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Rec.Autos.Simulators Archive

SCGT - Two questions

7 posts by 6 people · 01 Jun 2000 11:23 UTC - 02 Jun 2000 04:05 UTC

Steven Crook-Dawkins 01 Jun 2000 11:23 UTC#266106
I'm new to SGCT - and I live in the UK. First Question - Does the "desert speedway" track (first one on GT3) actually exist? I've been racing this track and it seems to be a complete death trap. The track has two banked sections, where high speeds are attained, but both end in sharp corners (one and S bend, the other a tight 180). These corners are surrounded by solid walls. No run off areas, and no count down markers, or even obvious braking points. On top of all this, due to the walls, you cannot see through the S bend as you approach, so any spinners, accidents etc in there and you don't see till its too late. I'm no good on this track, so its maybe just "sour grapes" but, if the track actually exists - does it kill drivers? - or is there no problem? Second Question - I have a Logitech FF wheel and whilst driving (badly) on Desert Highway the force feedback just dissappeared entirely. Even leaving SCGT and using the Logitech test utility still didn't bring it back till I did a complete reboot. Anyone else experienced this? Any solutions? -- Its only happened once so far, and all the connections where tight on the wheel and PC. Thanks, -- Steven
Steven Crook-Dawkins 01 Jun 2000 12:27 UTC#266121
I'll happily accept that my driving could do with improvement. I'd would be interested to know whether my idea that the track (at least in the configuration shown in SCGT) is dangerous, or at best, badly designed holds up. In particular: No run off areas Solid walls only placed near tight bends after a large braking area Lack of visibility through turns No countdown markers For those interested, I've found a web site for the track http://www.lvms.com/Track_Info/track_info.html Thanks Simon Brown wrote:
Quoted text (9 lines)> It is a real track, because i briefly saw some sports car racing round it on > Eurosport. I haven't got a clue what it's called though (it's not Daytona > infield section is it, the one they use for the Daytona 24 hrs?). As for > the force-feedback dissapearing, it's never happened to me (LWFF), but you > might want to check you've got up-to-date drivers and the Sport Car GT > patch. > If you are a bit gentler with the brake and pedal you should be abl to get > around Desert Speedway fairly easily, and don't try to take the chicane too > fast.
-- Steven
Simon Brown 01 Jun 2000 12:52 UTC#266111
It is a real track, because i briefly saw some sports car racing round it on Eurosport. I haven't got a clue what it's called though (it's not Daytona infield section is it, the one they use for the Daytona 24 hrs?). As for the force-feedback dissapearing, it's never happened to me (LWFF), but you might want to check you've got up-to-date drivers and the Sport Car GT patch. If you are a bit gentler with the brake and pedal you should be abl to get around Desert Speedway fairly easily, and don't try to take the chicane too fast.
Myk 01 Jun 2000 15:56 UTC#266048
On Thu, 01 Jun 2000 11:52:59 GMT, "Simon Brown" <[email hidden]> wrote: >It is a real track, because i briefly saw some sports car racing round it on >Eurosport. I haven't got a clue what it's called though (it's not Daytona >infield section is it, the one they use for the Daytona 24 hrs?). It is definitely NOT the Daytona infield. Lord knows I worked that a few times for the 24 Hours and such. :) In fact, I rather wish they DID have it in there as it is far nicer a course (complete with run off areas) than the Desert one. I'll second the original in that it's not the most realistic nor is it even a fun track to run.
Green Giant 01 Jun 2000 16:11 UTC#266044
As you're found it is Las Vegas Raceway but the strange thing is that when they raced there last November in the ALMS there weren't tyre walls at the end of the straights. I'm surprised nobody's tried to edit them out. Steven Crook-Dawkins wrote:
Quoted text (31 lines)> I'll happily accept that my driving could do with improvement. > I'd would be interested to know whether my idea that the track (at least > in the configuration shown in SCGT) is dangerous, or at best, badly designed > holds up. > > In particular: > No run off areas > Solid walls only placed near tight bends after a large braking area > Lack of visibility through turns > No countdown markers > > For those interested, > I've found a web site for the track > http://www.lvms.com/Track_Info/track_info.html > > Thanks > > Simon Brown wrote: > > > It is a real track, because i briefly saw some sports car racing round it on > > Eurosport. I haven't got a clue what it's called though (it's not Daytona > > infield section is it, the one they use for the Daytona 24 hrs?). As for > > the force-feedback dissapearing, it's never happened to me (LWFF), but you > > might want to check you've got up-to-date drivers and the Sport Car GT > > patch. > > If you are a bit gentler with the brake and pedal you should be abl to get > > around Desert Speedway fairly easily, and don't try to take the chicane too > > fast. > > -- > Steven
Rob Adams 01 Jun 2000 23:22 UTC#266004
I agree with Cuda. Practise and get a good start position (ideally pole). Then get a good start. There tends to be a pileup in the S-turn on the first lap and it's best to be in front of it. With a good setup this can be a really fun track. It's got lots of passing zones and the fast banked section. Just make sure you don't cut the corner after the 180 or you'll get black flagged for a stop&go. "Cuda" <[email hidden]> wrote in message news:4ZBZ4.74345$[email hidden]... > HEHEHEHE. > > I really sucked at this track for a while to. Practice my boy and thingsdo
Quoted text (42 lines)> get better. Now I do predy good at it. > > Cuda > > Steven Crook-Dawkins wrote in message <[email hidden]>... > >I'm new to SGCT - and I live in the UK. > > > >First Question - Does the "desert speedway" track (first one on GT3) > >actually > >exist? I've been racing this track and it seems to be a complete death > >trap. The > >track has two banked sections, where high speeds are attained, but both > >end > >in sharp corners (one and S bend, the other a tight 180). These corners > >are > >surrounded by solid walls. No run off areas, and no count down markers, > >or even obvious braking points. On top of all this, due to the walls, > >you > >cannot see through the S bend as you approach, so any spinners, > >accidents etc > >in there and you don't see till its too late. > > > >I'm no good on this track, so its maybe just "sour grapes" but, if the > >track > >actually exists - does it kill drivers? - or is there no problem? > > > >Second Question - I have a Logitech FF wheel and whilst driving (badly) > >on Desert > >Highway the force feedback just dissappeared entirely. Even leaving SCGT > >and > >using the Logitech test utility still didn't bring it back till I did a > >complete reboot. > >Anyone else experienced this? Any solutions? -- Its only happened once > >so far, > >and all the connections where tight on the wheel and PC. > > > >Thanks, > >-- > >Steven > > > >
Cuda 02 Jun 2000 04:05 UTC#265982
Now if I can consistantly get the carosell right at Laguna I'd be a real happy camper. Can win every race in gt3 except that one due to lack of consistance in one set of corners. AARRRRGGGG! Rob wrote in message <[email hidden]>... >I agree with Cuda. Practise and get a good start position (ideally pole). >Then get a good start. There tends to be a pileup in the S-turn on thefirst >lap and it's best to be in front of it. > >With a good setup this can be a really fun track. It's got lots of passing >zones and the fast banked section. Just make sure you don't cut the corner >after the 180 or you'll get black flagged for a stop&go. >

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