Rally stages aren't memory tests....
Rally stages aren't memory tests....
Nostradamus foretold that on Thu Oct 10 2002, Jason Moyer would write:
> > As far as I have heard,(and I don't have any inside info..just heard here
> >about other reviews that mentioned EA was not making another F1 title) they
> >are done with F1. Nascar will be the new focus for the ISI/Tiburion team.
> ISI has nothing to do with Nascar Thunder other than providing them
> the F1 200x engine. Tiburion did all of the modifications to it.
> If it's true that ISI is done making F1 games, I'd assume they're
> probably done making simulations period. Wonder where the NT2k4
> engine will be knicked from in that case.
> Jason
Mike
--
------------------------
Help Wanted: Psychic. You know where to apply.
and about 30% too low at low speeds!
-----= Posted via Newsfeeds.Com, Uncensored Usenet News =-----
http://www.newsfeeds.com - The #1 Newsgroup Service in the World!
-----== Over 80,000 Newsgroups - 16 Different Servers! =-----
> > and about 30% too low at low speeds!
I went and drove the US GP track in F1 2002 after watching the tape of
the real one, and with about an hour's work, starting from the "United
States" setup and making only minor tweaks, I got down to 1:18. Crappy
laptime in absolute terms, but I'm a crappy driver and for me to get to
a 105% level in an hour is not bad. But the point is that when I
checked the telemetry, where I was losing time was not in the low speed
corners. I was losing it in the entry to turn 1 and the exit from the
penultimate turn before you get back on the speedway; in both cases due
to being unable to hit the turn in point accurately. Different problem
entirely. On all of the low speed turns in the back stretch I was as
fast or faster than the benchmark 1:14 lap that is shown in the
telemetry window. So again, these cars have realistic levels of low
speed grip if you learn how to drive them.
All I am doing is making sure I have the proper gear, using low traction
control (full doesn't allow you to get a good drift going), getting back
on the throttle before the apex, and modulating the throttle very
carefully. You have to use enough throttle to balance the car (i.e. to
get enough drift to counter the understeer), but no more than that. The
setup changes I made were mostly just some slight tweaking of tire
pressure and camber, and a slight numerical reduction in gear ratios.
This allowed me to get realistic performance.
The degree of delicacy required with the throttle is realistic too. I
remember someone in here about a year ago who got a ride in a real F1
car, and at the track he was told not to depress the throttle more than
10 mm when starting off in order to avoid spinning. These are hugely
powerful cars and you have to be able to modulate the torque or you are
going to end up backwards. So I think the sensitivity is realistic.
Another question - what do you have your throttle axis sensitivity set
to? It should be 50%, and there should be no dead spots. And again,
make sure you don't have the split axis 50% dead spot bug. Try working
your throttle in the controller view to make sure you are getting full
travel. Anything else will be very difficult to modulate properly. F1
2001 in split axis mode had that bug, and it was impossible for me to
play until I learned the DX Tweak workaround. F1 2002 allows you to fix
it in the .plr file instead of using DXTweak, but it is still
undocumented and therefore there still seem to be a lot of people who
are not aware that they have the problem.