson: Don't use ketchup on pizza, go classic! 🤣
Could you use this in a GFRED race? It might be intersting to see with all the different car choices. And essentially slow the top of the pack down to let the back of the pack catch up. I know there would be so many other variables such as driving skill and car choice. But would still be interesting to see how it might effect a GFRED.
i think that catch up is not a bad thing at all. with it you kinda make racing more interesting with racers being closer to each other, making it more action packed. for an arcade racing it is good. like, it's not that fun when field spreads through the track and people are all alone with themselves
It would already make it so much more interesting if catch-up would just increase engine power by a certain percentage for worse positions. Then it would only help you if you actually could use that power effectively
Rockstar: We don't need a QA team for car updates. Broughy and Co will find any bugs for free and document them so much better than any underpaid gamer who dreams of working in the 'industry' that we would hire.
Catchup can become unfair in the known unknowns races, and also potentially in the unknown unknowns. With that being said, "my" GTA-group is very small, so having it on increases the chances of having nice fights in a race. So we always use it! Never understood the differences between the new modes though, and we aren't bothered enough to test it. Just waiting for others to do the work for us
I always thought catch-up was cancer. I generally refused to play such races. I remember in 2014 some noob asked me "turn on catch up!" and I immediately made the race a non-contact one just to piss them off. No contact has it's flaws like (e.g. in these races all players should start at the same spot, to remove visual clutter make everyone invisible for the next 10ish seconds). Fuck catch-up.
Imo the next best mode to having catch-up off would be a properly working Advanced - Low mode but reversed with Boosted functionality (where it gradually decreases the drag value the lower position you get in the top half until it reaches the bottom half of racers where it would remain at the same decreased value). I very much prefer the high speed, high stakes way of giving the lower racers their chance to show their worth in handling the increased performance into earning positions, rather than boringly bog down the top players for a less exciting race.
Advanced modes, with qualifying times would mean a more balanced race and catch up acting more like slip stream than catchup. This would mean a better balanced game.only if there werent cars that would suffer the most in first.... Which seems like a balancing fault of how gta code for cars has been designed....
Although I hate when any type of catch up is enabled by hosts in GTA races, the Advanced High looks like a blast on hot ring (nascar) races for the immersion sake Edit: Nevermind. It’s bugged
I feel like catch up could work in an arcade racer if it only really applied it to people over a certain time interval behind the main group. I haven't played in a long time, but seeing cars basically rubber band back in forth in a close race like a shitty hollywood movie was really frustrating.