rec.autos.simulators

TIR Tuning Guide & Praise

Joe M

TIR Tuning Guide & Praise

by Joe M » Sat, 16 Nov 2002 03:14:19

The developer (razorworks) has an excel file explaining how to tweak the
values in the config file.  They are also developing a tool to make game
tuning easier.    This game is developed by SIM people.  For those of you
who don't play flight sims, razorworks created the best combat chopper sim
out there (since LB2) so they are a simulation house.

The guide can be found here:

http://www.racesimcentral.net/%20Support/index.htm

For those of you who haven't bought this game, you're missing something
great.  I haven't enjoyed pure competitive racing like this in a long while.
I recently finished a career race in 3rd place and the top 4 finishers of my
GT class finished within 1.75 seconds of each other (there were 6 GT class
cars - 18 total vehicles - 6 GTS and 6 PRO).  The AI is solid, certainly
better than F1 2002.  They run human laps, mistakes and all.  They will also
change behavior based on demeanor (if they get nervous with you dogging them
lap after lap their driving appears more nervous and they'll falter - if you
bump them and are aggressive they become aggressive - if they're confident
they dog you and put the pressure on forcing you to drive solidly or get
passed).

As for physics, it's NOT an arcade racer.  The physics seem realistic to me
and most importantly the "feel" is just right.  This game is a pleasant
surprise and I'm happy to own it for only $29.99.  Give it a shot, you won't
be disappointed.

PS-I'm hoping a more experience gear head will look at this tuning guide and
comment on the realism of this game.

--
Joe M.

Schoone

TIR Tuning Guide & Praise

by Schoone » Sat, 16 Nov 2002 03:21:47

I tried a copy at a friends, can't say it was too impressive.  Even at
1600*1200 the graphics weren't great and the mirror detail was horrid, very
grainy/blocky.  Maybe it wasn't setup right, dunno will have to look again
maybe.


Larr

TIR Tuning Guide & Praise

by Larr » Sat, 16 Nov 2002 04:43:48

Does it have in-car/cockpit view ?

-Larry


Joe M

TIR Tuning Guide & Praise

by Joe M » Sat, 16 Nov 2002 05:44:24

In addition to what Ian said, it's worth noting that the in-car view is
"dynamic" meaning your POV moves in relation to your seat based on g-forces.

--
Joe M.


> Does it have in-car/cockpit view ?

> -Larry



> > The developer (razorworks) has an excel file explaining how to tweak the
> > values in the config file.  They are also developing a tool to make game
> > tuning easier.    This game is developed by SIM people.  For those of
you
> > who don't play flight sims, razorworks created the best combat chopper
sim
> > out there (since LB2) so they are a simulation house.

> > The guide can be found here:

> > http://www.razorworks.com/TIR%20Support/index.htm

> > For those of you who haven't bought this game, you're missing something
> > great.  I haven't enjoyed pure competitive racing like this in a long
> while.
> > I recently finished a career race in 3rd place and the top 4 finishers
of
> my
> > GT class finished within 1.75 seconds of each other (there were 6 GT
class
> > cars - 18 total vehicles - 6 GTS and 6 PRO).  The AI is solid, certainly
> > better than F1 2002.  They run human laps, mistakes and all.  They will
> also
> > change behavior based on demeanor (if they get nervous with you dogging
> them
> > lap after lap their driving appears more nervous and they'll falter - if
> you
> > bump them and are aggressive they become aggressive - if they're
confident
> > they dog you and put the pressure on forcing you to drive solidly or get
> > passed).

> > As for physics, it's NOT an arcade racer.  The physics seem realistic to
> me
> > and most importantly the "feel" is just right.  This game is a pleasant
> > surprise and I'm happy to own it for only $29.99.  Give it a shot, you
> won't
> > be disappointed.

> > PS-I'm hoping a more experience gear head will look at this tuning guide
> and
> > comment on the realism of this game.

> > --
> > Joe M.

Andi

TIR Tuning Guide & Praise

by Andi » Sat, 16 Nov 2002 07:06:10

Hmm, don't think I've seen that yet.

Andi.


> In addition to what Ian said, it's worth noting that the in-car view is
> "dynamic" meaning your POV moves in relation to your seat based on
g-forces.

> --
> Joe M.



> > Does it have in-car/cockpit view ?

> > -Larry



> > > The developer (razorworks) has an excel file explaining how to tweak
the
> > > values in the config file.  They are also developing a tool to make
game
> > > tuning easier.    This game is developed by SIM people.  For those of
> you
> > > who don't play flight sims, razorworks created the best combat chopper
> sim
> > > out there (since LB2) so they are a simulation house.

> > > The guide can be found here:

> > > http://www.razorworks.com/TIR%20Support/index.htm

> > > For those of you who haven't bought this game, you're missing
something
> > > great.  I haven't enjoyed pure competitive racing like this in a long
> > while.
> > > I recently finished a career race in 3rd place and the top 4 finishers
> of
> > my
> > > GT class finished within 1.75 seconds of each other (there were 6 GT
> class
> > > cars - 18 total vehicles - 6 GTS and 6 PRO).  The AI is solid,
certainly
> > > better than F1 2002.  They run human laps, mistakes and all.  They
will
> > also
> > > change behavior based on demeanor (if they get nervous with you
dogging
> > them
> > > lap after lap their driving appears more nervous and they'll falter -
if
> > you
> > > bump them and are aggressive they become aggressive - if they're
> confident
> > > they dog you and put the pressure on forcing you to drive solidly or
get
> > > passed).

> > > As for physics, it's NOT an arcade racer.  The physics seem realistic
to
> > me
> > > and most importantly the "feel" is just right.  This game is a
pleasant
> > > surprise and I'm happy to own it for only $29.99.  Give it a shot, you
> > won't
> > > be disappointed.

> > > PS-I'm hoping a more experience gear head will look at this tuning
guide
> > and
> > > comment on the realism of this game.

> > > --
> > > Joe M.

Joe M

TIR Tuning Guide & Praise

by Joe M » Sat, 16 Nov 2002 08:00:18

Do you mean you haven't seen that yet in THIS game or any game?

In this game it's subtle yet noticeable and an important aspect of realism.
Some games have that "painted"***pit which is merely bumper view covered
with a 2D dash and a window cut out.  For a more realistic feel this game
and others use a 3-D***pit which has "6 degrees of freedom" giving you
additional visual feedback of your vehicles position; especially useful on
uphill or downhill turns.

For example: when driving fast through the second turn (right hand) of an
uphill chicane the***pit shifts in such a way that I can sense (along with
audible cues) that the front right wheel is off the ground (verified on
replay).  When taking a fairly fast right turn I can sense the left front of
the car "digging" in as it grips around the turn.

It's just more data that helps me to imagine the 3D space my car occupies.

--
Joe M.


> Hmm, don't think I've seen that yet.

> Andi.



> > In addition to what Ian said, it's worth noting that the in-car view is
> > "dynamic" meaning your POV moves in relation to your seat based on
> g-forces.

> > --
> > Joe M.



> > > Does it have in-car/cockpit view ?

> > > -Larry



> > > > The developer (razorworks) has an excel file explaining how to tweak
> the
> > > > values in the config file.  They are also developing a tool to make
> game
> > > > tuning easier.    This game is developed by SIM people.  For those
of
> > you
> > > > who don't play flight sims, razorworks created the best combat
chopper
> > sim
> > > > out there (since LB2) so they are a simulation house.

> > > > The guide can be found here:

> > > > http://www.racesimcentral.net/%20Support/index.htm

> > > > For those of you who haven't bought this game, you're missing
> something
> > > > great.  I haven't enjoyed pure competitive racing like this in a
long
> > > while.
> > > > I recently finished a career race in 3rd place and the top 4
finishers
> > of
> > > my
> > > > GT class finished within 1.75 seconds of each other (there were 6 GT
> > class
> > > > cars - 18 total vehicles - 6 GTS and 6 PRO).  The AI is solid,
> certainly
> > > > better than F1 2002.  They run human laps, mistakes and all.  They
> will
> > > also
> > > > change behavior based on demeanor (if they get nervous with you
> dogging
> > > them
> > > > lap after lap their driving appears more nervous and they'll
falter -
> if
> > > you
> > > > bump them and are aggressive they become aggressive - if they're
> > confident
> > > > they dog you and put the pressure on forcing you to drive solidly or
> get
> > > > passed).

> > > > As for physics, it's NOT an arcade racer.  The physics seem
realistic
> to
> > > me
> > > > and most importantly the "feel" is just right.  This game is a
> pleasant
> > > > surprise and I'm happy to own it for only $29.99.  Give it a shot,
you
> > > won't
> > > > be disappointed.

> > > > PS-I'm hoping a more experience gear head will look at this tuning
> guide
> > > and
> > > > comment on the realism of this game.

> > > > --
> > > > Joe M.

Jason Moy

TIR Tuning Guide & Praise

by Jason Moy » Sat, 16 Nov 2002 08:23:02

On Thu, 14 Nov 2002 13:14:19 -0500, "Joe M."


>As for physics, it's NOT an arcade racer.

3 questions:

How well is weight transfer implemented in the sim?
How well are brakes modelled?  Independent locking?  Heat?  Wear?
Is tire wear modelled?

Jason

Joe M

TIR Tuning Guide & Praise

by Joe M » Sat, 16 Nov 2002 13:03:58


> On Thu, 14 Nov 2002 13:14:19 -0500, "Joe M."

> >As for physics, it's NOT an arcade racer.

> 3 questions:

> How well is weight transfer implemented in the sim?

Weight transfer feels right to me.  I've experienced understeer and
oversteer and used throttle steering to save some situations by forcing more
weight to the back wheels.  There is a clear difference between Audi TT
Quattro performance vs. the rear wheel drive vehicle I tested (haven't
unlocked the other cars yet, enjoying the GT cars just fine so far).  The
Quattro handling and acceleration is more balanced vs. the twitchier
rear-end of the rear drive car.  I'm not an expert but it feels right.

I'm pretty sure I've locked wheels independently, at least it felt that way
based on the nature of my skid (I skidded and slid sideways even though the
wheel was not turned).  I don't think heat or wear are modeled.

Tire wire is not modeled but judging from the seemingly complex tire model
(at least to my untrained eye when viewing the config options) I'm hoping
for a patch for this and more to get the most out of this competent game
engine.  This developer is a true simulation developer so hopefully they'll
add things for the *** audience if enough of us play it and ask for it.

Here's a link with some info on the physics model:

http://www.racesimcentral.net/

I'm actually waiting for a *** physics guy to look at this sim and
offer an opinion on its technical merits.

--
Joe M.

Larr

TIR Tuning Guide & Praise

by Larr » Sun, 17 Nov 2002 02:55:26

Cool!

Sometimes :)

CPR had this, and it drove me nuts.

-Larry


> In addition to what Ian said, it's worth noting that the in-car view is
> "dynamic" meaning your POV moves in relation to your seat based on
g-forces.

> --
> Joe M.



> > Does it have in-car/cockpit view ?

> > -Larry



> > > The developer (razorworks) has an excel file explaining how to tweak
the
> > > values in the config file.  They are also developing a tool to make
game
> > > tuning easier.    This game is developed by SIM people.  For those of
> you
> > > who don't play flight sims, razorworks created the best combat chopper
> sim
> > > out there (since LB2) so they are a simulation house.

> > > The guide can be found here:

> > > http://www.razorworks.com/TIR%20Support/index.htm

> > > For those of you who haven't bought this game, you're missing
something
> > > great.  I haven't enjoyed pure competitive racing like this in a long
> > while.
> > > I recently finished a career race in 3rd place and the top 4 finishers
> of
> > my
> > > GT class finished within 1.75 seconds of each other (there were 6 GT
> class
> > > cars - 18 total vehicles - 6 GTS and 6 PRO).  The AI is solid,
certainly
> > > better than F1 2002.  They run human laps, mistakes and all.  They
will
> > also
> > > change behavior based on demeanor (if they get nervous with you
dogging
> > them
> > > lap after lap their driving appears more nervous and they'll falter -
if
> > you
> > > bump them and are aggressive they become aggressive - if they're
> confident
> > > they dog you and put the pressure on forcing you to drive solidly or
get
> > > passed).

> > > As for physics, it's NOT an arcade racer.  The physics seem realistic
to
> > me
> > > and most importantly the "feel" is just right.  This game is a
pleasant
> > > surprise and I'm happy to own it for only $29.99.  Give it a shot, you
> > won't
> > > be disappointed.

> > > PS-I'm hoping a more experience gear head will look at this tuning
guide
> > and
> > > comment on the realism of this game.

> > > --
> > > Joe M.

Andi

TIR Tuning Guide & Praise

by Andi » Sun, 17 Nov 2002 07:09:33

NOt seen it in this game, I'll have to look a bit closer.

Andi.


> Do you mean you haven't seen that yet in THIS game or any game?

> In this game it's subtle yet noticeable and an important aspect of
realism.
> Some games have that "painted"***pit which is merely bumper view covered
> with a 2D dash and a window cut out.  For a more realistic feel this game
> and others use a 3-D***pit which has "6 degrees of freedom" giving you
> additional visual feedback of your vehicles position; especially useful on
> uphill or downhill turns.

> For example: when driving fast through the second turn (right hand) of an
> uphill chicane the***pit shifts in such a way that I can sense (along
with
> audible cues) that the front right wheel is off the ground (verified on
> replay).  When taking a fairly fast right turn I can sense the left front
of
> the car "digging" in as it grips around the turn.

> It's just more data that helps me to imagine the 3D space my car occupies.

> --
> Joe M.



> > Hmm, don't think I've seen that yet.

> > Andi.



> > > In addition to what Ian said, it's worth noting that the in-car view
is
> > > "dynamic" meaning your POV moves in relation to your seat based on
> > g-forces.

> > > --
> > > Joe M.



> > > > Does it have in-car/cockpit view ?

> > > > -Larry



> > > > > The developer (razorworks) has an excel file explaining how to
tweak
> > the
> > > > > values in the config file.  They are also developing a tool to
make
> > game
> > > > > tuning easier.    This game is developed by SIM people.  For those
> of
> > > you
> > > > > who don't play flight sims, razorworks created the best combat
> chopper
> > > sim
> > > > > out there (since LB2) so they are a simulation house.

> > > > > The guide can be found here:

> > > > > http://www.racesimcentral.net/%20Support/index.htm

> > > > > For those of you who haven't bought this game, you're missing
> > something
> > > > > great.  I haven't enjoyed pure competitive racing like this in a
> long
> > > > while.
> > > > > I recently finished a career race in 3rd place and the top 4
> finishers
> > > of
> > > > my
> > > > > GT class finished within 1.75 seconds of each other (there were 6
GT
> > > class
> > > > > cars - 18 total vehicles - 6 GTS and 6 PRO).  The AI is solid,
> > certainly
> > > > > better than F1 2002.  They run human laps, mistakes and all.  They
> > will
> > > > also
> > > > > change behavior based on demeanor (if they get nervous with you
> > dogging
> > > > them
> > > > > lap after lap their driving appears more nervous and they'll
> falter -
> > if
> > > > you
> > > > > bump them and are aggressive they become aggressive - if they're
> > > confident
> > > > > they dog you and put the pressure on forcing you to drive solidly
or
> > get
> > > > > passed).

> > > > > As for physics, it's NOT an arcade racer.  The physics seem
> realistic
> > to
> > > > me
> > > > > and most importantly the "feel" is just right.  This game is a
> > pleasant
> > > > > surprise and I'm happy to own it for only $29.99.  Give it a shot,
> you
> > > > won't
> > > > > be disappointed.

> > > > > PS-I'm hoping a more experience gear head will look at this tuning
> > guide
> > > > and
> > > > > comment on the realism of this game.

> > > > > --
> > > > > Joe M.

Dino

TIR Tuning Guide & Praise

by Dino » Sun, 17 Nov 2002 13:06:04

The steering is waaay too sensitve in it's default mode imo. I can't form an
opinion on it until they fix it or someone figures out some decent values
for the MOMO in the dat file. Is a GUI in controller options is too much to
ask for?

DN



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