I don't know if this has been suggested before, but I feel a nice
feature would be to designate a hot key to enable the player to toggle
between maximum wheel lock and the value defined in the car setup. This
would eliminate the necessity of making 3 (or more) point turns to get
back on the track after spinning out.
Patrick Murphy
Quoted text (7 lines)
> I don't know if this has been suggested before, but I feel a nice > feature would be to designate a hot key to enable the player to toggle > between maximum wheel lock and the value defined in the car setup. This > would eliminate the necessity of making 3 (or more) point turns to get > back on the track after spinning out. > Patrick MurphyQuoted text (7 lines)
>I don't know if this has been suggested before, but I feel a nice >feature would be to designate a hot key to enable the player to toggle >between maximum wheel lock and the value defined in the car setup. This >would eliminate the necessity of making 3 (or more) point turns to get >back on the track after spinning out. >Patrick MurphyQuoted text (9 lines)
> If you're running on Hawaii, the current MULTI.EXE has variable wheel lock > implemented, so that when you are stopped or driving at low speed, the > wheel lock range is increased. Once you're up to speed, the wheel lock > value you have selected kicks in. We're still debating whether this is > appropriate; it seems to solve the turning radius problem, but it's a > departure from reality and it also encourages joystick users to set wheel > lock lower than they might, which can get them into situations where they > don't have sufficient steering control to correct oversteer conditions. > Any comments?Quoted text (23 lines)
> >I don't know if this has been suggested before, but I feel a nice > >feature would be to designate a hot key to enable the player to toggle > >between maximum wheel lock and the value defined in the car setup. This > >would eliminate the necessity of making 3 (or more) point turns to get > >back on the track after spinning out. > >Patrick Murphy > Patrick, > If you're running on Hawaii, the current MULTI.EXE has variable wheel lock > implemented, so that when you are stopped or driving at low speed, the > wheel lock range is increased. Once you're up to speed, the wheel lock > value you have selected kicks in. We're still debating whether this is > appropriate; it seems to solve the turning radius problem, but it's a > departure from reality and it also encourages joystick users to set wheel > lock lower than they might, which can get them into situations where they > don't have sufficient steering control to correct oversteer conditions. > Any comments? > Charlie Heath > Papyrus Design GroupQuoted text (9 lines)
>If you're running on Hawaii, the current MULTI.EXE has variable wheel lock >implemented, so that when you are stopped or driving at low speed, the >wheel lock range is increased. Once you're up to speed, the wheel lock >value you have selected kicks in. We're still debating whether this is >appropriate; it seems to solve the turning radius problem, but it's a >departure from reality and it also encourages joystick users to set wheel >lock lower than they might, which can get them into situations where they >don't have sufficient steering control to correct oversteer conditions. >Any comments?reguard to reality...
Great feature. Very necessary. Now,would you implement it for the regular
game? That way we can get out of those tight pits (simulating burn out if
you will) and still have control in racing trim.
Mike
--
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YES!
Even using a wheel, there is much less total travel than a real car, so it is
logical (and welcome) to implement this "fix".
It's much less intrusive than selecting "non-linear steering" even while using
a wheel or setting the wheel lock up so high that normal running is too "twitchy".
It would come in handy for more than just pits too. When you're going slow to avoid
someone else's wreck, it'll be nice to drive around the wreck instead of backing up, and
driving around.
Mike


































