I'm with you on this -- I have the PC version, and using the
"Pro-Simulation" settings, the physics feel very good, IMO. I can
hang the tail out with the Formula Fords and achieve a decent
four-wheel drift -- it feels like a miniature version of GPL, with a
more progressive and possibly more forgiving tyre model. Compared to
what I experience in GPL, I think the Formula Fords feel about
"right," actually.
If you're using a wheel, I recommend you try setting the controller
selection to "Pad" -- "Wheel" is a fully-linear setting, while the
"Pad" setting is somewhat non-linear and speed sensitive . . . I keep
the linearity slider set to the halfway point in GPL, so I'm used to a
more non-linear setting, and the "Pad" setting feels better with my
TSW2 wheel. Or, if you want to try tweaking the steering settings
even further, check out this thread for more tips:
http://forum.rscnet.org/showthread.php?t=149462
IMO, some parts of RD2 feel spot-on (the vintage Jags and the Formula
Ford, to name a couple), but other parts DO feel awfully arcade-like,
even using the Pro-Simulation physics (the Ford F-150 Lightning trucks
on the Texas and Pikes Peak ovals are IMPOSSIBLE to handle in
"Pro-Sim" mode, and the rally, ice racing, and rallycross portions
lean towards arcade-like experiences for me). Overall, though, this
is a VERY solid attempt by Codemasters, and it goes a long way towards
making up for RD1 and their despicable IndyCar Series 2002 release.
Hope this helps a bit!
-- JB
> I don't see what you guys are refering to. I agree it's a bit arcadey, but
> the center pivot thing is what I don't understand. I can get the front end
> to mush out under braking and I can get the rear loose pretty easily. To me
> that means it's not pivoting around the center, but maybe I don't understand
> your comment. Could you give me some examples of what you are talking
> about? Also, are you just talking about the demo? The demo did not have
> the final tire model.
> I am playing the Xbox game, with the default arcade physics. The tire model
> is very arcadey, designed to make it easy to control a drift. And the speed
> sensitive steering has the same effect that it did in SCGT, i.e. you can
> dive into a corner and save it with the brakes because the steering
> sensitivity will increase as the speed drops. Other than those two things
> it doesn't feel that bad. I can lock or spin tires. I can spin the car
> around at will or hold it at a certain angle (i.e. it doesn't feel canned).
> Weight transfer and friction circle effects appear to be in the model.
> Suspension changes do what I would expect them to do. A sim it's not, but
> it seems to be quite a good arcade game, in the same way as SCGT or NFS:PU.
> > I agree. Feels like a center pivot arcade game to me. It is pretty
> > though.