Getting it now
Bandwidth currently exceeding expectation 10 fold
Doug
Getting it now
Bandwidth currently exceeding expectation 10 fold
Doug
Downloading it now, can't wait!!! Yipeee!
-Brian Mc
It was so good on the keys i couldn't even be bothered to get my wheel
setup..!!
Absolutely awesome....
Brilliant game...
AD
> It was so good on the keys i couldn't even be bothered to get my wheel
> setup..!!
> Absolutely awesome....
> Brilliant game...
> AD
ps I was gonna ask if 221 would have gotten you into the show this
year... :)
dh
>> http://www.codemasters.com/downloads/getfile.php?downloadid=7401
>> Getting it now
>> Bandwidth currently exceeding expectation 10 fold
>> Doug
Nah, it just means it's realistic, doesn't it? I heard next year the
crapwagons were going to actually have keyboard input instead of
wheels.
Jason
Launches ok but actually reboots my win2k box after a few seconds ;)
steve
-Larry
This just in: in a shocking turn of events a Codemasters game actually
recognised my MOMO wheel correctly (I mean, split axis and everything!!).
One does need to have spring and damping effect setting <> 0% (I used 75%)
to feel centering force in the game. Furthermore, and this is the big one:
analog steering actually _works_!! After some tweaking I prefer center
sensitivity -4, reduce with speed 35%, assistance 0% at this track. True to
form we see these settings changing of their own accord between runs of the
game or even between session (going from testing to race, e.g., traction
control is turned back on.
So how is it.... hmmm tough one. It's got some very arcade like features,
like on track music (which thankfully can be turned off), auto-driving in
the pits and automatic reverse (I couldn't figure out how to turn automatic
transmission off).
The graphics are ok, but a big oversight with regard to situational
awareness is the absense of mirrors (look left/right would also have been
nice), I hope that's included in the final 30% of completion. The in car
view is also a bit marred with the player's head apparently being connected
to his torse via a slinky, but on the other hand that also provides the
impression of driving a bone-jarringly hard sprung car along a bumpy oval.
Can't comment on the AI as I've not been able to dice with one yet. I can
just about keep up with them using the default setup and they run me over at
the slightest mistake. Contact between the player and the AI is poorly
implemented.
Which brings me to the physics, which are, mostly, fairly convincing,
actually. To go fast one has to be as deliberate, controlled and smooth as
you see the RL guys be. There is a definate set of grooves around the track
and getting up in the "gray" means "see ya!!". One can take a fair bit of
liberty with the car, but that could be setup. The game lacks a bit of
authority and immediacity of control, but on the whole it's not bad.
Certainly a cut above arcade, though nowhere near NR2003, F1 2k2 or LFS
level.
All in all, as a sim, 70% complete is more than a bit optimistic. As a more
mainstream oriented game it's about right, IMO. Could turn out to be ok-ish.
The demo features TMS, not IMS Dave. Let me tell ya... it's a lot more
sedate drive in a Cup car. <g>
I'm getting 225's with the qual setup, BTW. Don't know if that's a good time
or not, but it's wide open all the way 'round so it'll need a faster setup
to go any quicker.
Jan.
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http://web.filefront.com/r.b/page__file_info/_filepath__/3dgamers/gam...
carseries/indycar_series_pc_demo.zip/_clear__page,filepath
> -Larry
> > http://www.codemasters.com/downloads/getfile.php?downloadid=7401
> > Getting it now
> > Bandwidth currently exceeding expectation 10 fold
> > Doug
Seems right with all three of those games to me. Much more in the FF
department than N2003 as well.
David G fisher
I got it off fileplanet.
Jan.
=---
Hehehe... think we got a live one here.
Jan.
=---
Marc