I want very badly to like this sim. While on many points it has some
outstanding features, other things that I have taken for granted aren't
there are fall short of the mark.
Among these is this unnecessary, odd, unrealistic and downright annoying
"speed limit" on ovals in build 90. This kills it for me. A large part
of the setup game is the trade-off between downforce and top-end by
adjusting the wings. Finding the "sweet spot" is the entire point. With
my top-end limited, this element is completely removed. I ask, why? Of
all the suggestions made to improve this sim, I never once saw "Hey, why
don't you unrealistically limit top-end speed!? Yeah, that's the
ticket!"
Again, the sound, physics model and garage options of this title are
great. To borrow Jan Kohl's "V4," "V6" and "V8" rating system, I, too,
would give CPR a "V8." However, she's missing on a couple of cylinders.
Cheers,
Jim
I think I'm seeing the same "speed barrier" you mention. At St. Louis, for
example my car is abruptly limited to 179 mph. This
was not the case before the patch. Are you saying TRI is aware of this and
considers it a realism improvement? Thanks for the info.
% I think I'm seeing the same "speed barrier" you mention. At St. Louis, for
% example my car is abruptly limited to 179 mph. This
% was not the case before the patch. Are you saying TRI is aware of this and
% considers it a realism improvement? Thanks for the info.
I think the AI went on strike and refused to alter their performance
beyond a token speed increase (to keep their job). Therefore it was
deemed necessary to bring the human player's car down quite a few
notches. Almost sounds like the IRL not CART.
[for those who are humorly-impaired...... "It's a joke, son... I said
-- I said it's a joke, son" Foghorn Leghorn]
% >Among these is this unnecessary, odd, unrealistic and downright annoying
% >"speed limit" on ovals in build 90.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
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