Some quick comments about my admittedly limited ammount of seat time
with Soda.
Many folks have complained about the "canned" spin routines in GP2
and F1RS. Soda has no "Canned" spins.
Others have lamented on the lack of a vertical axis in N2 or ICR2.
(ie. cars don't get airborne or flip in wrecks) Soda can roll, bounce,
and flip.
Catching spins is mostly impossible in ICR2, and only marginally
successful in N2\GP2
but in Soda you can hang the back end out way past your horizontal plane
and still haul it back in...(not easily done, but do-able)
There is a small group of users looking for a good American Dirt track
sim because they know that the fastest way to turn left is to turn
right, well in Soda on a long sweeper, I was counter-steering like a
true outlaw.
So does this make Soda more "real" than these other sims?
Only if I ignore the 60mph faceplants I did several times when I came up
short trying to jump a 3 carwidth gap....heheh
dave henrie