I mentioned in a previous post that I was going to get to drive in a
Formula2000 car. Well, yesterday I did it. It was awesome. One related
note, the place where I raced had two tracks set up. One went clockwise,
one went opposite. They both had a straight and the two straights were
parallel. If you hit it right, you were drag racing the car on the track
next to you up a hill and under HEAVY braking for a tight turn at the top.
As far as sound goes, pretty much all I could here was my engine. The
only way I
knew the other guy was there was by glancing out the right side of my
visor. This lack of sound was also attributed to the fact that you have a
helmet on, wind *** past, *** pounding in your ears. I DID NOT hear
the other competitors until I slowed dramatically for the slow corners. My
revvs were very low at that point, admittedly probably too low. Even
then, you could only hear them a little bit. The Formula 2000 in NO WHERE
near as loud as a F1 car or IndyCar or FF3000 or whatever so I am sure the
sim ACCURATELY (keyword here) represents what the drivers hear.
I know it is more fun in IndyCar II to hear a car outbraking you on the
left as you downshift for a tight turn, but I don't think it is 100%
accurate realism-wise.
Just my $.02.
I will try to put some photos up as a link on the APEX sometime soon for
all interested. Formula 2000 cars are fun and FAST!
--
Jeffrey Hunsberger
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get the latest racing news at my news link site:
the A P E X: Jeff's Racing Links Site
[link lost in import: /~jeffreyh/apex]
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Netscape 2.0 enhanced!!
> > JL> 4: WHY can't I hear my opponents? This is rediculous!
> > I'm not sure that the real drivers can - with the noise of the engines
> > and it being so close, wind rush, etc I'm not sure they can either.
>: I know it is more fun in IndyCar II to hear a car outbraking you on the
>: left as you downshift for a tight turn, but I don't think it is 100%
>: accurate realism-wise.
>I am sure it's not. But since we are limited to the types of feedback
>and peripheral vision, etc., it's nice to have. It helps fill the holes
>left out with the cues a real racer gets.
I agree with Michael, we need the audio "cheat" until we get our
wrap-around 180 degree VR head sets.
I'm on my way to Babbage's. See ya at Eau Rouge! : )
Somebody PLEASE get me an FTP site for FASTVID, I'll NEED it in
an HOUR!
Larry
:I mentioned in a previous post that I was going to get to drive in a
:Formula2000 car. Well, yesterday I did it. It was awesome. One related
:note, the place where I raced had two tracks set up. One went clockwise,
:one went opposite. They both had a straight and the two straights were
:parallel. If you hit it right, you were drag racing the car on the track
:next to you up a hill and under HEAVY braking for a tight turn at the top.
: As far as sound goes, pretty much all I could here was my engine. The
:only way I
:knew the other guy was there was by glancing out the right side of my
:visor. This lack of sound was also attributed to the fact that you have a
Unfortunately, in GP2, you cannot turn your head, and you have an
enormous blind spot when cars are level with you. Sound would help,
even if unrealistic.
Ken
: I know it is more fun in IndyCar II to hear a car outbraking you on the
: left as you downshift for a tight turn, but I don't think it is 100%
: accurate realism-wise.
I am sure it's not. But since we are limited to the types of feedback
and peripheral vision, etc., it's nice to have. It helps fill the holes
left out with the cues a real racer gets.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
F1 drivers have often talked about how they could hear other cars esp.
in the wet and used this sound to assist in braking when they couldn't
see a thing. It should have been included.
*** SENNA FOREVER ***


































