longer. I used to be able to break at the 200 mtr mark now I am having
to break at the 300 mtr point at least.
Anybody elsa noticed this.
Anybody elsa noticed this.
I certainly does seem that way. In ICR1, it was more of a put the
brakes on hard at braking point and wait until the car slows down for
the turn. In ICR2 it seems more like one needs to start applying the
brakes earlier, but not as hard. I am using the Thrustmaster T1 and
find alot of the time I need to "play" the brakes alot more, easing into
the braking zone. I wonder if this is the programmers' way of making
the braking more realistic. One still can't lock up the wheels, though
the car tends to slide if one tries.
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**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
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>I certainly does seem that way. In ICR1, it was more of a put the
>brakes on hard at braking point and wait until the car slows down for
>the turn. In ICR2 it seems more like one needs to start applying the
>brakes earlier, but not as hard. I am using the Thrustmaster T1 and
>find alot of the time I need to "play" the brakes alot more, easing into
>the braking zone. I wonder if this is the programmers' way of making
>the braking more realistic. One still can't lock up the wheels, though
>the car tends to slide if one tries.
Note that since we're using 1995 cars (compared to 1993 cars in ICR1),
we have about 40% less down force right out of the chute. You may notice
that a lot of the road courses run maximum or near-maximum wing, while
in ICR1 we often had FAR lower wings.
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Brian Wong Systems Engineering Group (Servers)