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 Post subject: Ride
PostPosted: 28 Mar 2015, 11:22 
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Joined: 06 Mar 2008, 17:20
Posts: 3424


Widescreen Grade: A
Ultra-Widescreen Grade: Unsupported
Multi-monitor Grade: Unsupported
4k Grade: Incomplete

Read Full Detailed Report - Ride

This simcade racer pays homage to a hundred models of sport bikes produced between 1987 and 2015. Races take place over fifteen locales, including a selection of iconic GP tracks and fictional scenic roads. All bike models can be heavily customized with both cosmetic and mechanical upgrades... and there's a clothes shop for riders, too. In addition to an extensive World Tour and quick race mode, RIDE features two-player splitscreen and 12-player online events. The demo only showcases solo quick mode on one track (long and short variants) and three bikes.


4:3


16:10


16:9


21:9


3x1



Last edited by scavvenjahh on 16 Oct 2016, 23:22, edited 2 times in total.
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 Post subject: Re: RIDE
PostPosted: 13 Jun 2015, 08:43 
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Joined: 21 Oct 2014, 23:33
Posts: 291
Scavv did Milestone neglect to include TripleMonitor=1 in Config.ini again? Do you have a guess as to why they would decide this? I thought for sure their next game would support multi-monitor.

I don't understand it. It's developed already (WRC 4), why not include it? I am assuming they're using their in-house engine.... Maybe costs more to implement?

Did you try sticking TripleMonitor=1 into Config.ini? It likely wouldn't work, a last ditch effort...


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 Post subject: Re: RIDE
PostPosted: 13 Jun 2015, 16:33 
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Actually, it's the first thing I tried in all their post-WRC4 releases (RIDE is not the first)... It just doesn't work. You can try for yourself, there are demos of most of their games.

I don't get it either. It's like they're stuck in a "traditional" console dev mentality - they don't patch their games, they don't try to build communities, they're deaf to user feedback and keep releasing one game after the other year in, year out. It took 4 WRC titles (and an excellent user mod for WRC3) to make them realize that their games could appeal to sim enthusiasts on the PC... We'll see if they can even remember that for their next rally game.


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 Post subject: Re: RIDE
PostPosted: 01 Oct 2015, 17:26 
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Joined: 01 Sep 2015, 19:06
Posts: 8
I've just tried the hex edit method from this post http://www.wsgf.org/forums/viewtopic.php?f=95&t=30276 for Ride and Moto GP 15 and I think it's almost perfect.

In the launcher run either game at 2560x1440 the launcher will assume that is your screen resolution and will stretch the game accordingly. Using the Hex editor and using the values for 3440x1440 will then correct the aspect ratio in-game.

Only problem I've found is that the game still thinks it's running in 16:9 so any in game screen shots you take will be squashed but going into any photo editor will fix the problem.

Ride Images:
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Moto GP 15 Images:
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 Post subject: Re: RIDE
PostPosted: 02 Oct 2015, 17:33 
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Joined: 06 Mar 2008, 17:20
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:TrueWS:

Just to be clear: the game still runs in 16:9 (with a modded FOV) and your monitor stretches it to fullscreen. That's a problem in Multi-mon... Can't do that. The best I can do is maximize a 16:9 window (using Borderless Gaming) but the low pixel count ruins the graphics. Hmm.

Anyhoo, thanks for sharing ! Feel free to update the UWS section of either Detailed Report ;)


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 Post subject: Re: RIDE
PostPosted: 04 Feb 2016, 13:00 
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Joined: 01 Sep 2015, 19:06
Posts: 8
scavvenjahh wrote:
:TrueWS:

Just to be clear: the game still runs in 16:9 (with a modded FOV) and your monitor stretches it to fullscreen. That's a problem in Multi-mon... Can't do that. The best I can do is maximize a 16:9 window (using Borderless Gaming) but the low pixel count ruins the graphics. Hmm.

Anyhoo, thanks for sharing ! Feel free to update the UWS section of either Detailed Report ;)


I just tried the same method with Sebastien Loeb Rally Evo and that worked as well. It's not perfect but it's playable until either Milestone makes a drastic change to the game or until someone comes up with a better hack for this game :)


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