>I've found SCGT is more often than not believable in the way it
>reacts. The car goes around pretty quickly though, and you need to
>swiftly apply an appropriate amount of lock/brake/gas to catch it.
>It's certainly possible, as I often have to gather the car up through
>the chicanes at Hockenheim.
I haven't tried Hockenheim yet, but I have spent some more time
playing <lots actually :) >since my original post.
I also played Viper Racing (with its modern tires) to refresh my
memory.
The handling of SCGT feels right, with what looks like correct weight
transfer right up to point it lets go.
Viper feels better tail out, and reacts much more realistically when
you turn into or away from the spin and modulate the throttle.
With SCGT, the spins just seem too much alike every time.
I don't drive like an idiot on the street, so most of my real-life
spin experience is with off road trucks.
It's kind of subjective, I guess, but SODA, Viper, GPL, and even
older sims like N2 and ICR2 all seem to consistently model spins, but
SCGT doesn't (to me).
I used the cheats and bought the Rattlesnake, which is four wheel
drive. Try that one, and see if you think it feels like a more
accurate portrayal of the handling of a RWD car. I think it does.
It hangs out and comes back in line more gradually.
That said, none of this really takes away from the game for me.
I'm having more real FUN with SCGT than I've had with any game or sim
in a long time (I prefer this kind of stuff to open wheel).
Totally ***ed...
Tim