I'm down to 1:49.47 on dundas.
I'm using a microsoft FF wheel and I'm using button X as brakes (abs on full
to do this) and i'm using the brake pedal as a clutch.
Also, what are the record times for each track?
thanks!
I'm using a microsoft FF wheel and I'm using button X as brakes (abs on full
to do this) and i'm using the brake pedal as a clutch.
Also, what are the record times for each track?
thanks!
P.S. How does viper racing compare to GPL in difficulty?
I know GPl is tougher, but how much? (by comparison, like nfs4 is impossible
to spin out and is fairly unrealistic vs. viper racing, or some comparison
like that)
thanks!
thanks!
> > Been some time since I keep up with Viper Racing. What car are you
> refering
> > to-The regular Quick Race car of the GT-R. I consider myself very SLOW,
> > especially at Dundas and with the regular Viper my best time was 1:42:52
> and
> > with the GT-R 1:28:84. Based on how slow my times were, you have a way
> to go
> > to approach good times. Paul
Viper Racing Club Hot Laps Chart 9-05-99
Bemidji
John Bodin 0:31.50 Career/GT ABS, Auto-Clutch
John Bodin 0:33.13 Q/S-GTSR ABS, Auto-Clutch
John Bodin 0:37.08 Q/S Auto-Clutch
Bemidji Reversed
John Bodin 0:32.94 Career/Pro ABS, Auto-Clutch
John Bodin 0:35.98 Q/S Auto-Clutch
Castlegreen
John Bodin 1:14.43 Q/S-GTSR ABS, Auto-Clutch
John Bodin 1:16.97 Career/GT ABS, Auto-Clutch
John Bodin 1:28.86 Q/S Auto-Clutch
Castlegreen Reversed
John Bodin 1:24.19 Career/Pro ABS, Auto-Clutch
John Bodin 1:29.68 Q/S Auto-Clutch
Dayton
John Bodin 0:53.63 Q/S-GTSR ABS, Auto-Clutch
John Bodin 0:55.12 Career/GT ABS, Auto-Clutch
John Bodin 0:58.54 Career/Pro ABS, Auto-Clutch
Dayton Reversed
John Bodin 0:54.06 Q/S-GTSR ABS, Auto-Clutch
John Bodin 0:56.14 Career/Pro ABS, Auto-Clutch
John Bodin 1:01.60 Q/S Auto-Clutch
Silverdale
John Bodin 0:53.93 Career/GT ABS, Auto-Clutch
John Bodin 0:56.75 Career/Pro ABS, Auto-Clutch
John Bodin 1:01.60 Q/S Auto-Clutch
Silverdale Reversed
John Bodin 0:59.85 Career/Pro ABS, Auto-Clutch
John Bodin 1:03.80 Q/S Auto-Clutch
Ridge Valley
John Bodin 1:22.30 Q/S-GTSR ABS, Auto-Clutch
John Bodin 1:23.96 Career/GT ABS, Auto-Clutch
John Bodin 1:27.96 Career/Pro ABS, Auto-Clutch
Ridge Valley Reversed
John Bodin 1:41.64 Q/S ABS, Auto-Clutch
Sunset Mesa
John Bodin 1:57.45 Q/S-GTSR ABS, Auto-Clutch
John Bodin 2:24.32 Q/S Auto-Clutch
Sunset Mesa Reversed
John Bodin 2:03.31 Career/GT ABS, Auto-Clutch
John Bodin 2:26.73 Q/S Auto-Clutch
Dundas
John Bodin 1:28.86 Career/GT ABS, Auto-Clutch
John Bodin 1:40.91 Career/Club ABS, Auto-Clutch
Dundas Reversed
John Bodin 1:34.97 Career/Pro ABS, Auto-Clutch
Rock Island
John Bodin 1:27.58 Career/GT ABS, Auto-Clutch
John Bodin 1:28.92 Career/Pro ABS, Auto-Clutch
>I'm using a microsoft FF wheel and I'm using button X as brakes (abs on
full
>to do this) and i'm using the brake pedal as a clutch.
>Also, what are the record times for each track?
>thanks!
> I'm using a microsoft FF wheel and I'm using button X as brakes (abs on full
> to do this) and i'm using the brake pedal as a clutch.
> Also, what are the record times for each track?
> thanks!
> > darn...guess i've got a ways to go...practice practice!!
> > I'm reffering to the stock viper, in quick race mode.
> > Another 5 seconds to shave off...
> > Anybody know any websites for setups in viper racing?
> > I experimented with giving the car a more neutral -> oversteer feel, but
> > with that setup the backend was always heading towards the wall and I
was
> > getting slower times in the end.
> > thanks!
> thanks!
> > darn...guess i've got a ways to go...practice practice!!
> > I'm reffering to the stock viper, in quick race mode.
> > Another 5 seconds to shave off...
> > Anybody know any websites for setups in viper racing?
> > I experimented with giving the car a more neutral -> oversteer feel, but
> > with that setup the backend was always heading towards the wall and I was
> > getting slower times in the end.
> > thanks!
> > > Been some time since I keep up with Viper Racing. What car are you
> > refering
> > > to-The regular Quick Race car of the GT-R. I consider myself very SLOW,
> > > especially at Dundas and with the regular Viper my best time was 1:42:52
> > and
> > > with the GT-R 1:28:84. Based on how slow my times were, you have a way
> > to go
> > > to approach good times. Paul
GPL is the most accurate automobile simulation to date. Viper Racing is the
only thing that even comes close (and it's not all that far behind), and
then I'd rank Powerslide (yes, the arcade racer from Ratbag) as the
third-best physics engine (SCGT works well enough, but to me it either
doesn't model or doesn't convey vehicle dynamics as well as Viper Racing or
Powerslide).
As far as Viper Racing goes, some people say it's too easy to spin out from
a standing start, for example, and cite this as a sign of how unrealistic it
is. If you consider the type of vehicle they're modeling (front engine,
rear-drive, tail-happy sports/GT) and the amount of horsepower a Viper has
(300+ hp?), then you begin to understand that a real Viper just MIGHT be
that touchy. If you've ever driven a small truck (a Chevy S-10 or such)
with a V-6 engine or a torquey 4-cylinder, then you might have some idea of
how easy it can be to break the rear end loose on an average vehicle, and
the Viper is in the 300+hp range, so it's got to be fairly touchy/twitchy.
Keeping this in mind, Viper Racing just feels right to me.
Powerslide, on the other hand, does a great job of modeling generic vehicle
types (imaginary futuristic racers and a few nondescript doppelgangers of
more contemporary street and off-road vehicles). The physics model is
communcative, lively, predictable, and when you put all that together, it
just FEELS right. Powerslide feels alive and realistic to me -- so much so
that it's hard for me to classify it as an arcade racer in the same category
as things like NFS (or even the SCGT category, which is definitely a step
above the arcade racer genre, but definitely near the bottom rungs of the
simulation ladder).
I've argued in the past that Viper Racing and GPL are virtually equal in the
simulation department. GPL does the best job ever of modeling of a 1967
Grand Prix racer, while Viper Racing does the best job ever of modeling a
1990s *** front-engine, rear-drive sports car. I list Powerslide in this
same league because I think it does the best job ever of modeling a generic,
nondescript high-horsepower vehicle -- as I said, NFS and SCGT would do well
to emulate the lively, communicative modeling that Ratbag has achieved with
Powerslide.
FWIW, I do own the full version of SCGT, and I've played around with it
quite extensively, but I just haven't found it as satisfying as my own
personal favorites (GPL, Viper Racing, and Powerslide).
That's my $0.02 - and then some! <G>
-- JB
>P.S. How does viper racing compare to GPL in difficulty?
>I know GPl is tougher, but how much? (by comparison, like nfs4 is
impossible
>to spin out and is fairly unrealistic vs. viper racing, or some comparison
>like that)
>thanks!
>> What are considered good times in viper racing for each track?
>> I'm down to 1:49.47 on dundas.
>> I'm using a microsoft FF wheel and I'm using button X as brakes (abs on
>full
>> to do this) and i'm using the brake pedal as a clutch.
>> Also, what are the record times for each track?
>> thanks!
> GPL is the most accurate automobile simulation to date. Viper Racing is
the
> only thing that even comes close (and it's not all that far behind), and
> then I'd rank Powerslide (yes, the arcade racer from Ratbag) as the
> third-best physics engine (SCGT works well enough, but to me it either
> doesn't model or doesn't convey vehicle dynamics as well as Viper Racing
or
> Powerslide).
> As far as Viper Racing goes, some people say it's too easy to spin out
from
> a standing start, for example, and cite this as a sign of how unrealistic
it
> is. If you consider the type of vehicle they're modeling (front engine,
> rear-drive, tail-happy sports/GT) and the amount of horsepower a Viper has
> (300+ hp?), then you begin to understand that a real Viper just MIGHT be
> that touchy. If you've ever driven a small truck (a Chevy S-10 or such)
> with a V-6 engine or a torquey 4-cylinder, then you might have some idea
of
> how easy it can be to break the rear end loose on an average vehicle, and
> the Viper is in the 300+hp range, so it's got to be fairly touchy/twitchy.
> Keeping this in mind, Viper Racing just feels right to me.
> Powerslide, on the other hand, does a great job of modeling generic
vehicle
> types (imaginary futuristic racers and a few nondescript doppelgangers of
> more contemporary street and off-road vehicles). The physics model is
> communcative, lively, predictable, and when you put all that together, it
> just FEELS right. Powerslide feels alive and realistic to me -- so much
so
> that it's hard for me to classify it as an arcade racer in the same
category
> as things like NFS (or even the SCGT category, which is definitely a step
> above the arcade racer genre, but definitely near the bottom rungs of the
> simulation ladder).
> I've argued in the past that Viper Racing and GPL are virtually equal in
the
> simulation department. GPL does the best job ever of modeling of a 1967
> Grand Prix racer, while Viper Racing does the best job ever of modeling a
> 1990s *** front-engine, rear-drive sports car. I list Powerslide in
this
> same league because I think it does the best job ever of modeling a
generic,
> nondescript high-horsepower vehicle -- as I said, NFS and SCGT would do
well
> to emulate the lively, communicative modeling that Ratbag has achieved
with
> Powerslide.
> FWIW, I do own the full version of SCGT, and I've played around with it
> quite extensively, but I just haven't found it as satisfying as my own
> personal favorites (GPL, Viper Racing, and Powerslide).
> That's my $0.02 - and then some! <G>
> -- JB
> >I changed my setup from moderate understeer (this was the 1st time I
played
> >the game in a while and i didn't wanna get frustrated from constantly
> >spinning out) to a near neutral setup and I got down to 1:47.52. I think
if
> >I set it to absolute neutral, I should be able to get below 1:47. :)
> >P.S. How does viper racing compare to GPL in difficulty?
> >I know GPl is tougher, but how much? (by comparison, like nfs4 is
> impossible
> >to spin out and is fairly unrealistic vs. viper racing, or some
comparison
> >like that)
> >thanks!
> >> What are considered good times in viper racing for each track?
> >> I'm down to 1:49.47 on dundas.
> >> I'm using a microsoft FF wheel and I'm using button X as brakes (abs on
> >full
> >> to do this) and i'm using the brake pedal as a clutch.
> >> Also, what are the record times for each track?
> >> thanks!
> > well i'm down to 1:45.96
> > I find that if I'm coming up to anyone of the sharper turns and I get on
the
> > brakes, then when I'm at the top end of the 3rd gear range, i put the
car in
> > 3rd gear, if i'm in the turn, this results in the back end going out and
> > thus a slower turn. SO, I'm curious as to what everyone else does, do
you do
> > the same thing i'm doing? or do you put it into 4th first, and then when
> > you're slowed down more put it into 3rd? OR do you do all your braking
> > before you start to turn and just go from 5th or 6th directly to 3rd?
> > thanks!
> > > darn...guess i've got a ways to go...practice practice!!
> > > I'm reffering to the stock viper, in quick race mode.
> > > Another 5 seconds to shave off...
> > > Anybody know any websites for setups in viper racing?
> > > I experimented with giving the car a more neutral -> oversteer feel,
but
> > > with that setup the backend was always heading towards the wall and I
was
> > > getting slower times in the end.
> > > thanks!
> > > > Been some time since I keep up with Viper Racing. What car are you
> > > refering
> > > > to-The regular Quick Race car of the GT-R. I consider myself very
SLOW,
> > > > especially at Dundas and with the regular Viper my best time was
1:42:52
> > > and
> > > > with the GT-R 1:28:84. Based on how slow my times were, you have a
way
> > > to go
> > > > to approach good times. Paul
When I'm ready to race, I take my hotlap setup, and then "detune" it a bit
(more wing, softer shock settings, etc.). When "detuning" a hotlap setup, I
try to achieve stability and controllability over ultimate speed (or lap
speed). If I come up with a race setup that's a few seconds off my personal
best, but it's more controllable, I usually find that I can run rings around
the AI.
Hotlapping teaches you how to go fast, but the AI helps teach you how to
race. If you can't complete a race without ramming the AI cars (unless it's
a pileup situation that they've caused or such), then you're probably not
ready to race against humans. This is how I prepared for racing GPL online,
and while I've never been a spectacular performer, I've also never punted
anybody who was driving a good line, and I seldom get in anybody's way, or
caused problems when I'm slower.
I just wish Viper Racing was as online-friendly as GPL. :-(
-- JB
>> What are considered good times in viper racing for each track?
>> I'm down to 1:49.47 on dundas.
>> I'm using a microsoft FF wheel and I'm using button X as brakes (abs on
>full
>> to do this) and i'm using the brake pedal as a clutch.
>> Also, what are the record times for each track?
>> thanks!