-Greg
In terms of the game, I don't think there is much I would change- they
did a good job. I wish they'd let us tailor the steering a little
better, give us more options than "Linear" or "Non-Linear" steering,
because I *am* convinced that steering the car is not as hard in real
life. In real life, you have wheel resistance and feedback, which make
fine adjustments infinitely easier. It is in making the small
adjustments, like when you are drafting, that are nightmarish even
with an 8degree wheel lock in ICR2.
And one thing I would add to the game- a way to "take back" a mistake.
I've suggested to Papyrus that they make "<shift>U" put you back 10 or
20 seconds earlier in to the race. Right now, I just tend to hit
"<shift>R", resetting the whole race. Not Fun.
If you feel the same way, drop em a line at their page suggestion box
Bret
>>Has anyone out there gotten the feeling that the AI guys in ICR2 can
>>decellerate much faster than we humans? Maybe I'm just braking late,
>>but I have trouble keeping from ramming them, particularly on the road
>>courses.
>What difficulty level are you playing on? I think the AI causes the
"less
>able" drivers to brake earlier. Just like real life.
Leetchy
I've only ever driven one real single seater, some sort of
2L Vauxhall. Until the moment I stepped into the car I thought I was
a pretty good driver, 10 seconds later I knew I wasn't. The amount of work
needed to keep the car going at speed was incredible. I did around 30
minutes in the car and whilst loving it was happy to finish as I couldn't hold
onto the wheel much longer. This car was only an entry level car to 'learn'
on. I spoke to a Jonathon Palmer (ex F1 driver) afterwards and he said that
the effort needed for the next levels F3000 and F1 were far more than
this car needed. Indycar racing is smiliar to F1 so I'd expect similar levels
of difficulty.
Rob.
--
rob.
"If you fingers ain't bleeding you ain't playing hard enough"
-- Rory Gallaher