took on the game. I know that we can not make everyone happy but we are
still going to try. Also the game really likes a lot of CPU power. I have
noticed that it is a better experience with a 16 plus mb card. Also this
game is not going away. We are going to stay with it and keep developing it.
That is the awesome part of an online sim.
The design of the online game will allow the racers to:
Qualify
Race
Determine winner
Your race stats are sent to your personal web page real time for all to see.
So there is a *whole* lot comming from the online side of the game!
AMA Superbike is loaded with features from real life motorcycle physics.
When Motorsims began creating the physics we decided to begin with a *full*
14 degree of freedom physics model. We realized immediately the difficulty
in driving this model. You would have to keep the bike balanced or it would
fall over. If you leaned into a turn the bike would fall. The two gyros
(created by two spinning wheels) are an incredible effect to control. We
made a design decision from the beginning to make the game more drivable.
The game needed to be competitive to race straight out of the box. In the
offline version the A.I. is at an easy level. To turn it up go the
Riders/Realism menu in the U.I.
Motorsims wanted to create a game for all to play (race). We are staring a
large online racing community. This community will be players of all skill
levels. We will have the more difficult models available throughout the end
of the year. What we can tell right off is that *most* of the players
testing enjoy the easier models. We wanted the players to race the track and
not just be worried about crashing. It is definitely more exciting to race
than to crash. I know not all will agree here but our sales will show the
truth. GPL is probably the finest sim I have ever played. But its sales are
short of what Motorsims is expecting.
I can tell you that we will have a *World Appeal*. David Sadowski, Jamie
Hacking, and Scott Russell have all played the game. Ben Bostrom, Eric
Bostrum, and Tommy and Nicky Haden have all seen the game. They (and others
around the track) say we have hit it on the head.
At this point we decided to add limits for game play. Now it is assumed that
your rider can keep the bike balanced and knows how far he/she can lean it
over. This also applies to several other areas like wheelies (that you do
not hit the accelerator and get tossed on your back). Do not misunderstand
us here, too fast into a corner and you become a geologist (If you have low
sides turned on). By default the low sides are turned off. To turn them on
go to the Riders/Realism menu in the U.I. This will make the game 100%
harder turned on.
The whole idea here is to allow a player to advance from beginner to
intermediate to expert to pro. You begin the game with the easiest model.
What you will be able to realize immediately is there is an awesome physics
model built into the game.
Some areas to look for: (note that for the best experience you will need to
ride in the***pit mode)
The rider moves up and down. This is plus or minus 15% aerodynamic drag.
This allows you to sit up before a corner and "catch air" (slowing you down)
and tuck deep in the***pit for the straight. It can be manually configured
in the "Advanced Options" screen of the U.I.
The rear tire on a Superbike can spin at any time. There is about 160 hp to
about 355 lbs. of total bike weight. This is about a 2 to 1 hp to weight
ratio. You will need to master the art of feeding horsepower to the rear
wheels.
Note that in the upper left of the screen there is a tire meter (blue at
first). As you ride your bike these meters turn colors. Green is the best
and red is slick putty. Also notice we took the tire meter one (or three)
step forward. There are three sides to a tire. We have modeled the
left/center/right sides of the tire. This will tell you exactly what
temperature each part of the tire is at. For instance, if you have a
racetrack like The Colonel's Brainerd International Raceway, you will notice
the race track turns mostly to the right. This means that after a couple of
laps the right side of the tire gets nicely up to temperature. However the
left side is cool. This means that your right turns get great traction and
you will have to be extra careful on lefts. Extra fun!
As you go into a turn your eyes (not head) look slightly into the turn. This
allows for better passing and overall awareness in the turns. This is also
adjustable in the Riders/Realism part of the UI.
As you ride around for the first time press the number 6 key and drive
around. You can see how the bike sets into the turns. Awesome!
**IMPORTANT** You will quickly see that too fast into a corner and the bike
does not steer well and you are off into the grass looking at all of those
beautiful rocks. Some still on you face. A Superbike has two wheels. They
ride on a patch of *** that is about as wide as your palm of your hand.
The maximum g-force is only about 1 to 1.2 g's in the turn. The proper way
to go around the racetrack is to slow for the corner, make the turn and get
the bike back up and put the power down. This will take a few tries but you
will quickly get the hang of it.
The next step is go into the options menu and the to the advanced options.
We have created a completely adjustable control options menu. The sliders
represent your control's axis. You can use the three different curves or
make up your own. (Warning here, you have on some axis like the steering,
you will need to make sure one goes left and one goes right or it will not
work)
The incredible part of the controller setup is that it can support up to 8
devices for a total of 32 axis and 96 buttons! This will allow the racer to
automate some of the axis while manually controlling others. You will need
to experiment to find the perfect setup. Just another way to get up close
and personal on the racetrack.
Usually most people want to get their rider "pitch" on a separate axis. This
will allow you to control your rider independently. Now you can get your
rider up early before a turn and back down around the center of the apex.
This will make a huge difference in lap times.
Also the rider left/right lean on the same axis as your left/right steering
will allow you to get more out of the turn. (Just like a real rider leans
off the bike in a turn). Once you turn it on you will see the effect. You
will need to adjust it to your riding style. (Also be aware this effects the
physics model)
Another tip is to put the rear brake on a separate axis (or even map it to a
button or key). Most Superbike riders only use the front brake. You will
immediately see the better control while braking.
Note: save your setups before you leave and then name them.
In the garage you will find the complete ability to change your bike
settings as well as your gears. You will need to experiment some to find
that perfect setup. Once again save your setups and name them, as you will
need to load them again. You will have a different setup for each track.
Note that in AMA Superbike you can change every gear in your transmission.
However in the 600SS classes you can only change the front and rear
sprockets.
AMA Superbike also has real corner workers. Fully animated. These corner
workers will follow actual AMA rules. Let's say you cut a corner. The corner
worker will actually point at you and flag you for a restart! Keeps it real
and will be a large part of our online series racing. It's better than going
out and hiring locals to call the race.
We have a series starting up. All I can ask is to give it a try. Who knows
some you may like it.
http://www.racesimcentral.net/
http://www.racesimcentral.net/
It has been known that after 10-15 laps the game becomes ***ing. Have fun
and enjoy.
Charles Joyner
Executive Producer
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