It's also interesting to see the lines they drive in those
Using closer-to-production sized brakes and DOT tires compared to T/A would
have some influence too. ;-)
-jde
It's also interesting to see the lines they drive in those
Using closer-to-production sized brakes and DOT tires compared to T/A would
have some influence too. ;-)
-jde
Remember Noonan's Atlanta is based on the 1967 track. Even the V3.0 Road Atlanta
for the ISI sims is not up to date. I am not aware of any conversion/3rd party
version of Road Atlanta that uses the right hand pits as they do now. Every version
of the layout for the ISI camp always seems to start with the SCGT original track and
unfortunately, RA changed quite a-bit about the time SCGT was coded.
dave henrie
SCGT was close when it was first released. But Road Atlanta was purchased
by Don Panoz about the same time and was modified in several areas. No
track yet that I have seen has gotten all the updates in place.
dave henrie
There are a couple of minor differences, but Road Atlanta is every bit as
awesome as I was hoping. It's got such a great rhythm, fearsome blind rises
and some chicanes that I imagine really get the car unbalanced.
If (when) I ever visit the States I'll have to make sure it's on the agenda!
Ryan
The old version wasn't really different than the current one from T1 through
T7. As for course changes over the years, the first thing to go was the
superfast sweeping dip before the last turn - in favor of the 10-11 corners
(really too big to be a chicane). When Don Panoz bought the track and
upgraded it, he added lots of asthetic features like the new pits, some
curbing and a lot of safety features like walls, fencing, tire barriers and
kitty-litter, but T1-5 were always sharper and steeper than I've seen in any
sim. The SCGT track was recognizable as an attempt at RA, but still far
from accurate.
SB
agenda!
Ryan:
If you ever do visit, Petit Le Mans is a great event to attend. Several
good support races to boot, and the facility is beautiful.
-jde
Thanks Again
David Stamper
> > That is so awesome! Why can't anyone recreate the sound of compressoin
> > braking of a V8 or v6 engine. These engines (I guess due to the use of
a
> > high lift cam) seem to run very erratically, always poping and cracking,
> > never idling smoothy. I love it. Thanks for the link.
> > Davd Stamper
> > > Apologies if this has already been posted here, but there are some
> > > great onboard vids of David Farmer racing a Corvette Z06 in the
> > > Speedvision World Challenge GT series here:
> > > http://www.metricchemical.com/motorsport.html
> > > These are full races onboard at places like Sebring,Road
> > > Atlanta,Mosport,Laguna Seca,Sears Point,Lime Rock.,etc.
> > > Enjoy!
> > > DK
F1C is altogether a 5-alarm improvement over previous EA attempts at a F1
game. Considering you can get it for under 20 bucks now, there's no reason
not to. Free mods like GTR are worth the price of admission.
I gave up on Crammond's efforts after GP1. So has almost everybody else,
altho it still has a wierd, cult-like appeal.
--Steve
> Thanks Again
> David Stamper
> > They DO pop and bang; in F1C et seq. you can even model the volume
> > independently. And it's duration (the intake-exhaust overlap), not lift
> or
> > compression.
> > > That is so awesome! Why can't anyone recreate the sound of
compressoin
> > > braking of a V8 or v6 engine. These engines (I guess due to the use
of
> a
> > > high lift cam) seem to run very erratically, always poping and
cracking,
> > > never idling smoothy. I love it. Thanks for the link.
> > > Davd Stamper
> > > > Apologies if this has already been posted here, but there are some
> > > > great onboard vids of David Farmer racing a Corvette Z06 in the
> > > > Speedvision World Challenge GT series here:
> > > > http://www.metricchemical.com/motorsport.html
> > > > These are full races onboard at places like Sebring,Road
> > > > Atlanta,Mosport,Laguna Seca,Sears Point,Lime Rock.,etc.
> > > > Enjoy!
> > > > DK