rec.autos.simulators

SCGT: Are the spins canned?

Tim (fusio

SCGT: Are the spins canned?

by Tim (fusio » Tue, 11 May 1999 04:00:00

Sorry if this has been debated:

I've only been messing around with SCGT for a few days, but something
seems odd with the spins.
As I lose the car in a corner, it seems no amount of turning into the
spin or mashing/chopping throttle will keep it from executing a
near-perfect 180. I've tried doing the "wrong" things on purpose, just
to see if it makes a difference (using a T2, BTW).

I've only used the BMW/Porsche/Panoz that are available at the
beginning of a career.
Is it just me, or is something goofy with the spins? I've been way
better at spin recovery on every other sim I've played.

Tim

DAVI

SCGT: Are the spins canned?

by DAVI » Tue, 11 May 1999 04:00:00

Well I have spun all the cars many times and even rolled a few.  The slide
is recoverable but with a racing car with modern tires grip goes away fast
so you need to act fast.  the  spins do not seem cannned to me since I have
had a lot of cars in big power slides exiting corners and recovered nicely
to find out that i really used up the tires.

Dave

John Walla

SCGT: Are the spins canned?

by John Walla » Tue, 11 May 1999 04:00:00



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.

Cheers!
John

Bill Met

SCGT: Are the spins canned?

by Bill Met » Tue, 11 May 1999 04:00:00



>Well I have spun all the cars many times and even rolled a few.  The slide
>is recoverable but with a racing car with modern tires grip goes away fast
>so you need to act fast.  the  spins do not seem cannned to me since I have
>had a lot of cars in big power slides exiting corners and recovered nicely
>to find out that i really used up the tires.

It seems that you can, in fact, recover from an oversteering car.
However, once the car actually breaks loose, the spins are almost all
identical.  Oversteer canned=no.  Spins canned=yes.  At least thats how my
hands and feet see it.

--
                    | "Instead of letting the moon be the
Bill Mette          |  gateway to our future, we have let
Enteract, Chicago   |  it become a brief chapter in our

DAVI

SCGT: Are the spins canned?

by DAVI » Tue, 11 May 1999 04:00:00

Well that is the begining of a spin. Also I have had some very big slides
at Road Atlanta and recovered and also had some wild spins, car that almost
gyrating like a top.  This is where I don't understand why so many say the
spins are canned.

.  Spins canned=yes.  At least thats how my
cool you have eyes in your hands and feet. It must really hurt if you stub
a finger or toe.

Dave

Kiva

SCGT: Are the spins canned?

by Kiva » Tue, 11 May 1999 04:00:00

I don't think they're canned at all!

If the spin/slide isn't too bad, I can usually catch it with throttle and
wheel inputs. If I do lose it
(happens to the best of us!), I can drop a gear or two, mash the throttle
and do a complete 360
and go about my merry way!


>Sorry if this has been debated:

>I've only been messing around with SCGT for a few days, but something
>seems odd with the spins.
>As I lose the car in a corner, it seems no amount of turning into the
>spin or mashing/chopping throttle will keep it from executing a
>near-perfect 180. I've tried doing the "wrong" things on purpose, just
>to see if it makes a difference (using a T2, BTW).

>I've only used the BMW/Porsche/Panoz that are available at the
>beginning of a career.
>Is it just me, or is something goofy with the spins? I've been way
>better at spin recovery on every other sim I've played.

>Tim

Lutrel

SCGT: Are the spins canned?

by Lutrel » Tue, 11 May 1999 04:00:00

I have been playing quick races and career mode up to GT2 cars with the download physics hacks.
I mostly drive the BMW's and the Vector. The rear engine cars seem to spin easier, and most spins at speed seem to rotate to 180
deg. however I have had some that only went to 90 deg. and I also have been able to put it in reverse while almost at 180 degree and
spin backwards to face the original direction. I thought that after playing MGPRS, SCGT has much more realistic spins.
BTW Did you see the British Touring Car race at Silverstone? Twice I saw a front wheel drive car get to about 90 deg. and recover
because the drive from the front can pull the car back forward.
Lutrell

>Sorry if this has been debated:

>I've only been messing around with SCGT for a few days, but something
>seems odd with the spins.
>As I lose the car in a corner, it seems no amount of turning into the
>spin or mashing/chopping throttle will keep it from executing a
>near-perfect 180. I've tried doing the "wrong" things on purpose, just
>to see if it makes a difference (using a T2, BTW).

>I've only used the BMW/Porsche/Panoz that are available at the
>beginning of a career.
>Is it just me, or is something goofy with the spins? I've been way
>better at spin recovery on every other sim I've played.

>Tim

Tim (fusio

SCGT: Are the spins canned?

by Tim (fusio » Wed, 12 May 1999 04:00:00


>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

Joe Marque

SCGT: Are the spins canned?

by Joe Marque » Wed, 12 May 1999 04:00:00

I thought the same thing at first.  Now, after more driving time, I'm able
to catch some spins with counter steer.   Just took longer to get used to
inferior feel after GPL.  Can't quite cruise through a turn practically
sideways moving the wheel ever so slightly, maintaining that delicate
balance between a slide that really wants to graduate into a spin.  GPL
never ceases to amaze!   In SCGT the car over-responds to input and my saves
aren't smooth and balanced.  More of a near spin that turns into a fish
tail, sometimes resulting in a spin in the opposite direction because of the
overreacting car (and driver).  Now don't get me wrong I really enjoy SCGT,
it's just that the more time I spend with GPL, the harder it is to adapt to
games with far less sensory feed back.  GPL has spoiled me I guess.


Mark C Dod

SCGT: Are the spins canned?

by Mark C Dod » Wed, 12 May 1999 04:00:00

Can't control the spins as good as in TOCA 2 for instance. I find that
after a certain point it will just keep turning like its on ice. Really
annoying when you get more power or the AI drivers hit you.

> Sorry if this has been debated:

> I've only been messing around with SCGT for a few days, but something
> seems odd with the spins.
> As I lose the car in a corner, it seems no amount of turning into the
> spin or mashing/chopping throttle will keep it from executing a
> near-perfect 180. I've tried doing the "wrong" things on purpose, just
> to see if it makes a difference (using a T2, BTW).

> I've only used the BMW/Porsche/Panoz that are available at the
> beginning of a career.
> Is it just me, or is something goofy with the spins? I've been way
> better at spin recovery on every other sim I've played.

> Tim

Chri

SCGT: Are the spins canned?

by Chri » Wed, 12 May 1999 04:00:00

Yes.  A couple of times I've lost it, mashed the throttle,
and ended up traveling straight backwards with the drive
wheels spinning furiously.  I've done the same thing in
GPL and this is very much like the spin Gil DeFerran had
when starting the field at Japan.  (For those of you who
didn't see it, he spun at the start and wound up traveling
backwards down the main straight with the drive wheels
boiling smoke as he kept fully in the throttle)  My guess
is that the "feel" of the physics is just different and we
aren't completely used to it yet.

            -----------------------------
-Chris-     |   Two wheels are better   |
            |Proud owner of a 1998 ZX-9R|
            -----------------------------

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John Walla

SCGT: Are the spins canned?

by John Walla » Wed, 12 May 1999 04:00:00



AFAI can imagine Viper will model "road" tyres, treaded and with not
only a more generous slip angle but a more gradual drop-off as you
approach the edge of adhesion. SCGT models racing slicks whose grip
falls away rapidly as slip increases, so when you get it out of shape
you have far less warning that it's all going pear-shaped. That would
seem consistent.

I'm not totally ***ed but I've found it a lot of fun and I've
actually surprised myself how much (and how often) I like racing it.
It's shortcomings only became apparent when I returned to GPL last
night for some analysis and it is pretty far (miles!) ahead as far as
car dynamics and immersiveness of the driving experience. Still, SCGT
is piles of fun so far and has surprised me since I didn't like early
demos too much. I still don't like many aspects of it, but the racing
is really fun.

Cheers!
John


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