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Rec.Autos.Simulators Archive

Re: SODA / Gripped FF Question

9 posts by 7 people · 31 Mar 2000 - 10 Apr 2000

Tim O 31 Mar 2000#282117
On Sat, 1 Apr 2000 00:44:16 +0100, "Phil Lee" <[email hidden]> wrote: >Oh well. I probably won't bother trying it any more. I've got other fish >to fry. Off to Laguna Seca. It's an awesome, awesome game. On par with GPL in the "challenge to learn" department. Like GPL, I think that hurt it a little bit. I remember a lot of people saying it sucked because they couldn't master it right away. It required finesse and patience to turn consistent laps. It's too bad it didn't get the 3dfx patch it deserved. It came right at the dawn of 3D acceleration, and as you discovered -force feedback. My buddy and I still play 2 player network games from time to time. I have a Screamin' 3D in my old K6/2-300, and SODA screams on that machine. I have to run it in software on my P2-400. It still runs great, just doesn't look so great. Tim
ymenard 31 Mar 2000 23:16 UTC#282094
> Phil Lee" <[email hidden]> wrote > Can anyone suggest how I can get FF to work? Also are there any updates I > should know about? SODA used the old FF technology API (version 1.0 of i-force) and is incompatible with today's Force feedback wheels. -- -- Fran�ois M�nard <ymenard> -- May the Downforce be with you... -- http://www.WeRace.net -- People think it must be fun to be a super genius, but they don't realise how hard it is to put up with all the idiots in the world.
Dan Belcher 01 Apr 2000#282012
Quoted text (20 lines)> >I loved SODA when it first came out. I had a brand new Rendition card and a >new Formula T2. Although the graphics were on the sparse side, the physics >were well modeled. I remember going off a jump one time with a slight side >angle. Watching the replay in slow motion, you could see each wheel hit the >ground in a sequence of LF, RF, RR, LR as the car was in a small corkscrew >in the air. As each corner hit, the individual suspension pieces compressed >and rebounded. It was Papyrus's first four point physics model, and it was >incredible to watch in action. Oh, and as it tire hit the ground there was a >little puff of dirt!! > >Another time as I jumped off a ramp I gunned the engine. The torque of the >rear wheels caused the car to somersault backwards in the air, and it hit >the ground just as it completed a full revolution. Never could duplicate >that trick again! > > It's got a great track editor also. Used to be several sites with fan >tracks. One I created was over 2.5 miles, not bad when the work area is only >a quarter mile square. It was great fun. It was really a shame it sold so >poorly that Papy decided against spending time upgrading it for 3DFX or D3D.
I bought this game about 2 or so years ago, when I still had my old Pentium 75 computer with 24 megs of RAM and a 800 meg hard drive.... LOL It was my first true 3d physics racing sim that I could actually run on my puter! I still remember when I tried to get the GPL demo. Spent forever downloading it on my 14.4 modem, only to find my computer sucked too horibbly to play it... ::sigh:: Anyways, SODA is a great game still. I just played it the other night. Track editing is a blast with the simple editor. If the game had 3DFX, I know I'd be playing it a LOT more though! But still, some of the best physics to date in a racing sim. Dan Belcher Team Racing Unlimited http://simcrashes.cjb.net
Phil Lee 01 Apr 2000 00:09 UTC#281992
I managed to track down the Sierra Power Racing pack to get ICR2 and N2 for conversion to GPL, no mean feat in England I can tell you. Anyway, it also came with Gripped Off Road Championship aka SODA. Out of curiousity I installed it and fired it up. It runs OK, although only in software mode as I have a V32000, but the force feedback doesn't work with my LWFF. I made sure that FF was set to on in the controls configuration page. My LWFF settings are: 100% Effects 100% Spring 10% Damping Centre spring disabled Can anyone suggest how I can get FF to work? Also are there any updates I should know about? Anyway, I'm back to my new GPL tracks (got the converter today) and SBK 2000 and my newly patched RC 2000. How am I going to find time to fit all of these in? Cheers Phil -- http://www.youpies.co.uk
Phil Lee 01 Apr 2000 00:44 UTC#281993
ymenard <[email hidden]> wrote > SODA used the old FF technology API (version 1.0 of i-force) and is > incompatible with today's Force feedback wheels. > Oh well. I probably won't bother trying it any more. I've got other fish to fry. Off to Laguna Seca. Cheers Phil -- http://www.youpies.co.uk
markgame 01 Apr 2000 00:51 UTC#282103
I loved SODA when it first came out. I had a brand new Rendition card and a new Formula T2. Although the graphics were on the sparse side, the physics were well modeled. I remember going off a jump one time with a slight side angle. Watching the replay in slow motion, you could see each wheel hit the ground in a sequence of LF, RF, RR, LR as the car was in a small corkscrew in the air. As each corner hit, the individual suspension pieces compressed and rebounded. It was Papyrus's first four point physics model, and it was incredible to watch in action. Oh, and as it tire hit the ground there was a little puff of dirt!! Another time as I jumped off a ramp I gunned the engine. The torque of the rear wheels caused the car to somersault backwards in the air, and it hit the ground just as it completed a full revolution. Never could duplicate that trick again! It's got a great track editor also. Used to be several sites with fan tracks. One I created was over 2.5 miles, not bad when the work area is only a quarter mile square. It was great fun. It was really a shame it sold so poorly that Papy decided against spending time upgrading it for 3DFX or D3D. "Phil Lee" <[email hidden]> wrote in message news:KLaF4.1295$[email hidden]...
Quoted text (19 lines)> ymenard <[email hidden]> wrote > > > SODA used the old FF technology API (version 1.0 of i-force) and is > > incompatible with today's Force feedback wheels. > > > > Oh well. I probably won't bother trying it any more. I've got other fish > to fry. Off to Laguna Seca. > > Cheers > > Phil > > -- > http://www.youpies.co.uk > > > >
Gary Wampler 04 Apr 2000 02:54 UTC#281232
Is there a modern SODA sim out there on the market now? Or at least on the horizon?
ymenard 04 Apr 2000 03:51 UTC#281178
"Gary Wampler" <[email hidden]> wrote > Is there a modern SODA sim out there on the market now? Or at least onthe > horizon? Ratbag is currently developing a title very, very similar to SODA : Off-Road racing which will be called "Leadfoot". From the press release they gave us, it will have the DTR game engine but will mostly be focused on arcade racing. You can find information on their site. -- -- Fran�ois M�nard <ymenard> -- May the Downforce be with you... -- http://www.WeRace.net -- People think it must be fun to be a super genius, but they don't realise how hard it is to put up with all the idiots in the world.
(unknown) 10 Apr 2000#279111
Leadfoot IS based on the DTR engine, but there are more setup options, I believe, and there's NOTHING "arcade" about Leadfoot. It compares well to SODA, in terms of realism (I personally think Leadfoot feels more realistic than SODA even at this early stage of development). PLUS, Leadfoot will offer full D3D support, AND a track editor, so all your SODA yearnings should be fulfilled very soon! <G> -- JB In article <pFdG4.50226$[email hidden]>, "ymenard" <[email hidden]> wrote: > "Gary Wampler" <[email hidden]> wrote > > Is there a modern SODA sim out there on the market now? Or atleast on > the > > horizon? > > Ratbag is currently developing a title very, very similar to SODA :Off-Road > racing which will be called "Leadfoot". From the press release theygave > us, it will have the DTR game engine but will mostly be focused onarcade
Quoted text (7 lines)> racing. You can find information on their site. > > -- > -- Fran�ois M�nard <ymenard> > -- May the Downforce be with you... > -- http://www.WeRace.net > -- People think it must be fun to be a super genius, but they don't
realise > how hard it is to put up with all the idiots in the world. > > Sent via Deja.com http://www.deja.com/ Before you buy.

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