Answers? We got answers.
It was at the CGDC, Computer Game Devleopers Conference. Tantrum was not
showing the game per se, but rather was using it to show how SoftImage
tools we used to create the game. It was during a session sponsored by
SoftImage.
line, and never completed one entire 1320ft pass.
The designer showing the game crashed the car on purpose to show the
effect of collisions with guardrails to show pieces of the car come off.
"I crashed the car on every run when demoing as this is what people like
to check out when I have only about 30 seconds to demo the game," he told
me.
I am on the beta team and currently am playing the same version that was
demo'd. although there re occiasional crashes as with an dbeta, it does
not lock up every "32 seconds."
The game was only on the Softimage content demos that were being shown and
so he I quit the game using a keyboard shortcut at the end of each run so
save time.
to create your perfect car
Dale Armstrong and many other big-time crew chiefs were consulted for the
adjustments they generally make during an event, on a run-to-run basis.
"The consensus from all of the best minds in the sport was that to clutter
the game with a bunch of settings that do not have a real impact from
round to round just so we could talk about how many sliders we have would
be a mistake and of no real impact to game play."
For the record, the adjustments are: primary clutch weight, secondary
cluch timer, advance spark, nitro content, blower overdrive, nose weight,
rear wing angle (for TF), and compression ratio.
As a reporter for National DRAGSTER for 15 years, I would have to say that
these are the main items that are adjusted on a regular basis. Let's face
it, a Top Fueler is not like a doorcar: no suspension, one regulated
engine size, no transmission, one standard tire size, etc. The only other
real adjustments that are made are jets to compensate for dropped cylinder
or burned pistons (not for performance reasons) and, on rare, rare
occasions, tire pressure. everything else usually stays the same or is
regulated against being changed (i.e., rear-end gears)
Yes, they are sliders but they show actual measurements; i.e., primary
clutch has a realistic range of grams, nitro is in percentage, etc. How
else would you do it?
>I dont think i could build a Pro TF dragster or Funny Car off 8
adjustable settings. I would need dozens, it not hundreds of different
things to tweak and combinations of tweaks. Dont you agree?>>>
Because all Top Fuelers and Funny cars are basically alike, I would say
"no," The TFs are all 300-inch wheelbase units, mostly built by McKinney.
The FCs are all 125 inches, again built by just a few manufacturers. The
engines are all late-model Hemis, 500 cu in., all have 14-71 blowers,
direct drive, nearly identical clutches, rear ends, tires, mangetos,
headers, etc.
Sure, Tantrum could have made available a Ford engine or a Rodeck (Chevy),
but this is a sim based on the actual cars in competition this year. It is
based on realism, which, I'm sure all would agree, is not present in
Burnout due to the radical combinations that can be assembled.
Remember, we're not building a car from the ground up here, and almost all
TFs and FCs are cookie cutters, with the difference in performance being
crew chief smarts and testing (which the game allows both; there is a
testing mode and a match race mode in addition to full season or
individual event play). What more would you have liked to be able to pick?
The size of the bolts that hold on the wing? <g>
to be a simulator if is has a***pit view? Or will we refer to it as a
"game"? My vote is, "game".>>>
What's the difference between a sim and a game? A sim is a simulation,
meant to simulate real life. That is what NHRA Drag Racing is doing, I
believe. A game is an amu***t piece, where anything can happen due to
the improbable nature of the options. I'll be the first to admit that
Burnout might be deeper in buttons to push, but that's because, by their
inherent nature, doorcars and other sportsman cars have more tuning
variables. I know most would think that it was the other way around but,
for reasons I've already covered, it ain't so. More expensive? Yes? More
disastrous if you make a mistake? Yes. More technically demanding? Yes.
Harder to drive? Yes. But the sad reality, and the part of the sim that is
valid, is that there are less tuning options for a fuel car than a bracket
car.
Phil Burgess
National DRAGSTEr/NHRA Online