The Steam pre-purchase place for GRID 2019 has been updated with the minimum and recommended PC specs as in the table screenshot below. While the minimum spec is rather modest, other than the. GRID Autosport Systemanforderungen, GRID Autosport Minimale Systemanforderungen, Empfohlene Systemanforderungen, GRID Autosport Spezifikationen, Empfehlungen.
Grid Autosports was release in 2014 by a little-known company Code Masters. This game is a car simulator full of various tracks and numerous modes to choose. Creating Grid Autosports, the designers were inspired by Grid and Grid 2.
Release Name: Grid Autosport Release Date: 2014 Version: Full Game File: Torrent Platform: Microsoft Windows (for PC) Age:6+ Developer(s): Codemasters Publisher(s): Codemasters Genre(s):Racing
Video review
Grid Autosport review
When chaos rules the world, there is still a chance to show yourself as a highly qualified racer. Grid Autosport Free Download. A lot of world-known professionals compete to win different contests. The player represents a driver who has got a car and decided to become one of the best drivers by winning each race. There is a plethora of cars, tracks and contests. You can choose the kind of the race: everything from pure racing to touring. All vehicles have their specific features. You can fully immerse yourself in the gaming process by activating the first-person view from the very salon. The player is accompanied by a technician who tells him the right way and warns about major turns and crosses. It is very useful because tracks are so intricate that make you stay alert constantly, drop speed and try not to crash against the obstacles. Grid Autosports is a great racing simulator with lengthy tracks, interesting rules of contests and smart AI for you not to get bored on the road. All these things promise you long hours of gameplay, the diversity of tracks, wonderful graphics and very difficult turns. ScreenshotsSystem Requirements
OS: Windows 7/8/10
Processor: Intel Core 2 Duo E6600 2.4 GHz or AMD Athlon 64 X2 Dual Core 5400+
Memory: 2 GB
Graphics: Nvidia GeForce 8600 GT or ATI Radeon HD 2600 XT or Intel HD 3000
Storage: 15 GB
DLC's
High Res Texture Pack
Black Edition Content
Season Pass
Boost Pack
Premium Garage Pack
Best of British Pack
Features RePack
Version: Black Edition v.1.0.100.5260
Tablet: (RELOADED)
Type: RePack by R.G.Mechanics
How to install Grid Autosport game
Disable antivirus software! He can delete the necessary files for the game!
Download the torrent and run the torrent client
Wait for the game to load
Open the folder with the game and run “Setup.exe”
Follow the instructions of the installer
Play and enjoy! * The game language can be changed in the game interface!!!
Grid Autosport Free Download Torrent
14 May 2017grid-autosport-repack-by-rg-mechanics.torrent 1774.76 GB
Rating: 5/5 (1 voted) Share game with friends Related Games
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The Crew (2014) 7.1
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Eddlm
All Versions
0.6.5 (current)
4,847 downloads , 718 KB September 17, 2019
More mods by Eddlm:
Explosion-On-Crash disabler 3,804 · 135· Give your weapon to any NPC 1.1 3,900 · 93· Drift on Demand 2.0 16,354 · 246· GTAExtended - Player Feedback 1.0 1,603 · 100· GTAExtended - VisualFX 1.2.5 12,216 · 324·
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Changelog - 0.6.5 - Fixed permanent BUSTED/PURCHASED messages. - Added a few options to the .ini settings - - TimeOut, seconds to end the race after the first racer finished - - AllowDuplicates, allow the script to fill the grid with duplicates if there aren't enough unique vehicles - Added a 'discipline' tag , 'nearby', allows nearby cars to be picked up for the race. Else, nearby vehicles will be ignored. This functionality was already in ARS, but you had no way to control or disable it. No new vehicles and no new tracks. - 0.6.0.1 Added a preemptive fix for the NULL exception. Should prevent crashes on pre Arena War builds. - 0.6.0.0b Changed the default DevSettings.ini config so the log doesn't freeze the game trying to learn about the +500 vehicle builds at start. Description ARS its a racing tool that allows singleplayer racing against smart opponents in a modded enviroment. (More info) -- Key Features -- Route-based tracks ARS makes use of routes instead of waypoints to build its tracks. This has huge advantages - The tracks' limits are very well defined and curves are well detailed. AI benefits greatly from this as they tap into the route info to try and follow the track to the best of their abilities, meaning they don't need vanilla pathfinding anymore, and they're able to make full use of the track's width, encouraging multiple-car battles and overtaking behavior. Add-on lands are possible to race on thanks to this. The track contains all the information the AI might need to navigate, and that's huge. Modding support ARS is built to support a wide range of game modifications out of the box. Specifically:
Add-on vehicles: All kinds of land based vehicles are supported. Add-on included, there's no difference between vanilla and Add-on ingame. In fact, ARS comes with a few IVPack and VWE vehicles added in.
Handling mods: ARS' AI taps into the car's Handling to judge the vehicle's capabilities, like tire grip and engine power, for example. This allows the racers to work with almost any kind of handling, from the arcadey vanilla to realistic builds like Killatomate's Realistic Driving.
New lands: It is possible to race in add-on lands of any kind. This is because the routes themselves provide the AI with everything they need to navigate, so there is no pathfinding needed at all.
Stunt tracks: Tracks can be built on GTAO's stunt props (any prop, really), thus allowing Cunning Stunts' style races to be done too.
Surfaces/Material mods: A few mods modify the ingame surfaces to have better physics, and this is specifically supported aswell. AI will account for the new grip modifiers.
Content Creation ARS has an in-game route creator with prop placement support. It also allows players to create their own vehicle builds, tied to specific disciplines. Both kinds of creations are stored in .xml format and can be easily shared between games! You're free to upload vehicle or route files from ARS to 5mods and share them with everyone. If you contact me, I can add them to the script's content and make them official in an update. Proper AI The opponents feature a scratch-made AI specifically coded for this script. GTAV's AI is disabled for the races! Among other things, AI is able to take any kind of corner, overtake each other, make full use of the track's width and respect personal spaces to a great degree. They are also context aware in a fair share of situations. For example, they know to give way or hold their ground regarding side-to-side battles, and can actively look for a gap to overtake. Discipline system Basically a glorified tagging system, it lets you define which kind of cars should show up to your races. The disciplines are custom and stored in each car's xml file. ARS comes with a few basic disciplines like 'sponsor' for sponsored vehicles (livery) and 'drag' for dragsters. Cars' classes count as a discipline too, along their modelname and vehiclename. ---------- Please refer to the shitty ARS website for more information. ---------- REQUIREMENTS .NET Framework4.5.2 Visual C++2015 ScriptHookVLatest ScriptHookVDotNetLatest INSTALLATION All the required files are stored within the ARS folder. Drop the folder itself on 'GTAV Root/Scripts/'. It will look like Grand Theft Auto VScriptsARS(Content). Ingame, you can simply hold Shift and press E, and the main menu will appear. SETTINGS You should open Options.ini and DevSettings.ini inside
ARS's folder to configure the script to your liking. All the options in there are explained in the files. THE INCOMPLETE PACKAGE Sadly, you can notice this is not an 1.0 release. ARS is not complete and it is not the full experience. I have ran out of time and have not been able to complete this script before my deadline, and I have to move on. As of now, ARS is barebones and only the AI, editor and race behavior are there. The reason for this is that scripting the route system and AI have been a titanic effort, and it has taken me more than a year to figure out and manage. So I am absolutely burned out and I have also spent the time I allocated for this project completely. Its releasing late, by the way. Should have been done by July. ARS lacks: - A complete set of vehicles to race against (Only a few dozen are included) - Multi-race championships - Any kind of progression - Immersion focused features - A proper interaction menu - General polishment and intuitive design - ARS' AI is also unable to handle ambient traffic for now, so traffic is fully disabled while you're racing. Hopefully, this becomes an option in the future. I will attempt to work on ARS in the future and update it as I am able. It is not a certainty, though.
First Uploaded:August 09, 2019 Last Updated:September 17, 2019 Last Downloaded:32 minutes ago
All Versions
0.6.5 (current)
4,847 downloads , 718 KB September 17, 2019
185 Comments
More mods by Eddlm:
Explosion-On-Crash disabler 3,804 · 135· Give your weapon to any NPC 1.1 3,900 · 93· Drift on Demand 2.0 16,354 · 246· GTAExtended - Player Feedback 1.0 1,603 · 100· GTAExtended - VisualFX 1.2.5 12,216 · 324·
Changelog - 0.6.5 - Fixed permanent BUSTED/PURCHASED messages. - Added a few options to the .ini settings - - TimeOut, seconds to end the race after the first racer finished - - AllowDuplicates, allow the script to fill the grid with duplicates if there aren't enough unique vehicles - Added a 'discipline' tag , 'nearby', allows nearby cars to be picked up for the race. Else, nearby vehicles will be ignored. This functionality was already in ARS, but you had no way to control or disable it. No new vehicles and no new tracks. - 0.6.0.1 Added a preemptive fix for the NULL exception. Should prevent crashes on pre Arena War builds. - 0.6.0.0b Changed the default DevSettings.ini config so the log doesn't freeze the game trying to learn about the +500 vehicle builds at start.
Description ARS its a racing tool that allows singleplayer racing against smart opponents in a modded enviroment. (More info) -- Key Features -- Route-based tracks ARS makes use of routes instead of waypoints to build its tracks. This has huge advantages - The tracks' limits are very well defined and curves are well detailed. AI benefits greatly from this as they tap into the route info to try and follow the track to the best of their abilities, meaning they don't need vanilla pathfinding anymore, and they're able to make full use of the track's width, encouraging multiple-car battles and overtaking behavior. Add-on lands are possible to race on thanks to this. The track contains all the information the AI might need to navigate, and that's huge. Modding support ARS is built to support a wide range of game modifications out of the box. Specifically:
Add-on vehicles: All kinds of land based vehicles are supported. Add-on included, there's no difference between vanilla and Add-on ingame. In fact, ARS comes with a few IVPack and VWE vehicles added in.
Handling mods: ARS' AI taps into the car's Handling to judge the vehicle's capabilities, like tire grip and engine power, for example. This allows the racers to work with almost any kind of handling, from the arcadey vanilla to realistic builds like Killatomate's Realistic Driving.
New lands: It is possible to race in add-on lands of any kind. This is because the routes themselves provide the AI with everything they need to navigate, so there is no pathfinding needed at all.
Stunt tracks: Tracks can be built on GTAO's stunt props (any prop, really), thus allowing Cunning Stunts' style races to be done too.
Surfaces/Material mods: A few mods modify the ingame surfaces to have better physics, and this is specifically supported aswell. AI will account for the new grip modifiers.
Content Creation ARS has an in-game route creator with prop placement support. It also allows players to create their own vehicle builds, tied to specific disciplines. Both kinds of creations are stored in .xml format and can be easily shared between games! You're free to upload vehicle or route files from ARS to 5mods and share them with everyone. If you contact me, I can add them to the script's content and make them official in an update. Proper AI The opponents feature a scratch-made AI specifically coded for this script. GTAV's AI is disabled for the races! Among other things, AI is able to take any kind of corner, overtake each other, make full use of the track's width and respect personal spaces to a great degree. They are also context aware in a fair share of situations. For example, they know to give way or hold their ground regarding side-to-side battles, and can actively look for a gap to overtake. Discipline system Basically a glorified tagging system, it lets you define which kind of cars should show up to your races. The disciplines are custom and stored in each car's xml file. ARS comes with a few basic disciplines like 'sponsor' for sponsored vehicles (livery) and 'drag' for dragsters. Cars' classes count as a discipline too, along their modelname and vehiclename. ---------- Please refer to the shitty ARS website for more information. ---------- REQUIREMENTS .NET Framework4.5.2 Visual C++2015 ScriptHookVLatest ScriptHookVDotNetLatest INSTALLATION All the required files are stored within the ARS folder. Drop the folder itself on 'GTAV Root/Scripts/'. It will look like Grand Theft Auto VScriptsARS(Content). Ingame, you can simply hold Shift and press E, and the main menu will appear. SETTINGS You should open Options.ini and DevSettings.ini inside ARS's folder to configure the script to your liking. All the options in there are explained in the files. THE INCOMPLETE PACKAGE Sadly, you can notice this is not an 1.0 release. ARS is not complete and it is not the full experience. I have ran out of time and have not been able to complete this script before my deadline, and I have to move on. As of now, ARS is barebones and only the AI, editor and race behavior are there. The reason for this is that scripting the route system and AI have been a titanic effort, and it has taken me more than a year to figure out and manage. So I am absolutely burned out and I have also spent the time I allocated for this project completely. Its releasing late, by the way. Should have been done by July. ARS lacks: - A complete set of vehicles to race against (Only a few dozen are included) - Multi-race championships - Any kind of progression - Immersion focused features - A proper interaction menu - General polishment and intuitive design - ARS' AI is also unable to handle ambient traffic for now, so traffic is fully disabled while you're racing. Hopefully, this becomes an option in the future. I will attempt to work on ARS in the future and update it as I am able. It is not a certainty, though.
First Uploaded:August 09, 2019 Last Updated:September 17, 2019 Last Downloaded:32 minutes ago