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
> 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.
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 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
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
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$[email hidden]...
Quoted text (19 lines)
> ymenard <[email hidden]> wrote > > > SODA used the old FF technology API (version 1.0 of i-force) and is > > incompatible with today's Force feedback wheels. > > > > Oh well. I probably won't bother trying it any more. I've got other fish > to fry. Off to Laguna Seca. > > Cheers > > Phil > > -- > http://www.youpies.co.uk > > > >Is there a modern SODA sim out there on the market now? Or at least on the
horizon?
"Gary Wampler" <[email hidden]> wrote
> Is there a modern SODA sim out there on the market now? Or at least onthe
> horizon?
Ratbag is currently developing a title very, very similar to SODA : Off-Road
racing which will be called "Leadfoot". From the press release they gave
us, it will have the DTR game engine but will mostly be focused on arcade
racing. You can find information on their site.
--
-- Fran�ois M�nard <ymenard>
-- May the Downforce be with you...
-- http://www.WeRace.net
-- People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world.
Leadfoot IS based on the DTR engine, but there are more setup options,
I believe, and there's NOTHING "arcade" about Leadfoot. It compares
well to SODA, in terms of realism (I personally think Leadfoot feels
more realistic than SODA even at this early stage of development).
PLUS, Leadfoot will offer full D3D support, AND a track editor, so all
your SODA yearnings should be fulfilled very soon! <G>
-- JB
In article <pFdG4.50226$[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
realise
> how hard it is to put up with all the idiots in the world.
>
>
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