Hi folks,
I tried the race driver online demo today and found the steering
rather sluggish in Pro-sim mode during an online session. Also, the
car seems to rotate about a single axis, and there's no real cockpit
view or am I missing something?
On a lighter side, this happens to be the *first* Codemasters title
that works out of the box with my gameport connected TSW2. ;-)
Cheers,
uwe
--
mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
The game has magnificent graphics and a passable (sort of) driving model.
You're not missing anything.
I can't believe how some of the sim sites are going on about the amazing
physics - it's simply not true.
On Fri, 23 Apr 2004 11:05:48 +1000, Damien Evans wrote:
> I can't believe how some of the sim sites are going on about the amazing
> physics - it's simply not true.
bought by banner ads? ;->
Cheers,
uwe
--
mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
I agree. Feels like a center pivot arcade game to me. It is pretty
though.
I guess the bar is just so low that when Codemasters comes out with
something even vaguely sim-like people are happy. No howls of derision for
this junk yet Thunder (which is much more sim-like) gets people's blood
boiling. Go figure...
Mitch
"Uwe Sch�rkamp" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (17 lines)
> On Fri, 23 Apr 2004 11:05:48 +1000, Damien Evans wrote: > > > I can't believe how some of the sim sites are going on about the amazing > > physics - it's simply not true. > > bought by banner ads? ;-> > > Cheers, > uwe > > > > -- > mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox) > Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/ > Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E) > GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61I don't see what you guys are refering to. I agree it's a bit arcadey, but
the center pivot thing is what I don't understand. I can get the front end
to mush out under braking and I can get the rear loose pretty easily. To me
that means it's not pivoting around the center, but maybe I don't understand
your comment. Could you give me some examples of what you are talking
about? Also, are you just talking about the demo? The demo did not have
the final tire model.
I am playing the Xbox game, with the default arcade physics. The tire model
is very arcadey, designed to make it easy to control a drift. And the speed
sensitive steering has the same effect that it did in SCGT, i.e. you can
dive into a corner and save it with the brakes because the steering
sensitivity will increase as the speed drops. Other than those two things
it doesn't feel that bad. I can lock or spin tires. I can spin the car
around at will or hold it at a certain angle (i.e. it doesn't feel canned).
Weight transfer and friction circle effects appear to be in the model.
Suspension changes do what I would expect them to do. A sim it's not, but
it seems to be quite a good arcade game, in the same way as SCGT or NFS:PU.
"Mitch_A" <[email hidden]> wrote in message
news:9Fbic.40245$[email hidden]...
> I agree. Feels like a center pivot arcade game to me. It is pretty
> though.
>
I'm with you on this -- I have the PC version, and using the
"Pro-Simulation" settings, the physics feel very good, IMO. I can
hang the tail out with the Formula Fords and achieve a decent
four-wheel drift -- it feels like a miniature version of GPL, with a
more progressive and possibly more forgiving tyre model. Compared to
what I experience in GPL, I think the Formula Fords feel about
"right," actually.
If you're using a wheel, I recommend you try setting the controller
selection to "Pad" -- "Wheel" is a fully-linear setting, while the
"Pad" setting is somewhat non-linear and speed sensitive . . . I keep
the linearity slider set to the halfway point in GPL, so I'm used to a
more non-linear setting, and the "Pad" setting feels better with my
TSW2 wheel. Or, if you want to try tweaking the steering settings
even further, check out this thread for more tips:
http://forum.rscnet.org/showthread.php?t=149462
IMO, some parts of RD2 feel spot-on (the vintage Jags and the Formula
Ford, to name a couple), but other parts DO feel awfully arcade-like,
even using the Pro-Simulation physics (the Ford F-150 Lightning trucks
on the Texas and Pikes Peak ovals are IMPOSSIBLE to handle in
"Pro-Sim" mode, and the rally, ice racing, and rallycross portions
lean towards arcade-like experiences for me). Overall, though, this
is a VERY solid attempt by Codemasters, and it goes a long way towards
making up for RD1 and their despicable IndyCar Series 2002 release.
Hope this helps a bit!
-- JB
"Haqsau" <[email hidden]> wrote in message news:<[email hidden]>...
Quoted text (24 lines)
> I don't see what you guys are refering to. I agree it's a bit arcadey, but > the center pivot thing is what I don't understand. I can get the front end > to mush out under braking and I can get the rear loose pretty easily. To me > that means it's not pivoting around the center, but maybe I don't understand > your comment. Could you give me some examples of what you are talking > about? Also, are you just talking about the demo? The demo did not have > the final tire model. > > I am playing the Xbox game, with the default arcade physics. The tire model > is very arcadey, designed to make it easy to control a drift. And the speed > sensitive steering has the same effect that it did in SCGT, i.e. you can > dive into a corner and save it with the brakes because the steering > sensitivity will increase as the speed drops. Other than those two things > it doesn't feel that bad. I can lock or spin tires. I can spin the car > around at will or hold it at a certain angle (i.e. it doesn't feel canned). > Weight transfer and friction circle effects appear to be in the model. > Suspension changes do what I would expect them to do. A sim it's not, but > it seems to be quite a good arcade game, in the same way as SCGT or NFS:PU. > > "Mitch_A" <[email hidden]> wrote in message > news:9Fbic.40245$[email hidden]... > > I agree. Feels like a center pivot arcade game to me. It is pretty > > though. > >Fair point but I think I'll stick to the likes of ETCC or even LFS which
give a far more realistic feeling of driving a car.
ETCC evolution should be on the shelves soon eh? In fact this week looks
promising for mod releases. To bad its so dang hard to find a place to d/l
em from...
Mitch
"Damien Evans" <[email hidden]> wrote in message
news:c6f308$bg9mb$[email hidden]...
> Fair point but I think I'll stick to the likes of ETCC or even LFS which
> give a far more realistic feeling of driving a car.
>
>
I completely agree about the Formula Fords, they really feel great. Too bad
there are only a few tracks on which you can race them. The previous game
had the ability to race any car on any track, but I have not yet found how
to do that in this game.
The rally stages, while not especially realistic, are still a treat for
anybody who doesn't mind arcade style physics. Being able to flick the car
from side to side with full control is really fun. Not for realism buffs
perhaps, but still fun.
"jbodin" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (31 lines)
> I'm with you on this -- I have the PC version, and using the > "Pro-Simulation" settings, the physics feel very good, IMO. I can > hang the tail out with the Formula Fords and achieve a decent > four-wheel drift -- it feels like a miniature version of GPL, with a > more progressive and possibly more forgiving tyre model. Compared to > what I experience in GPL, I think the Formula Fords feel about > "right," actually. > > If you're using a wheel, I recommend you try setting the controller > selection to "Pad" -- "Wheel" is a fully-linear setting, while the > "Pad" setting is somewhat non-linear and speed sensitive . . . I keep > the linearity slider set to the halfway point in GPL, so I'm used to a > more non-linear setting, and the "Pad" setting feels better with my > TSW2 wheel. Or, if you want to try tweaking the steering settings > even further, check out this thread for more tips: > > http://forum.rscnet.org/showthread.php?t=149462 > > IMO, some parts of RD2 feel spot-on (the vintage Jags and the Formula > Ford, to name a couple), but other parts DO feel awfully arcade-like, > even using the Pro-Simulation physics (the Ford F-150 Lightning trucks > on the Texas and Pikes Peak ovals are IMPOSSIBLE to handle in > "Pro-Sim" mode, and the rally, ice racing, and rallycross portions > lean towards arcade-like experiences for me). Overall, though, this > is a VERY solid attempt by Codemasters, and it goes a long way towards > making up for RD1 and their despicable IndyCar Series 2002 release. > > Hope this helps a bit! > > -- JB >Don't worry -- once I unlock all the tracks and cars myself, I will
concentrate on figuring out how to enable different track selections
with different cars . . . specifically, MORE tracks for the Formula
Fords, in particular (similar to the Track Selector Utility that I did
for the first demo).
;-)
-- JB
"Haqsau" <[email hidden]> wrote in message news:<[email hidden]>...
Quoted text (43 lines)
> I completely agree about the Formula Fords, they really feel great. Too bad > there are only a few tracks on which you can race them. The previous game > had the ability to race any car on any track, but I have not yet found how > to do that in this game. > > The rally stages, while not especially realistic, are still a treat for > anybody who doesn't mind arcade style physics. Being able to flick the car > from side to side with full control is really fun. Not for realism buffs > perhaps, but still fun. > > "jbodin" <[email hidden]> wrote in message > news:[email hidden]... > > I'm with you on this -- I have the PC version, and using the > > "Pro-Simulation" settings, the physics feel very good, IMO. I can > > hang the tail out with the Formula Fords and achieve a decent > > four-wheel drift -- it feels like a miniature version of GPL, with a > > more progressive and possibly more forgiving tyre model. Compared to > > what I experience in GPL, I think the Formula Fords feel about > > "right," actually. > > > > If you're using a wheel, I recommend you try setting the controller > > selection to "Pad" -- "Wheel" is a fully-linear setting, while the > > "Pad" setting is somewhat non-linear and speed sensitive . . . I keep > > the linearity slider set to the halfway point in GPL, so I'm used to a > > more non-linear setting, and the "Pad" setting feels better with my > > TSW2 wheel. Or, if you want to try tweaking the steering settings > > even further, check out this thread for more tips: > > > > http://forum.rscnet.org/showthread.php?t=149462 > > > > IMO, some parts of RD2 feel spot-on (the vintage Jags and the Formula > > Ford, to name a couple), but other parts DO feel awfully arcade-like, > > even using the Pro-Simulation physics (the Ford F-150 Lightning trucks > > on the Texas and Pikes Peak ovals are IMPOSSIBLE to handle in > > "Pro-Sim" mode, and the rally, ice racing, and rallycross portions > > lean towards arcade-like experiences for me). Overall, though, this > > is a VERY solid attempt by Codemasters, and it goes a long way towards > > making up for RD1 and their despicable IndyCar Series 2002 release. > > > > Hope this helps a bit! > > > > -- JB > >Quoted text (7 lines)
> If you're using a wheel, I recommend you try setting the controller > selection to "Pad" -- "Wheel" is a fully-linear setting, while the > "Pad" setting is somewhat non-linear and speed sensitive . . . I keep > the linearity slider set to the halfway point in GPL, so I'm used to a > more non-linear setting, and the "Pad" setting feels better with my > TSW2 wheel. Or, if you want to try tweaking the steering settings > even further, check out this thread for more tips:Let it be known that on 24 Apr 2004 23:27:21 -0700, [email hidden]
(jbodin) wrote:
>Don't worry -- once I unlock all the tracks and cars myself, I will
>concentrate on figuring out how to enable different track selections
>with different cars . . . specifically, MORE tracks for the Formula
>Fords, in particular (similar to the Track Selector Utility that I did
>for the first demo).
Note, the first patch will give more car and track combinations....
So real V8 supercars can do 1:48s at Bathurst....? .....riiiight...


































