C:PR which I really never came to term with. I was also curious how
the new V5 would work with this one.
The V5's 4xFSAA really came to life with the games maximum resolution
of 640x480, averaging around 40 fps, everything on and on max. The
game will never look better :)
I configures my MSFF in C:PR with 0 deadzone, 0 % non-linear, and 70 %
speed sensivity.
I fired up Fontana and gave it a go. Sensation of speed is amzing, it
feels like flying. The problem came when I entered the turns. The car
understeered heavily, which is understandable if the setup it wrong,
but if I turned so much that the front tires was starting to scream,
and then some more, the car snap oversteers in midturn, hitting the
inside wall. I find that a bit weird.
Similar on the roadcourses. Road America is a blast, but if trying to
take the kink too fast, the car suddenly oversteers and spins
around. I don't know if it is because of the downforce or a serious
flaw in the model.
All in all, I got tired after about 30 minutes. It was just too
frustrating with the car oversteering in a understeering state. And
when the car spins, it takes about 5 donuts to put it at the right
direction again.
But the graphics and speed sensation is good, very good, except they
didn't model the building i was visiting in Surfers Paradise :)
Back to GPL. The first thing that struck me was the feeling of
the car actually beeing in contact with the tarmac. It may be because
of the stonger FF though, but I think the biggest reason is GPL's
modelling of gyro effects in the wheels. Like when I turn the wheel at
standstill, I don't want it bouncing back until I get the car going.
Enough rambling. Have a nice weekend.
--
Olav K. Malmin
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