rec.autos.simulators

Dear Papyrus... about tire grip.

'John' Joao Sil

Dear Papyrus... about tire grip.

by 'John' Joao Sil » Mon, 13 May 1996 04:00:00




>: >
>: Papyrus did a great job with Nascar..They really screwed up with ICR2!

>I beg to differ.  I think they did a great job with ICR2 also.  However,
>alot of people don't like the reduced downforce of the 1995 rules.  But,
>it's a simulation of what really happened to the real IndyCar.  

>But there is another HOWEVER...  Papyrus did let ICR2 out of the bag/box
>early and they haven't been as quick as they were releasing bug
>fixes compared to NASCAR.
[SNIP]
>But then again IndyCar may not be your cup of tea (or brew of choice).
>If so, that's fine.  Just don't go bad-mouthing a fine product just cuz
>you don't like a product modelled on the REAL world.
>**************************** Michael E. Carver *************************

I agree, ICR2 is a great product, but I do wish the few bugs could be
corrected a little sooner, June looks like a busy month with (maybe) F1GP2
coming out then, and also Apache Longbow, I don't know if I will be
playing ICR2 very much then.

The bugs I really notice are the grip (weight shift) bug, and the most
obvious one, the Rev limit light not coming on. I don't know how that
obvious one got past the beta test, as in ICR1 and Nascar that
light coming on towards the end of a straight-away signaled to me that
my gear ratios were just about perfect for getting the most out of the
engine. In ICR2 I have no idea of this, and now that I own a T2 wheel, I
also end up blowing my engine many times until I learn a circuit very well
and can time the shift points by visual cues like the breaking areas.

For people having problems with the low grip, I suggest practice, practice
and still more practice <G>. I am usually very frustrated when I start
running a new track, but turn off damage and practice until I learn the
track, once this is achieved, I go back to realistic damage and can enjoy
the game without too many crashes.

Once you know the tracks and cornering speeds for them, you won't notice
too much the limited grip, I still have a terrible time trying to race
Surfer's Paradise and Vancouver since I am not very familiar with them,
and get pretty frustrated running there, but when I run Long Beach, Laguna
Seca or Elkhart Lake I have a blast since I have practiced a lot on these
tracks and can really hang the car on the edges without crashing too
often.

Now let's only hope Papyrus will come up with "Tahiti" ICR2 Multiplayer
like Hawaii.

Cheers.

--John
--
-------------------
  John (Joao) Silva
  http://www.racesimcentral.net/~jsilva
  Seattle, Washington USA.

Julian Lov

Dear Papyrus... about tire grip.

by Julian Lov » Mon, 13 May 1996 04:00:00


>  I guess I'm asking for a fix, or an edge, or just a reality check.
> ICR2
> is great, the greatest I would say, as far as realism is concerned, but
> I
> would just love a little more grip to make racing a little safer. I
> have
> to add tons of wing for road course racing just to make the car
> driveable
> with 40 gallons, but lose way to much to the AI guys in the way of top
> speed. They pull from me on all the straightaways.  I don't mind out
> driving them in the turns, but would rather bump them up to 105% for
> competative racing through the turns as well as the straights...

>  Thanks,

>  ::: Dekanmi :::

If you reduce your wing enough so that you can keep up on the straights,
you will find that the AI are much more competative than you thought
through the turns. It just means you have to get good at turning and not
just holding the pedal to the metal.

Julian
_____________________________________________________________________

                                University of Oxford


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