> > Exactly my pov too. And don't get me started on Papy track modeling,
or
> >the lack thereof is more like it <g>
> Are you joking or just ***ing stupid?
> Jason
> > Exactly my pov too. And don't get me started on Papy track modeling,
or
> >the lack thereof is more like it <g>
> Are you joking or just ***ing stupid?
> Jason
> >Ill just use Rock as an example of how great Papy track modeling is
seeing
> >how we just ran it. Lets see, real life 3 distinct grooves, in NR03 3/4
of
> >a groove.
> I have no problems running multiple lines there with a good setup.
> Jason
> >*cough* Papy Blinder Brigade Member *cough*
> Poof Patrol
> Jason
>> >Ill just use Rock as an example of how great Papy track modeling is
>seeing
>> >how we just ran it. Lets see, real life 3 distinct grooves, in NR03 3/4
>of
>> >a groove.
>> I have no problems running multiple lines there with a good setup.
>> Jason
> He's talking about doing it and being competitive, not *just* the ability
>to do it. In the real racing, the high line is one of the lines of choice
>at the Rock.
> Try that in an 03 race and see what it gets you. Or Michigan......or
>California........or C***te.......etc, etc.
Overall tho I am much more impressed with the TA/TPTCC model
than I am of the base F1C model-the feel is so much better there's
no comparison. However, once I get my broadband connection up
and running I'll be able to DL those huge F1C mods and see how
they measure up.
John DiFool
> > I haven't had the patience to test tire wear. If it is infested with
the
> > same bug as the RF temps, then presumably the RF wear would be higher as
> > well. If it isn't, then tire wear would certainly be the preferred way
to
> > set up the car for longer races.
> > Could I talk you into sending me a few of yer roadie setups?
> > Jeez, Achim, I screwed up again. You share these gems with me in
confidence
> > and I go blabbing them all over the Internet. Next time I slip up, I
guess
> > I should quote "a usually reliable source."
> No problem at all, as long as you don't remember _how_ the heat problem
> can be cured :) ;)
> And keep them coming - even if sometimes a tidbit should slip out, what
> does it matter. I enjoy discussing these issues with you, and I have
> learnt so much from you every time you let me take a look at your wealth
> of knowledge - seriously.
> We get around to talking about these issues far too seldom! :)
> Achim
> >> >Ill just use Rock as an example of how great Papy track modeling is
> >seeing
> >> >how we just ran it. Lets see, real life 3 distinct grooves, in NR03
3/4
> >of
> >> >a groove.
> >> I have no problems running multiple lines there with a good setup.
> >> Jason
> > He's talking about doing it and being competitive, not *just* the
ability
> >to do it. In the real racing, the high line is one of the lines of
choice
> >at the Rock.
> > Try that in an 03 race and see what it gets you. Or Michigan......or
> >California........or C***te.......etc, etc.
> I've noticed the real stock car guys running lines very close to the
> wall in the turns (most notably the Rock and Michigan)-try this in a
> NR2003 race and you'll drift into the wall in a hurry. <shrug>
> Overall tho I am much more impressed with the TA/TPTCC model
> than I am of the base F1C model-the feel is so much better there's
> no comparison. However, once I get my broadband connection up
> and running I'll be able to DL those huge F1C mods and see how
> they measure up.
> John DiFool
Don't know if it's an incorrect grip in the Papy tracks outside of the low
line along with the above or what. But virtually no where in the sim can
you run competitive high lines, that they do in actual racing. As long as
you get a lot of dedicated help, you can at the 03 ss's though, but I'm
referring to the non- ss tracks.
Several non-ss tracks where two and three wide is the norm, whereas in the
game, the low line is it; it leaves the others in the dust.
Jason
Eldred
--
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Damn Papy anyway for leaving the wall magnets in! :-)
> >All I know is that the best thing a person can do if they want to be good
> >with the Papy TA cars is to spend time driving the F1 cars in F1C. F1C's
> >physics are excellent, and give me more feedback than the Papy cars.
> Then that sounds counterproductive. If the F1C cars give more feedback,
then
> wouldn't you have a problem when you go back to Papy TA? Those cars would
then
> give you relatively little warning when they're about to step out...
> Eldred
David G Fisher
> >> >Ill just use Rock as an example of how great Papy track modeling is
> >seeing
> >> >how we just ran it. Lets see, real life 3 distinct grooves, in NR03
3/4
> >of
> >> >a groove.
> >> I have no problems running multiple lines there with a good setup.
> >> Jason
> > He's talking about doing it and being competitive, not *just* the
ability
> >to do it. In the real racing, the high line is one of the lines of
choice
> >at the Rock.
> > Try that in an 03 race and see what it gets you. Or Michigan......or
> >California........or C***te.......etc, etc.
> I've noticed the real stock car guys running lines very close to the
> wall in the turns (most notably the Rock and Michigan)-try this in a
> NR2003 race and you'll drift into the wall in a hurry. <shrug>
> Overall tho I am much more impressed with the TA/TPTCC model
> than I am of the base F1C model-the feel is so much better there's
> no comparison. However, once I get my broadband connection up
> and running I'll be able to DL those huge F1C mods and see how
> they measure up.
> John DiFool
David G Fisher
> <snip>
> > Well, it's not so much of drifting into the wall, as that the high
lines
> >at various tracks aren't modeled well, if at all, compared to the way the
> >actual tracks are run. For one thing, the Papy tracks are, or at least
> >look(as in perception) like they are from the 03***pit, to narrow
compared
> >to the actual tracks.
> > Don't know if it's an incorrect grip in the Papy tracks outside of the
low
> >line along with the above or what. But virtually no where in the sim can
> >you run competitive high lines, that they do in actual racing. As long
as
> >you get a lot of dedicated help, you can at the 03 ss's though, but I'm
> >referring to the non- ss tracks.
> > Several non-ss tracks where two and three wide is the norm, whereas in
the
> >game, the low line is it; it leaves the others in the dust.
> In my experience with NR2003, if you go wider than the darkened groove
> the grip reduces drastically. So, depending on how wide the groove is,
> that's how much choice you've got when choosing a line through the
> corners. This is when running the non-SS tracks, of course. It may
> well be there in the SS tracks as well, but because of the steeper
> banking, it doesn't show as much.
> --
> Peter Ives (AKA Pete Ivington)
> Remove ALL_STRESS before replying via email
> If you know what's good for you, don't listen to me :)
> GPLRank Joystick -50.63 Wheel -25.01
>> In my experience with NR2003, if you go wider than the darkened groove
>> the grip reduces drastically. So, depending on how wide the groove is,
>> that's how much choice you've got when choosing a line through the
>> corners. This is when running the non-SS tracks, of course. It may
>> well be there in the SS tracks as well, but because of the steeper
>> banking, it doesn't show as much.
>> --
>> Peter Ives (AKA Pete Ivington)
>> Remove ALL_STRESS before replying via email
>> If you know what's good for you, don't listen to me :)
>> GPLRank Joystick -50.63 Wheel -25.01
>Yep, exactly. Problem is, that's not how it is at several of the actual
>tracks during actual racing <g>