>I have both ICR2 and GP2. The latter drives like the car is on rails. The
>former drives like a big cadillac on ice with summer tires -- very tricky
>to control. Does a real Indycar drive so miserably compared to an F1 car?
>I have to be so precise, so delicate with the brakes, throttle and steering
>with ICR2, whereas with GP2, I can jab and stab and yank my way around the
>track without the car sliding into the barrier.
Hello,
Are you running ICR2 under windows95? If so, DONT! Use it under DOS
and you will find it much easier to drive. The speed of the display
makes a big difference on your ability to control the car. Try
turnong off some of the deatil until the graphics are smooth.
Also, the controller you are using makes a big difference. Steering
wheel and pedals allow you to make fine adjustments while driving.
Joystick control is either on or off, which tends to make you skid and
slip more.
It is true Indy Car II is much more difficult to drive than GP2, but
if you can spend some time learning it, it is worth it. I get so into
ICR2 that I can't sleep after racing because I am so wound up. In
fact I actually beleive the stress is taking some time off my life. I
even have to remeber to breath while I am racing.
I personally much prefer realism over computer simulation. This way
you are actually as close to the real thing as posiible, and not just
doing what the computer needs in order to win the race.
Paul
Why IndyCar Racing II feels harder to drive than Grand Prix 2
Players compared ICR2's twitchy handling with GP2's more forgiving feel. Several, including a real SCCA racer, argued that ICR2 better reflects driving at the limit and that GP2 includes arcade-like aids. Others wanted a more playable mode, and Michael Carver noted that NASCAR 2 added an arcade mode, while trail braking and the ICR2 patch were also discussed.
Automated summary.
> I have both ICR2 and GP2. The latter drives like the car is on rails. The
> former drives like a big cadillac on ice with summer tires -- very tricky
> to control. Does a real Indycar drive so miserably compared to an F1 car?
> I have to be so precise, so delicate with the brakes, throttle and steering
> with ICR2, whereas with GP2, I can jab and stab and yank my way around the
> track without the car sliding into the barrier.
I suspect that ICR2 is a more realistic simulation. Ultra high
performance cars like F1 or Indy cars have to be driven with a light
touch in the real world. Read biographies of any of the great drivers and
they will say that smooth control is the fastest way around the track.
ICR2 is almost too difficult to drive for a normal person to have fun
without crashing. But then what do you think would happen if you tried to
drive a real Indy car in traffic at 180MPH? Probably crash on the first
lap! Real race drivers have exceptional skills and years of practice
before they drive Indy or F1 cars.
> I have both ICR2 and GP2. The latter drives like the car is on rails. The
> former drives like a big cadillac on ice with summer tires -- very tricky
> to control. Does a real Indycar drive so miserably compared to an F1 car?
> I have to be so precise, so delicate with the brakes, throttle and steering
> with ICR2, whereas with GP2, I can jab and stab and yank my way around the
> track without the car sliding into the barrier.
I have noticed the same effects with these 2 sims. I actually believe
that real Indycars handle somewhere between the sims GP2 and ICR2. I
have to practice A LOT harder to go fast in ICR2 than I do in GP2.
Indycars do get sideways and can be overdriven to get faster laps much
more readily than F1 cars, but likely not to the extreme depicted in
ICR2. (The tires are still made of sticky ***!).
GP2, on the other hand, seems to be either glued down or spinning into
the gravel traps; no middle ground there. I have seen F1 cars on
television driven much more loosely than that without spinning. F1 cars
are much lighter than Indycars (roughly 250 lbs., I believe), and
therefore should be a little more "glued down" than Indycars. Perhaps
if each sim drove a little more like the other, they would both be more
realistic.
--
Matt & Audrey Lewis
I have both ICR2 and GP2. The latter drives like the car is on rails. The
former drives like a big cadillac on ice with summer tires -- very tricky
to control. Does a real Indycar drive so miserably compared to an F1 car?
I have to be so precise, so delicate with the brakes, throttle and steering
with ICR2, whereas with GP2, I can jab and stab and yank my way around the
track without the car sliding into the barrier.
>I have both ICR2 and GP2. The latter drives like the car is on rails. The
>former drives like a big cadillac on ice with summer tires -- very tricky
>to control. Does a real Indycar drive so miserably compared to an F1 car?
>I have to be so precise, so delicate with the brakes, throttle and steering
>with ICR2, whereas with GP2, I can jab and stab and yank my way around the
>track without the car sliding into the barrier.
I find ICR2 more real than GP2. I sense little "too much game" rather than
the simulator in GP2. If you ever drive at the limit of the car, you know
what I mean.
If anything, F1 cars should be a lot more sensitive to driver's input than
Indycar due to their aerodynamic difference.
"At the beginning of any project, a high level of e***ment
can be found with a low level of execution." - Trevor Harris
Oh, yes.
Most cars are really not "driven on rails" the way one might think. In
reality, race cars are actually drifting. There is what is called slip
angle, the difference between where the car is actually going and where the
tires are pointing as they turn. If the angle is greater in the back, you
get oversteering. Greater at the front, and the car "pushes." Even a car
that has been sucessfully set up to handle neutrally is subject to this.
Only that the slip angles on each wheel are more or less equal.
Indy cars are more typical of race cars in general. Even though
performance is phenomenal, they do not benefit from the hyperbolic
technology available in F1 (even with restrictions). They are larger and
heavier than F1 cars, and with considerable less available grip. It
requires a different driving technique. In fact, one of the things both
Michael Andretti and Jacques Villeneuve have commented on was how they had
to adjust to the incredible grip of F1 cars. They had to adjust to greatly
reduced braking distances, and cars that were very "twitchy." The
difference was, apparently, great.
F1 drivers like Nigel Mansell, who made the move to Indy Cars a few years
ago, have expressed feelings almost identical to yours!
I'd say your comments are an indication that the designers did their job, I
suppose, in designing the driving models for their sims. Maybe this means
they are in the right direction, after all. Good for us.
BTW, I've never actually driven anything close to either, but I did have
the opportunity to drive a friend's IMSA GTU car a few years ago. Of
course, I was too busy "hanging on to the tiger's tail" to notice anything
about slip angles!
L.S.
That is great but I don't have hours upon years of time to practice a damn
video game. ICR2 needed to be a bit more playable for people with less
patients. But as far as N2 is concerned, IT SUCKS. The car still wiggles
all over the track and it is nearly impossible to stay still between two
cars when running 3 a***. As far as GP2, well I was pleased with the way
the controls worked. I though the interface sucked and the joystick set up
was not easy to figure out but that's no big deal. GP2 is a derivable sim
and I have more fun playing it over ICR2 which requires high degrees of
concentration.
Eric
> > I have both ICR2 and GP2. The latter drives like the car is on rails. The
> > former drives like a big cadillac on ice with summer tires -- very tricky
> > to control. Does a real Indycar drive so miserably compared to an F1 car?
> > I have to be so precise, so delicate with the brakes, throttle and steering
> > with ICR2, whereas with GP2, I can jab and stab and yank my way around the
Quoted text (12 lines)
> > track without the car sliding into the barrier. > I suspect that ICR2 is a more realistic simulation. Ultra high > performance cars like F1 or Indy cars have to be driven with a light > touch in the real world. Read biographies of any of the great drivers and > they will say that smooth control is the fastest way around the track. > ICR2 is almost too difficult to drive for a normal person to have fun > without crashing. But then what do you think would happen if you tried to > drive a real Indy car in traffic at 180MPH? Probably crash on the first > lap! Real race drivers have exceptional skills and years of practice > before they drive Indy or F1 cars.>I have both ICR2 and GP2. The latter drives like the car is on rails. The
>former drives like a big cadillac on ice with summer tires -- very tricky
>to control. Does a real Indycar drive so miserably compared to an F1 car?
>I have to be so precise, so delicate with the brakes, throttle and steering
>with ICR2, whereas with GP2, I can jab and stab and yank my way around the
>track without the car sliding into the barrier.
Two comments.
First, have you tried ICR2 with the patch? It really improved the handling
and made the Indycar handling seem much more realistic, no more of those
uncontrollable spins, you can actually swing the back end out a bit without
the whole car going into spin mode.
Second, if you haven't done so, then try driving GP2 with all the help options
off, it is not so easy to drive anymore once you have turned off steering
help, brake help, opposite-lock help etc.
Finally even in real life, there are BIG differences between an Indycar
and a Formula 1 car, Indycars are much heavier and have worse braking,
as well as having turbo engines, so you should expect them to be a bit
more like a Caddilac on ice with summer tires <G>
Not flaming either game here, I am a big fan of both games and both series.
Cheers.
--John
--
Note: my real e-mail address is below. Delete the asterisks.
------------------------------+--------------------------
Seattle, Washington USA. | http://www.cool.com/~jsilva
> That is great but I don't have hours upon years of time to practice a damn
> video game.
sounds like you are in the wrong group, this is not
rec.autos.videogames. SIM racing is what we do here. If you aren't
good enough then you could admit it instead of asking companied to lower
games to your skill level. BTW I have no problem controlling my driving
in ICR2.
no, more like you need to get some skill.
most likely your controler it the problem here.
Quoted text (17 lines)
> > I have both ICR2 and GP2. The latter drives like the car is on rails. The > > former drives like a big cadillac on ice with summer tires -- very tricky > > to control. Does a real Indycar drive so miserably compared to an F1 car? > > I have to be so precise, so delicate with the brakes, throttle and steering > > with ICR2, whereas with GP2, I can jab and stab and yank my way around the > > track without the car sliding into the barrier. > I suspect that ICR2 is a more realistic simulation. Ultra high > performance cars like F1 or Indy cars have to be driven with a light > touch in the real world. Read biographies of any of the great drivers and > they will say that smooth control is the fastest way around the track. > ICR2 is almost too difficult to drive for a normal person to have fun > without crashing. But then what do you think would happen if you tried to > drive a real Indy car in traffic at 180MPH? Probably crash on the first > lap! Real race drivers have exceptional skills and years of practice > before they drive Indy or F1 cars.<< I find ICR2 more real than GP2. I sense little "too much game" rather
than
the simulator in GP2. If you ever drive at the limit of the car, you know
what I mean.
If anything, F1 cars should be a lot more sensitive to driver's input than
Indycar due to their aerodynamic difference. >>
Well, I won the San Diego SCCA A/Street Prepared autocross title last
year (in a real car), and I think GP2 is the more realistic simulation. If
you aren't sliding your GP2 car around, you aren't going fast enough. The
simulated feedback from the brakes and the way your car reacts on the
limit is more realisic in GP2. The only reason the ICR2 cars slide more is
that the program gives you less warning when the limit is reached.
Things in ICR2 happen slower than they do in my 3200lb Corvette. ICR2
cars are just too easy to drive.
Robin O. Brigstocke
A/Street Prepared Champion
SCCA San Diego Region
'89 Corvette #351
Let me ask you a small question William.
How many hours did you spend perfecting your driving on these sims. I bet
it is not a small amount. My point here is that I could easily drive good
with these sims if I spent hours upon hours praticing them. However I don't
have the time so don't you think it would be fair to the public if these
game companies offered options to help out the situation. I'm not talking
about steering help, that sucks, I mean making the car stick a little
better to the track etc....At one point I was pretty damn good at ICR2 but
I had to spend hours playing to keep my skills sharp. The steering
interface on GP2 is really playable. Since the rate of steering increases
as you turn, it keeps the chance of over reacting to a minimum. I think
Papyrus could have learned from this but they choose to stick with their
same old driver since ICR1. There have been absolutely no improvements
since the first version. Thanks for responding but your slight insult was
not called for.
Eric
> > That is great but I don't have hours upon years of time to practice a damn
two
> > cars when running 3 a***.
> most likely your controler it the problem here.
Quoted text (15 lines)
> > video game. > sounds like you are in the wrong group, this is not > rec.autos.videogames. SIM racing is what we do here. If you aren't > good enough then you could admit it instead of asking companied to lower > games to your skill level. BTW I have no problem controlling my driving > in ICR2. > > ICR2 needed to be a bit more playable for people with less > > patients. > no, more like you need to get some skill. > > But as far as N2 is concerned, IT SUCKS. The car still wiggles > > all over the track and it is nearly impossible to stay still betweenok you're right. I was not being very mature. I'm just scared that
all PC sims will be Ridge Racer clones soon as the console/PC lines are
being meshed.
Many people have the "twichy" control problem in papy software. Some
things to try:
1 get a wheel with big lock to lock
2 get a wheel with good restance
3 use non-linear stearing
4 play around with the wheel lock
5 stiffen front shocks (100%)
6 losen reaar shocks (0%)
7 set front anti-roll to the right
8 set rear anti roll to the left
9 raise rear wing more than front (ex. if you have ft 15 deg and rear 10
deg then switch them)
Hope this helps and hope you can forgive my flames
Quoted text (8 lines)
> Well, I won the San Diego SCCA A/Street Prepared autocross title last >year (in a real car), and I think GP2 is the more realistic simulation. If >you aren't sliding your GP2 car around, you aren't going fast enough. The >simulated feedback from the brakes and the way your car reacts on the >limit is more realisic in GP2. The only reason the ICR2 cars slide more is >that the program gives you less warning when the limit is reached. > Things in ICR2 happen slower than they do in my 3200lb Corvette. ICR2 >cars are just too easy to drive.than the simulator in GP2. If you ever drive at the limit of the car, you
know what I mean. <<
Yes I agree. I also get frustrated at the arcade-game dumb routines built
in to GP2. I drive at ACE 1994 level with no aids at all and use a T2.
The sim seems 95% simulator and 5% dumb arcade routines. This is
especially noticeably at the edge of adhesion with no driver aids. The
spin-out response gets very frustrating.
For example you can clip an inside curb at low-ish speeds under little or
not acceleration and the sim will spin you around. Very very unreal and a
pain when it happens. The spin out rotation is most often 180d from the
direction you were travelling before the spin commenced, with no regard at
all to the appropriate physics of the situation. On a less important note,
the menu system is one of the worst in modern day sims of any sort. Just
count the number of actions required to change something !!
Having said all that I should add that GP2 is still my favourite racing
sim. Its just a pity they don't get rid of these arcade-game leftovers.
Or do they actually think that people like the sim all the more because of
these sort of things, and therefore are loath to change them ? I for one
use the sim IN SPITE of these annoying aspects. They add nothing at all
IMO.
Regards
Phillip McNelley
: I have both ICR2 and GP2. The latter drives like the car is on rails. The
: former drives like a big cadillac on ice with summer tires -- very tricky
: to control. Does a real Indycar drive so miserably compared to an F1 car?
: I have to be so precise, so delicate with the brakes, throttle and steering
: with ICR2, whereas with GP2, I can jab and stab and yank my way around the
: track without the car sliding into the barrier.
Well, I'll put my toe into the water... Or is that head into the noose?
There is no pleasing everybody (and sometimes it seems anybody). Both
games^h^h^h^h^h sims have their strengths and weaknesses. Alot of what
many see as deficiencies in the sim are really deficiencies in the game
controller used. Since I upgrade from my soundcard joystick port to a
Thrustmaster ACM card, I find both ICR2 & GP2 more realistic.
With ICR2, the car always seemed to be extremely hard to control, even
when not being pushed to the limit. Alot of it was setup, but most of
it turned out to be game controller sensitivity. With the 1.02 patch,
traction was greatly enhanced. I can now find a decent setup and manage
fairly consistant fast times on the tracks I've practiced. Also, being
able to run 30 fps (using the Intergraph 3d card), improves handling
immensely. However, ICR2 cars still seem to be balanced on a spindle at
the center of gravity. I still find it hard to believe that a mere
brush against another car at low speeds should cause the car to fly
madly out of control. Hard braking is not modelled correctly (if at
all).
Before the ACM, I had to set the sensitivity levels in GP2 to high (or
is that low) levels to get a good clean overall control of the car.
Since installing the ACM I find that I can loosen up the sensitivity and
still have even control of steering, braking, accelerating. This has
greatly reduced the "slot car" feel I had experienced in GP2. However,
I still feel that GP2 offers a little too much "stability" in the
physics of handling. There is also the "flatness" of the tracks in GP2.
Whereas ICR2 has camber and off-camber corners, all corners in GP2 are
flat. I think if this had been modelled into the sim, I would find
controlling the car a little bit more realistic. Then again, GP2 has
curb effects where ICR2 has track vs. grass/dirt, but no curbs. Since
being able to run ICR2 at 30 fps, I also believe my control in GP2
suffers from the fluctuating "real time" clock tied to the graphics of
GP2.
For me, and this is strictly personal, I have always gravitated back to
Papyrus' sims over Geoff Crammonds'. I enjoy Geoff's work and
appreciate it, but both World Circuit (GP1) & GP2, are close seconds to
the enjoyment I received from Indy 500, ICR1, NASCAR, ICR2, NASCAR2.
Some of this has to do with the simulation and some of it has to do with
the more competitive racing not found in F1.
Until I hear from someone who has raced both series in real life and
spent some real seat time in the sim versions, I guess we will have this
little conversation over and over again.
For those of you who have posted that they need to find an "easier" sim
to learn, drive NASCAR Racing 2 in arcade mode. I think it should fit
the bill you are looking for.
Well, my 2 cents worth...
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
... writing about GP2
I used to find the same thing absolutely annoying, but than I discovered that
with different settings (dampers especially) the problem can be eliminated.
I am no expert at all, but I'd suggest you to try to look for some help on
GP2 advanced settings (the manual is not enough, for me).
BYe,
Luca
Michael,
I agree with your discussion of the differences. The one important point
you may have missed is GP2's very powerful autobraking feature at the
rookie level. This is really a crash avoidance feature, as unless you flat
out aim to crash, it will pretty much keep you on track while learning the
game -- at a hefty price in lap times.
Personally, I think it is a creative way to make a road racing sim
accessible to new players. However, it would have been good if GP2 had a
lesser degree of braking assistance, like that in ICR2, N1 and N2, for help
at higher game levels. To me this is a controller issue, as the assistance
makes joystick or keyboard play easier.
I would note, though, that ICR2 does feel awfully twitchy in comparison to
GP2. A lot of what people might be complaining about relates to the fact
that you have to relearn ICR2's feel after running GP2.
-- Al
> I have both ICR2 and GP2. The latter drives like the car is on rails. The
> former drives like a big cadillac on ice with summer tires -- very tricky
> to control. Does a real Indycar drive so miserably compared to an F1 car?
> I have to be so precise, so delicate with the brakes, throttle and steering
> with ICR2, whereas with GP2, I can jab and stab and yank my way around the
> track without the car sliding into the barrier.
Jacques Villeneuve has said that an F1 car requires more precision. It
dances on the edge of a knife, so both he and Mansell have said.
Likewise, Jacques has stated that in corners, and we all know this, and
we all know this is where sliding is prominent, an F1 car, because of
more downforce and less weight, is much faster and easier to drive
(though physically, the G-force is greater). I can't recall what he
said about losing it, though I do recall mention that because of an F1
car is much more sensitive its easier to lose it, and also, likewise,
easier to regain control.
As for the Sim side, having turned off steering help in GP2, I find it
just as hard as ICR2, if not harder. Of course, since GP2 I haven't
played ICR2 1.02, and probably never will again.
Hmmm, that makes alot of sense. Good to hear form someone who actually
drives a race car. That I feel would give us the best opinion..
Eric
<snip>
: I would note, though, that ICR2 does feel awfully twitchy in comparison to
: GP2. A lot of what people might be complaining about relates to the fact
: that you have to relearn ICR2's feel after running GP2.
No kidding, I was about ready to chuck ICR2 when I came back to it after
months of dedicated GP2 racing. I couldn't get the damn thing to turn
or brake, and there just wasn't any get up and go (turbo lag?). But,
after a few hours or re-learning I was acutally doing better than
before. I found that I had learned a few things from driving GP2 that
translated to driving ICR2. Especially braking. Since Papy doesn't
really model the locking of the brakes like GP2 does, it's hard to judge
when one is braking too hard. I find that I can jam the brakes in ICR2,
hold it for a split second and then let up just a little. My braking
and control has improved quite a bit. Too bad I have to use my
imagination to recreate what is so apparent in GP2 under heavy braking.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Quoted text (11 lines)
> That is great but I don't have hours upon years of time to practice a damn > video game. ICR2 needed to be a bit more playable for people with less > patients. But as far as N2 is concerned, IT SUCKS. The car still wiggles > all over the track and it is nearly impossible to stay still between two > cars when running 3 a***. As far as GP2, well I was pleased with the way > the controls worked. I though the interface sucked and the joystick set up > was not easy to figure out but that's no big deal. GP2 is a derivable sim > and I have more fun playing it over ICR2 which requires high degrees of > concentration. > EricAgreed. Agreed. Agreed. But would it really kill anyone to make a
MORON MODE for those that would just like to treat it like an arcade
game? I love ICR2, but know quite a few people that won't buy it due
to the difficulty.
RaceFan
I found the same thing, GP2 has really improved my car control.
When I went back to my favorite ICR2 track Elkhart Lake, I managed to break
my old track record for that track without needing much practice,
and this was after not playing ICR2 for a while, I think GP2 has really
improved my car handling skills, probably the way it models brake lockup
as well as having to learn to modulate the throttle when the car is
off balance such as when bouncing off/over curbs etc.
Sure is different from my old techniques for approaching a turn in ICR2:
1. Watch for the latest possible braking point.
2. Stomp on the brakes all the way, and crank the wheel hard.
3. Hope that you weren't barely off on your timing and the car won't go
into spin mode.
I can now more confidently trail brake into the turn, carrying some corner
speed in a semi-controlled manner. Still gotta love that Elkhart Lake
track, I wish there was some way that the FIA would have a U.S. Formula 1 GP
there, I know the drivers would love the track.
Also found that my stage times on Need For Speed have also improved.
I'm hoping Papyrus models wheel lockups in their upcoming Classic F1 sim.
Cheers.
--John
--
Note: my real e-mail address is below. Delete the asterisks.
------------------------------+--------------------------
Seattle, Washington USA. | http://www.cool.com/~jsilva
: Agreed. Agreed. Agreed. But would it really kill anyone to make a
: MORON MODE for those that would just like to treat it like an arcade
: game? I love ICR2, but know quite a few people that won't buy it due
: to the difficulty.
Papyrus did just this in NASCAR Racing 2 (Arcade Mode).
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Quoted text (8 lines)
> > Still gotta love that Elkhart Lake > As last year's CART race showed there just isn't enough room for error or > run off to catch the errors for an F1 car - they're not quite as tough as > those Indy cars ;-) > It would be great to have a GP there though. It is a great track and if > only those safety improvements can be made I look forward to being able > to run it in GP3 <g>>I can now more confidently trail brake into the turn, carrying some corner
>speed in a semi-controlled manner.
Could you explain the concept of "trail braking?"
Cheers,
Pooch
O-iiiii-O
I understand that the owner is very keen on getting a GP staged there but
at the moment it falls way too short of the FIA safety standards :(
As last year's CART race showed there just isn't enough room for error or
run off to catch the errors for an F1 car - they're not quite as tough as
those Indy cars ;-)
It would be great to have a GP there though. It is a great track and if
only those safety improvements can be made I look forward to being able
to run it in GP3 <g>
Cheers,
Richard
Quoted text (8 lines)
>>I can now more confidently trail brake into the turn, carrying some corner >>speed in a semi-controlled manner. >Could you explain the concept of "trail braking?" >Cheers, >PoochOn Tue, 18 Feb 1997 19:17:13 +0000, Luca Varani
>F1 are as tough as indycars,
Not 100% sure about that ;-) Indycars are heavier and built to hit walls
at very high speed. I doubt if Blundell would have survived his recent
crash if it had been in an F1 car.
F1 is probably much safer than CART these days, but that has more to do
with circuit safety rather than the cars. With CART all the safety
aspects go into the cars - there's no kitty litter at an oval!
It was only after Senna's death that F1 woke up to the danger of bits of
the car breaking off and hitting the driver. They've addressed it some
what, but they still have a lot to learn from Indycars in this area.
Nah, only need them wide enough to take one car these days :(
Here, here! Get rid of that plank, reduce the amount of front wing and
reduce braking power. Lets see them slide into the corners and out brake
each other - just like CART really <g>
F1 will always be my #1 love, but CART races are more fun to watch.
And boy am I looking forward to Papy's 60's sim. If it is done right, we
will all learn a lot more about what open wheel racing should be about
<bg>
Cheers,
Richard
why buy a $60 dollar game only to get a weeks e***ment out of it? I love
ICR2 because it's difficult to drive. After you've learned to drive the
cars, you can win without feeling like a peach. What I want is a
simulation, not an arcade game. I learned, I tried, I beat them. There has
to be progression ( a learning process ) like starting from the back and
finding out you're going quicker and quicker everytime you practice/race.
I've seen some people complaining about how you can't get close enough
without hitting the other cars in a fast corner. I had that problem too
but now, I can do it with my eye's close and still not crash. It's an
awesome feeling. If you want an arcade game, get screamer, destruction
derby or hi-otane.
well, I tried GP2 and I didn't like it one bit. The road was too narrow, I
couldn't play without the steering braking thing, and it looked as if
whenever I went off the track the game pulled me right back on it. I
couldn't over take because the game locked your tires on the track and for
me, it sucked.
>Hope that helps,
It did, thanks. I've actually been doing that already in ICR2 and
I've never played GP2 more than once. I personally learned it by
racing on the Australia circuit a WHOLE LOT.
Cheers,
Pooch
O-iiiii-O


































