![]() ![]() ![]() In some cases you may need to open several ports or port ranges, but if they are listed here they are required by the game or application. To bookmark this page for future reference, press CTRL+D, alternatively you can make a note of the required tcp/udp ports now, unless stated otherwise, all the ports listed above must be forwarded. Once you know how to open or forward the ports you can use the application name, port numbers or port ranges, tcp/udp protocols shown here to modify your firewall or router's settings. If you are unsure of how to open or forward ports please check your router/firewall manufacturers web site where you should be able to find a list of frequently asked questions or a knowledge base section, you may also be able to view an online user manual and in the vast majority of cases there will also be online support forums or blogs where you can look at a particular game or application and see whether other users have experienced the same problems, this is often a very good way to resolve a port forwarding issue, lots of users with similar computer hardware and internet connections may have experienced the same problem themselves and resolved it through online support forums or blogs, There may also be fan/clan or official website support pages where you can get information about Racedriver : GRID (PS3) online connection issues, you could also check the user manual that was supplied with your firewall or router, this should contain precise information that is specific to your router or firewall and should describe the process of opening or forwarding ports in easy to follow guides. Any ports for Racedriver : GRID (PS3) listed on this page should be opened or forwarded in your router/firewall to allow proper connection to an online server or dedicated server and/or when you want to host an online multiplayer game or application from your computer or local area network (LAN). The information in this article is for the PS3 platform. Racedriver : GRID (PS3) router and firewall port information.These comentarys are in my point of view, all of them.Publisher : Codemasters Web site : Developer : Codemasters Web site : Platform : PS3 Related link : View Related Link Viewed : 5,345 timesĪpplication: GRIDPS3 External port: 80 Internal port: 80 Protocol: TCPĪpplication: GRIDPS3A External port: 443 Internal port: 443 Protocol: TCPĪpplication: GRIDPS3B External port: 5223 Internal port: 5223 Protocol: TCP/UDPĪpplication: GRIDPS3C External port: 3478 Internal port: 3478 Protocol: UDPĪpplication: GRIDPS3D External port: 3479 Internal port: 3479 Protocol: UDPĪpplication: GRIDPS3E External port: 3658 Internal port: 3658 Protocol: UDP In GRID Offline is awsome but online sucks, theres just punters, i never found one lobby where those hit me for mistake and not on pourpose. PS: In GT5P Offline sucks and Online is far more funny. I don't like much of the GT5P driving style, its realistic and its good but i dont think grid was made to be a simulator, i like grid's driving style, just to have fun, and in GT5P the chalenge theres no strong oposition, they dont close you're path, you just find it online, in grid ofline, the races have some realy strong oposition, and in grid, the drift its far more realistic (in my point of view), but GT5P as got more cars, and more good tracks, i dont like of okutama, with fast cars taht race is a mess. No its not 8 per race and its not to 10 per race, it changes with the number of racers. ![]() Maybe i found this far more cool than i should haveĮDIT: Actually, no, scratch that, now thinking back to the E3 Trailer, it does seem that the AI drivers in Gran Turismo 5 can crash of their own accord (in one scene you see a crash unfolding in front of the driver's car - the one with the questionable clipping / ghosting), unless that was just done specially for the trailer, which i doubt. I ended up watching it in flashback mode and you could even see the little bits of rubber flying off his tyre when it blew and bounce along the asphalt. It just looked amazing, like a cinematic or something, with all the car parts flying off and the smoke and the tryes from the tyre wall erupting everywhere Yeah, although randomly scripted and not based on actual physics or anything, i love the way drivers can spin out or brake too late and stuff, i think Polyphony could take a leaf out of Codemaster's book on that one - the AI constantly drives too perfectly in Gran TurismoĪround a month ago i was racing along a straightaway in second place, with one of the Ravenwest (don't you hate how they get really hard to pass in the later races?) team members out about ten - twenty metres ahead and i watched in awe as his front left tyre blew out and he skidded into a tyre wall, me only just dodging the debris. ![]()
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