rec.autos.simulators

SCGT Demo - Bottom Line

Pat Dotso

SCGT Demo - Bottom Line

by Pat Dotso » Thu, 18 Mar 1999 04:00:00

Great effort for a demo.  Here are some of the points
that need to be improved:

1)  Get the controller options straightened out.  Allow
the kind of flexibility seen in GP2 and Papy sims.

2)  Kill the auto pitting feature (or at least allow
it to be disabled).

3)  Scale the AI to run speeds similar to those run
by a human driver.  They need to be much closer to
the limit in turns.

4)  Do something else with the grass.

5)  Give some kind of gear indicator in***pit view.

6)  Allow for more wheel spin/wheel lock up.  I get
_no_ feel of where the threshold is when braking.

I haven't had a chance to try force feedback yet -
maybe tonight.  Based on comments from others, though,
I probably needs attention in the road-feel department.

Still, in all, great job!

--
Pat Dotson
IMPACT Motorsports
http://www.racesimcentral.net/

Chris Schlette

SCGT Demo - Bottom Line

by Chris Schlette » Thu, 18 Mar 1999 04:00:00

I think it has more flexibility than Papy sims if it would work
correctly.  Its already been stated that it was a bug in the
demo and had appeared in previous betas.  Papyrus needs
start accepting win9x calibration, especially when its a digital
wheel, as that does a much better job of it than manual (which is
a pain and is never precise) calibration.

I honestly don't mind it all that much...maybe I got used to it in
SBK, or maybe I just don't plan to spend allt hat much time in the pits.

Rather race human opponents than AI....so it doesnt
matter to much to me. :)

Stay on the track. :)

Yeah....3d too. :)

I get wheelspin.....never been able to lock the brakes up, although
in the demo track is not really needed in any class.

Arthur Axelra

SCGT Demo - Bottom Line

by Arthur Axelra » Thu, 18 Mar 1999 04:00:00

3 - Try the speed compensation.

Art
Stealth Racing
http://www.***sys.com/stealthracing.html


>Great effort for a demo.  Here are some of the points
>that need to be improved:

>1)  Get the controller options straightened out.  Allow
>the kind of flexibility seen in GP2 and Papy sims.

>2)  Kill the auto pitting feature (or at least allow
>it to be disabled).

>3)  Scale the AI to run speeds similar to those run
>by a human driver.  They need to be much closer to
>the limit in turns.

>4)  Do something else with the grass.

>5)  Give some kind of gear indicator in***pit view.

>6)  Allow for more wheel spin/wheel lock up.  I get
>_no_ feel of where the threshold is when braking.

>I haven't had a chance to try force feedback yet -
>maybe tonight.  Based on comments from others, though,
>I probably needs attention in the road-feel department.

>Still, in all, great job!

>--
>Pat Dotson
>IMPACT Motorsports
>http://www.racesimcentral.net/

Wosc

SCGT Demo - Bottom Line

by Wosc » Thu, 18 Mar 1999 04:00:00

Does speed compensation also make the AI go faster?

|3 - Try the speed compensation.
|
|Art
|Stealth Racing
|http://www.***sys.com/stealthracing.html
|
|
|>Great effort for a demo.  Here are some of the points
|>that need to be improved:
|>
|>1)  Get the controller options straightened out.  Allow
|>the kind of flexibility seen in GP2 and Papy sims.
|>
|>2)  Kill the auto pitting feature (or at least allow
|>it to be disabled).
|>
|>3)  Scale the AI to run speeds similar to those run
|>by a human driver.  They need to be much closer to
|>the limit in turns.
|>
|>4)  Do something else with the grass.
|>
|>5)  Give some kind of gear indicator in***pit view.
|>
|>6)  Allow for more wheel spin/wheel lock up.  I get
|>_no_ feel of where the threshold is when braking.
|>
|>I haven't had a chance to try force feedback yet -
|>maybe tonight.  Based on comments from others, though,
|>I probably needs attention in the road-feel department.
|>
|>Still, in all, great job!
|>
|>
|>--
|>Pat Dotson
|>IMPACT Motorsports
|>http://www.racesimcentral.net/
|
|
|

Mann

SCGT Demo - Bottom Line

by Mann » Fri, 19 Mar 1999 04:00:00

A little faster on the straights but still slow as hell in the
corners.
Pat Dotso

SCGT Demo - Bottom Line

by Pat Dotso » Fri, 19 Mar 1999 04:00:00


> 3 - Try the speed compensation.

> >3)  Scale the AI to run speeds similar to those run
> >by a human driver.  They need to be much closer to
> >the limit in turns.

My impression is that speed compensation allows
the AI to run completely unrealistic times if
they get behind, or slows them down if they
get a lead.  Hmm, not really what I have in
mind.  I can get that action on a console or
in an arcade.  Please correct me if it works
differently from what I've described.

To be remotely interesting to me, the AI has
to run consistent, realistic speeds.

--
Pat Dotson
IMPACT Motorsports
http://www.impactmotorsports.com/pd.html

Tom Peterse

SCGT Demo - Bottom Line

by Tom Peterse » Fri, 19 Mar 1999 04:00:00

Pat I think you are right.  Motocross Madness has the same option, ie. the
AI will hurry up or wait based on your pace.

Tom Petersen

DAVI

SCGT Demo - Bottom Line

by DAVI » Fri, 19 Mar 1999 04:00:00

I have not tried the sim yet, but for the GT1 CLK  Steve Millen talked
about the fact the CLK had indicators on the wheel for lock up and it was
helpful since he could not feel when a wheel locked.

Dave



Chris Schlette

SCGT Demo - Bottom Line

by Chris Schlette » Fri, 19 Mar 1999 04:00:00

Yes, this is true. But the game wasn't designed solely for *** simmers.
It was designed to allow anyone with interest in sports car racing to get
into it.  I think that noncompensated AI needs to be able to compete with
players, but just remember that the game has a broader scope than perhaps
GPL.
Arthur Axelra

SCGT Demo - Bottom Line

by Arthur Axelra » Fri, 19 Mar 1999 04:00:00

Temporary fix until patches come out. We'll see then how it works out. Its
good for slow sim racers and arcade racers (which most of the public is). It
needs some work for us hard core fast guys. Give them some time though.
Meanwhile do you know what hotlapping is? Also when the multiplayer will be
fixed we'll race against each other, then you guys won't be compaining the
other cars are slow LOL but that they are too damn fast ;)

Art
Stealth Racing
http://www.***sys.com/stealthracing.html



>> 3 - Try the speed compensation.

>> >3)  Scale the AI to run speeds similar to those run
>> >by a human driver.  They need to be much closer to
>> >the limit in turns.

>My impression is that speed compensation allows
>the AI to run completely unrealistic times if
>they get behind, or slows them down if they
>get a lead.  Hmm, not really what I have in
>mind.  I can get that action on a console or
>in an arcade.  Please correct me if it works
>differently from what I've described.

>To be remotely interesting to me, the AI has
>to run consistent, realistic speeds.

>--
>Pat Dotson
>IMPACT Motorsports
>http://www.racesimcentral.net/

Byron Forbe

SCGT Demo - Bottom Line

by Byron Forbe » Sat, 20 Mar 1999 04:00:00


> Great effort for a demo.  Here are some of the points
> that need to be improved:

> 1)  Get the controller options straightened out.  Allow
> the kind of flexibility seen in GP2 and Papy sims.

> 2)  Kill the auto pitting feature (or at least allow
> it to be disabled).

> 3)  Scale the AI to run speeds similar to those run
> by a human driver.  They need to be much closer to
> the limit in turns.

> 4)  Do something else with the grass.

> 5)  Give some kind of gear indicator in***pit view.

> 6)  Allow for more wheel spin/wheel lock up.  I get
> _no_ feel of where the threshold is when braking.

> I haven't had a chance to try force feedback yet -
> maybe tonight.  Based on comments from others, though,
> I probably needs attention in the road-feel department.

> Still, in all, great job!

  I agree with all this except the last part - I say fair effort rather
than great job. Has potential but so did CPR. It is, however, already
far better than CPR.

  Food for thought - A man is in the middle of the desert and has been
headed for an oasis for 4 days. He drops to the ground 50 feet short and
just can't find the strength to go the extra 50 feet. He dies of thirst!

Byron Forbe

SCGT Demo - Bottom Line

by Byron Forbe » Sat, 20 Mar 1999 04:00:00

I'd say your right Pat. And it's a bit of a worry to be honest - not
particularly *sim* orientated is it?

> My impression is that speed compensation allows
> the AI to run completely unrealistic times if
> they get behind, or slows them down if they
> get a lead.  Hmm, not really what I have in
> mind.  I can get that action on a console or
> in an arcade.  Please correct me if it works
> differently from what I've described.

> To be remotely interesting to me, the AI has
> to run consistent, realistic speeds.

> --
> Pat Dotson
> IMPACT Motorsports
> http://www.impactmotorsports.com/pd.html

John Walla

SCGT Demo - Bottom Line

by John Walla » Sat, 20 Mar 1999 04:00:00

On Thu, 18 Mar 1999 23:56:15 -0500, "Arthur Axelrad"


>Temporary fix until patches come out. We'll see then how it works out. Its
>good for slow sim racers and arcade racers (which most of the public is). It
>needs some work for us hard core fast guys. Give them some time though.
>Meanwhile do you know what hotlapping is?

Yes - very boring! :-)

Cheers!
John

schwab

SCGT Demo - Bottom Line

by schwab » Sat, 20 Mar 1999 04:00:00


> snip>
> >Meanwhile do you know what hotlapping is?

> Yes - very boring! :-)

> Cheers!
> John

John... hehe! :-) I used to hotlap a lot before I dug my 33.6 modem out
of the weeds. It's somewhat challenging to be sure, but *Racing* against
other humans is the ONLY ONLY ONLY way to go! :-)

--Dave

--
Dave Schwabe
The Aussie Toad -- Grand Prix Legends & Brabham site
http://users.wi.net/~schwabe


rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.