I was in retro mode yesterday, so I installed the rather controversal
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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Olav K. Malmin <[email hidden]> wrote in message
news:[email hidden]...
> I was in retro mode yesterday, so I installed the rather controversal
> C:PR which I really never came to term with. I was also curious how
> the new V5 would work with this one.
I loved the way the car set-ups were implemented. The way you had a question
and answer session with your mechanic. Much more intuitive than just
fiddling with settings I didn't really know anything about.
> I loved the way the car set-ups were implemented. The way you had aquestion
> and answer session with your mechanic. Much more intuitive than just
> fiddling with settings I didn't really know anything about.
Me too. I really wish other games did the same. It makes it easier to get
into, and it's how it works in real life.
Bobby
But did anybody ever fix the AI? I went in professional mode and ran the
opponents at 999, and still usually lapped the field. Does anybody know how to
make the CC's more competitive?
Mike
Rolfie wrote:
Quoted text (9 lines)
> Olav K. Malmin <[email hidden]> wrote in message > news:[email hidden]... > > I was in retro mode yesterday, so I installed the rather controversal > > C:PR which I really never came to term with. I was also curious how > > the new V5 would work with this one. > > I loved the way the car set-ups were implemented. The way you had a question > and answer session with your mechanic. Much more intuitive than just > fiddling with settings I didn't really know anything about. Yes, find an old copy of CART Racing(ICR2)
dave henrie
(V5 won't help that old puppy....) :(
"Mike Bara" <[email hidden]> wrote in message
news:[email hidden]...
> But did anybody ever fix the AI? I went in professional mode and ran the
> opponents at 999, and still usually lapped the field. Does anybody knowhow to
question
> > and answer session with your mechanic. Much more intuitive than just
> > fiddling with settings I didn't really know anything about.
>
Quoted text (13 lines)
> make the CC's more competitive? > > Mike > > Rolfie wrote: > > > Olav K. Malmin <[email hidden]> wrote in message > > news:[email hidden]... > > > I was in retro mode yesterday, so I installed the rather controversal > > > C:PR which I really never came to term with. I was also curious how > > > the new V5 would work with this one. > > > > I loved the way the car set-ups were implemented. The way you had aMost likely your car was bottoming. I did some extensive testing at
Mid-Ohio in CPR a few months ago and the bumps are terrible...When you hit
them the car gets unsteady and I really had to work with the in game
engineer to get over the problem. Once you get the car working right with
the setup, it is a blast to drive. Many people never really got the full
effects of CPR because they refused to drive in "Pro" mode...The physics are
actually pretty decent in pro and it is a very challenging game. Maybe not
to the level of GPL, but I would rank it up near the top of the sim
charts...too bad the AI is terrible and there are gameplay issues like lack
of control in pits...Now that I think about it, the net coding wasn't too
bad either...I remember many long fun nights racing at the zone...
Well enough rambling,
Jesse Black


































