They do troll this newsgroup. I know that for a fact!
As for Superbikes not having a damage model. On bikes the slowest off destroys a
lever or a fairing bracket. In the "old" days (1970's) a lot more racers would
pick up a bike after a minor shunt and continue riding. Nowadays everything
breaks too easy and only loonies like Wayne Gardner or Kevin Schwantz try to
ride bent bikes. If EA Supebikes was to be really really realistic (as apposed
to only really realistic) then every off would be a DNF. Is suppose it could be
fun to race a bike that tries to counter steer even when going straight!
> > Rain graphics are not up to scratch but then again I think SCGT's
> graphics are
> > pretty poor all around. Who has ever heard of a modern Sim without car
> damage
> > modeling? However, the actual change to the handling in the rain is quite
> well
> > done.
> Superbike World Championship. ;) I don't know that the graphics are all
> that bad. My biggest complaint are the textures which seem to be blurry.
> But after looking at the mAS editor and looking around some of the bmps,
> they are rather small and blurry, so that may account for things. However,
> other that not having real rooster tails or actual rain coming down, etc. I
> have enjoyed racing at night in the rain. :)
> > I have also noticed a lack of slipstreaming. Quite annoying when you have
> spent
> > the winnings on brakes and the AI winners seem to be a few KMH faster.
> Heh, try this one on for size. At Sebring I even took the time to change
> the default setup (oh my....) and max it out for speed where I reached the
> peak of 6th on the backstraight, have very little wing, etc all in a 818hp
> Porsche GT1. Yet still have I have a weenie Callway Corvette (and I do love
> Vettes btw), who's base hp is fairly low in comparison to many of the other
> cars, PULL away from me...what?! So I loaded it an old season, maxed out
> the 'vette and tried it myself. Um, nope, even with every option turned on
> and almost zero wing, gearing setup decently I can't match the AI vette in
> raw speed. So, obviously the AI makes up for its horrid performance under
> braking and through corners by overcompensating on the straight away speed.
> > As for aggresive AI. They are a bunch of pussies compared to the loonies
> in TOCA
> > 2. I swear the TOCA 2 AI drivers have crosshairs on ther windscreens with
> you as
> > the target.
> I don't know..I've seen that happen a couple times. Where I honestly swear
> that the AI waited til I was around to suddenly swerve across the road and
> take me out. Had one of those episodes and it damaged my wheel near the
> start of the lap, limped around on a bad tire (which did effect handling!)
> but only took 21seconds in the pits to fix (normal 26gallon gas pit is 12
> seconds). Man, I bet all the real pit crew wish they could fix things that
> quick! :)
> > The carreer mode is fun. Perhaps other sim developers can learn something
> from
> > it.
> Its a start. I dunno, sometimes I don't think developers go out and
> research the competition. Personally if I was going to produce a racing
> game, someday maybe :), I'd make sure that I go find all the racing games
> that cater to the market I'm targetting and play them all. Find out what
> they do well, what they don't do well, etc. Troll the newsgroup such as RAS
> and find out what people did and didn't like about said games...what people
> were interested in. Then combine that all with what I wanted the racing
> game to be like.