Don--
There's only one question: why no***pit view? It's kinda difficult to
get into a sim that doesn't -- to coin a phrase -- put you in the
driver's seat.
Bart Brown
Don--
There's only one question: why no***pit view? It's kinda difficult to
get into a sim that doesn't -- to coin a phrase -- put you in the
driver's seat.
Bart Brown
Lets hope we have the***PIT view in BURN-OUT 2.. I have
forwarded your comment to the Producer of the game..
Don
> There's only one question: why no***pit view? It's kinda difficult to
> get into a sim that doesn't -- to coin a phrase -- put you in the
> driver's seat.
> Bart Brown
> Don--
> There's only one question: why no***pit view? It's kinda difficult to
> get into a sim that doesn't -- to coin a phrase -- put you in the
> driver's seat.
> Bart Brown
Trev
Thats music to the ear's ! Guess i need to check out the burnout demo !
> Robert "GT86" Platts
> BlackHole MotorSports
> >Who tested that ***called XCAR :)
> >> Drivers:
> >> As you can see from the game: Don Wilshe, Robert Platt (GT86), Julian
> >> Data and Robert Huggins are all playtesters for BURN-OUT.. We
> >> started late with Bethesda and they implemented all our suggestions
and
> >> never a ***. We gave them another 100 suggestions for BURN-OUT 2
> >> and hopefully we will see that product. I hope you love BURN-OUT
> >> and we will get the final verion I guess FEDEX. If you want to be a
> >> see what we can do together. We have formed a tight and opionated
> >> group to do racing sim beta testing for BETHESDA and their future
> >> racing products!!!
> >> Don Wilshe
> Lets hope we have the***PIT view in BURN-OUT 2.. I have
> forwarded your comment to the Producer of the game..
l8er
ronny
--
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
Does this sim model the modern Funny Cars and Top Fuel
cars?
--
Header address intentionally scrambled to ward off the spamming hordes.
>> Lets hope we have the***PIT view in BURN-OUT 2.. I have
>> forwarded your comment to the Producer of the game..
>Damn, another motor sport sim I'll have to skip...
>l8er
>ronny
>--
> |\ _,,,---,,_ I want to die like my Grandfather,
> ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
> |,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
> '---''(_/--' `-'\_) screaming their heads off!
After playing the game for countless hours this weekend, I'd say
Bethesda did an incredible job on this one. The fact that there's no
***pit view really doesn't take away from my enjoyment of the game.
Being a veteran sportsman class driver (used to race at Old Bridge
Township Raceway Park in NJ), I think they've modelled that class
excellently. I'd even go so far to say that Burnout models sportsman
class racing much better than Nascar 2 models actual Nascar racing...
and I'm a die hard Nascar 2 fan. Then again, having actual experience
in sportsman class may slant my view a bit... can't say that I've ever
sat in the seat of a Winston Cup car and taken one for a test drive
;).
Bottom line is, if you're looking for a great drag racing sim, Burnout
is it. The "hood" cam works well enough (for me) in my suspension of
disbelief. If you're really into drag racing, don't let the lack of a
***pit view stop you from buying this one.
Regards,
-Bill
And what are your best times? Does hte game measure reaction
time?
--
Header address intentionally scrambled to ward off the spamming hordes.
Greg,
EB has had it on the shelves since Sunday. The other stores should have it
today (Tues).
The funny cars and rail cars can go faster (especially the rail cars). This
is mostly determined by their aerodynamics and weight. There are many other
physical factors that affect the car's dynamics such as wheel base, track
width, tire size, and weight distribution in addition to the many other
modifiable components (engine, trans, suspension, tires, aero, etc). Each
car handles differently.
We've been able to build a 5.3 second funny car (240+ mph). It has 2000+ HP.
It's a kick to drive. The game measures everthing, reaction time, ET, 60,
100, 330, 660, 1000 speed and times. There is also telemetry data which
shows you everything that's going on with you car which can be viewed
concurrently with the VCR.
-Brent
>And what are your best times? Does hte game measure reaction
>time?
>--
>Header address intentionally scrambled to ward off the spamming hordes.
>>Regards,
>>-Bill
If it does then a lot of people are missing out on a lot of fun. I'm
sure hovering behind a car going in a straight line for a few seconds
is entertaining for some, but how it could ever be considered to equal
punching a 400hp GP car sideways out of the Karousel on a 14 mile lap
is unfathomable.
Good luck to the drag fans and I'm happy they have a sim, but if it
sells more than GPL then I truly pity all the people who are missing
out.
Cheers!
John
Obviously not hard enough. The game goes down more times than a 10
dollar ***.
---
The Chrome Plated Megaphone of Destiny
Hi Brent,
First off, let me say kudos for an outstanding job on Burnout. This
really is the drag racing sim (dare I say it? <g>) I've been waiting
for. Having been a participant in many a Wednesday night competition
at Old Bridge Raceway Park (man, you score *major* bonus points for
modelling my old stompin' grounds <bg>), I really feel this is the
closest to the real thing.
And the torque isn't pulling you halfway off the track? That seems to
be the biggest problem I'm having with my 6.1 second, 225 mph funny
car. I've softened the rear suspension up as much as I could, but this
monster really wants to pull right all the way down. Not to mention
the fact that the linelock is completely ineffectual due to the amount
of HP / TQ this baby produces. Mind e-mailing me that setup? ;)
The sheer number of modifiable fields in this game is impressive.
Especially in regards to tires. The only thing that was slightly
disappointing was only having a front and rear option... not complete
RF, LF, RR, and LR options. With cars that produce a lot of torque,
it's pretty widely known (well, to me at least <g>) to run a slightly
different pressure in the RF to help counter the torque. Something for
Burnout II, no doubt.
The telemetry is very helpful, as well. However, I'd like to have been
able to see exactly what my reaction time was on a given saved VCR
clip, as well as the rest of the full timecard for that run. I may be
mistaken, if this feature *is* included, though I haven't been able to
see it (nor mention of it in the manual). Those two minor points
aside, you guys have done a real kick ass job. Brings back many a fond
memory. Now you guys just gotta get on Mplayers case to get this thing
up and running ASAP! I'm dying for some multiplayer action. :)
Best wishes for much success,
-Bill
My personal best so far is a 5.95 at 225mph in the funny car. I
haven't started working on a rail car just yet, as there's a world of
difference between the two in suspension and weight distribution.
What's really great is they give you the option of using a comp .500
or Pro .400 tree to start with, with open bracket, 8.9, 9.9, 10.9, and
11.9 classes, as well as "heads up" competition where the fastest car
down the track wins, with no handicapped starting. Reaction times are
also recorded, and my best there is a 0.001 (bwaa haa haa!). Can't
wait for this thing to be supported on Mplayer, so I can see how I
measure up to the other drivers out there.
I continue to be very impressed by this title. I've never played
X-Car, since the critcisms it received steered me away from it (no pun
intended). That being the case, I kind of expected to be a bit let
down by Burnout. I'm happy to say that this titles lives up to the
high hopes I secretly had for it. Even the lack of a***pit view (as
seems to be the prevalent gripe) doesn't really bother me that much,
as it was stated in the early previews that it was not going to be a
feature. It'll be interesting to compare it to NHRA when it's
released, to see how much of a difference it really makes.
Regards,
-Bill
All--
Well, if you didn't think I was stupid already, here's proof:
While viewing the Pennzoil Nats at Houston a week ago, I was watching
the data graphics at the top of the screen and paying close attention to
start line reaction times. What I have never been able to figure out is
why cars would redlight with reaction times above zero -- for example,
on one run, somebody cut a .293 RT and redlighted. Now I vaguely
understand that something around .400 is supposed to be a "perfect"
reaction time, but why is this so? It seems to my woefully unenlightened
peabrain that any reaction time that cut the light over 0:000 would be
legal...obviously this is NOT the case. Can anyone tell me why?
Thanks
Bart (and please note: not a SINGLE word about you-know-what!) Brown
This is the difference between a sportsman tree (or .500 tree) and a pro
tree (.400 tree). On the sportsman tree, the yellow lights come on one at a
time and there is half a second (.500 seconds) between each light. At most
tracks, the reaction timer starts as soon as the green light comes on.
Therefore on a .500 tree, a perfect RT would be .000 because that means you
left the line at the exact instant the green came on. On a pro (or .400)
tree, all three yellows come on at once then the green. The amout of time
between them is .400 seconds. In this case, the reaction timer starts when
the YELLOW lights come on, not the green. Therefore, a perfect RT on a pro
tree is .400. Obviously, a .293 RT would be a red light because the driver
left the line .107 seconds before the green light came on.
Hope this helps. Let me know if you need clarification.
--
Todd Walker
Network Engineer
LDS-iAmerica
http://cust.iamerica.net/twalker
***Remove KILLSPAM from my address to reply***