> > No, it's just that as others have noted, this is far from the EA/Tiburon
> > crew's first effort at Nascar.
> Well, in terms of a non-console port, it is.
products based on the ISI game engine. Sure it's got some new bits in
there, but a lot's very familiar.
anyway.
Kind of my point, actually. It's being sold as a new product, which
inherently means current code, but it has some legacy issues relating to the
base engine. Same with GTR for instance; SimBin have done great things with
the old F1C engine, but it's creaking at the seams. The middleware is
definitely holding GTR back. But I guess that's all they have to work with
until they can license a next gen engine. Who knows when that might be
available, since ISI's still tweaking rFactor for their own upcoming
release.
Know what you mean - driving should be *** the limit, but not below it.
But staying on the limit should be hard, and with the NSR demo you could
just about floor it all the way around Kansas and steer into and out of
anything one-handed. I like to think I can drive OK, but dirt-tracking it
at 170 on pavement... ;-) Perhaps the final (or more likely a patched
final) will be better. Could be; just locking the rear end in the HDV file
made the cars a lot more Papy-like in how they acted when the rear end let
go. I just wonder if they WANT that much of an edge on it. You almost wish
they'd take the approach MGI did with Heat and have the *** mode locked
in a config file unknown to the masses, but available to those of us for
whom it matters.
That's funny about GPL though; I remember thinking GPL was too hard going
slow back in the day, but now it seems so easy. And the experience of
learning to drive a real sim from GPL translates to other modern sims, and
vice versa. Driving is driving, it's just a matter of learning to read the
cues in the 2D environment. Granted, the GPL cars had some seriously funky
virtual tires on them. I remember driving GPL once and thinking if my
mechanic gave me a real car that handled like that I'd drive right back to
the pits and punch him out! But everyone had to use them, so it was fair
and you just got on with trying to figure them out.
Kaemmer's point then was that any accurate sim would be harder to drive than
in reality because you lacked real-world feedback. Others have taken the
approach of softening the edges to make it "seem" real (which is the gist of
what Henrik Roos has said about GTR feeling more real with TC & ABS on low),
but Kaemmer said it was just a matter of the user learning the environment,
not changing the physics. I'm down with that. ;-)