Brian
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There was a theory that SODA (done by an outside developer and published by
Papy) was a "preview" of the GPL physics engine (in much the same way GPL
was supposed to presage N3's physics engine), and indeed, there are some
similiarities...including the way the suspension appears to "move" (in both
it doesn't really move; it stretches). Be that as it may, it was a great
game in its own right (and offered flawless multiplayer on my home LAN), in
its day...but it's day has come and gone, as I discovered the other day when
I went to fire it up for old times' sake, and discovered it requires
256-color graphics!
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I think that sums up SODA pretty well -- from a physics standpoint it might
be wonderful, but it definitely lags too far behind in other areas to be
considered any kind of a contender in its current form.
I haven't tried SODA myself (I may rectify this soon -- it's in the bargain
bin with a VERY cheap pricetag at Best Buys these days), but I have a
feeling that RatBag's Dirt Track Racing is really going to blow our socks
off. RaBag's Powerslide game has an awesome physics model for an arcade
racer -- and as far as sims go, I think that in some ways it's in the same
league as Viper Racing and GPL; it's certainly got a better handle on
physics modeling than SCGT as far as I'm concerned. Dirt Track Racing is
going to be targeting the sim racing crowd, and I think RatBag's going to
impress all of us.
-- John Bodin
Publisher, The IRL Insider Magazine
http://irlinsider.adnetweb.com/
>Brian
> Brian
If you do, I'll email you the Kokomo Speedway 1/4 mile
dirt oval track that I made :) The buggies do a great
imitation of a non-winged sprint car, though they
are a bit under-powered. The 2WD trucks work a
little better on an oval, but don't look as much like
a sprint car!
--
Pat Dotson
In a perfect world.....Yes! Papyrus has the perfect physics engine to model
a sprint car sim, In the real world.......No! If it's not sanctioned by
NASCAR Sierra will apply the brakes.
Coot