1. Typical damage model, bent metal, broken wheels, blown engines.
There is a patch by PWF that "adds" to the visual damage, such as caved
in door panels. Each model "drives" a little different, if that is what
you mean by their own physics.
2. Arcade is easier to drive, less accurate and more forgiving.
3. No shift r function.
4. They seem to drive a baseline speed and then depending on how you
drive, they adjust from there. I personally, prefer the setting that
adjusts AFTER the race (can't recall the actual term in the game for
it). I can run a series of races at a track that I am weaker at and the
game constantly adjusts the AI % over time. After about 10 10% races, I
usually kick it up a click above the generated % and use that until I
improve again.
5. www.setup-guru.com
> Hey Guys, I would like some help on a few things in NR2003 that I
can't
> figure out:
> 1) What do GNS, Cup Damage do? Do they have their own physics?
> 2) What is the difference in Arcade mode to Sim mode?
> 3) Does the game have a proper "Shift-R" like in GPL?
> 4) When I enable adaptive speed control, and start from the back, do
they go
> really slow until I pass them all?
> What I mean is, Do the AI work better with it off or on?
> 5) Where can I get some really good base setups for PWF/TPTCC?
> Thanks for your time :-)
> --
> - ***Goat - gummiged
> "Gentlemen, you can't fight in here! This is the War Room!"
> - Dr. Strangelove
> "Don't take this the wrong way, but genetically you're a Cul-De-Sac"
> - Bernard Black to Manny, (Black Books)