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TOCA 2 demo

22 posts by 12 people · 30 Mar 2004 13:25 UTC - 04 Apr 2004 20:00 UTC

TOCA Race Driver 2 demo impressions

Codemasters released the TOCA Race Driver 2 demo. Reactions were mixed: Jason Moyer found its Pro-Sim mode somewhere between Porsche Unleashed and Live for Speed, while Steve Smith and Klinn criticised vague, delayed steering and the lack of brake lock-up and mirrors. A quoted Codemasters developer insisted there were no hidden driving aids, but most agreed it was not a true sim.

review/impressionsrelease/newsTOCA Race Driver 2

Automated summary.

Paulinho 30 Mar 2004 13:25 UTC#40411
The Toca 2 demo is now out !!! Offical !
"Damien Evans" <[email hidden]> wrote in message news:c4bvom$2ghkua$[email hidden]...
Quoted text (7 lines)> > The Toca 2 demo is now out !!! > > > > Offical ! > > Nice graphics, ain't no sim - next please.... > >
I would have to agree !!! If you are on dial up and want a sim don`t bother with this one.. if your on a faster connection it may be worth a download... Like everyone has said already.... You get no rear mirror.. only a red arrow that gets richer in colour the closer someone is behind you. Veiws are bad.. The on board view is beyond a joke...its like your chin is resting on the dash... its to high and to far forward ( way to far forward ).. Other views are as bad but shouldn`t be used.... bumper view, out of car ( lamo ) view... AI is soft even on hardest settings.. you can still go around the outside of most cars on most corners. You can cut corners out completly and not get a penalty, Physics.... hhhmmmmm, a cross between to much grip ( no under steer ) and no real difference between cars...(arcade) It comes across as one of those bounce of the other cars and gaurd rails to beat everyone type of GAME.. This is the demo mind... I will buy it on xbox.. but not for the PC.... There are some plus sides to it also.. uhm... uhm.... uhm..... Sound is ok ! uhm...... uhm....... The steering is better than the 1st attempt...
"Paulinho" <[email hidden]> wrote in news:c4c7oe$lpd$[email hidden]:
Quoted text (11 lines)> "Damien Evans" <[email hidden]> wrote in message > news:c4bvom$2ghkua$[email hidden]... >> > The Toca 2 demo is now out !!! >> > >> > Offical ! >> >> Nice graphics, ain't no sim - next please.... >> > > I would have to agree !!! >
<snip> > I will buy it on xbox.. but not for the PC.... Well, I didn't get it to work with my steering wheel (momo). Pedals worked, steering not so much. So I tested each of the tracks/cars with keyboard. Was a lot of fun. Not a simulator really, but a LOT better the previous race driver, which was completely ridiculous. Probably buying it for xbox as well :). Jussi
On Tue, 30 Mar 2004 13:25:32 +0000 (UTC), "Paulinho" <[email hidden]> wrote: >The Toca 2 demo is now out !!! On Pro-Sim mode it feels a lot like Live For Speed with real cars and tracks, which is fine with me, since most of my disinterest in LFS is due to not caring about the cars/tracks at all. No mirrors or functional dash sucks, but the driving view isn't much different from what I use in N2003/GPL/F1C. Low FOV, close to the dash, a bit higher than it could be, but without a functional dash it doesn't really matter. AI is way too easy, which is the thing that I'm most skeptical about, unless the multiplayer is worthwhile. The cars feel ok to me and I've had multiple spins, some understeer when I was pushing too hard, etc. On the other hand, the cars are ridiculously easy to drive at the pace the AI drives at, which removes any sort of challenge. On top of that they seem to be more interested in drifting than driving a fast/smooth line, which makes passing them stupifyingly easy in slower corners since they're always sideways and 5 feet from the apex. The Holden is a lot of fun if not terribly realistic. Wish they had included Bathurst instead of Phillip's Island, but then I suppose I'd have to reason to buy the game. Jason
Works fine here with the momo, Jussi... Don't like the demo though... ;-) "Jussi Lassila" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (26 lines)> "Paulinho" <[email hidden]> wrote in > news:c4c7oe$lpd$[email hidden]: > > > "Damien Evans" <[email hidden]> wrote in message > > news:c4bvom$2ghkua$[email hidden]... > >> > The Toca 2 demo is now out !!! > >> > > >> > Offical ! > >> > >> Nice graphics, ain't no sim - next please.... > >> > > > > I would have to agree !!! > > > <snip> > > I will buy it on xbox.. but not for the PC.... > > Well, I didn't get it to work with my steering wheel (momo). Pedals > worked, steering not so much. So I tested each of the tracks/cars with > keyboard. Was a lot of fun. Not a simulator really, but a LOT better the > previous race driver, which was completely ridiculous. > > Probably buying it for xbox as well :). > > > Jussi
me 31 Mar 2004 05:43 UTC↳ reply to jason moyer#40307
I really like this demo, a nice mixture of sim/arcade physics on the "pro simulation" mode. Much closer to sim physics than arcade. No dash is not a huge deal to me, if the car "feels" right, and in the short time I have played it this game feels very good. Sooo much better than last years game. The graphics are among the best ever in a pc racer, with beautifully realistic road textures and sheen, car reflections and hilights, and just very high quality graphics overall. The A.I. is a bit too easy, but maybe the actual game will have more refined A.I. I hope that they will have the "pro simulation" mode in the XBOX version also. I am going to preorder both the XBOX and PC versions tonight, they are cheap compared to most games. This is the closest thing to LFS that I have seen so far. Surprisingly far better than I was expecting. Good job Codemasters ! They could have gone totally arcade with this and given simmers no consideration at all, but they made some concessions to please all but the most anal simmers. It's not GPL, but it looks like it may be great fun nonetheless, for some of us. "Jason Moyer" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (28 lines)> On Tue, 30 Mar 2004 13:25:32 +0000 (UTC), "Paulinho" > <[email hidden]> wrote: > > >The Toca 2 demo is now out !!! > > On Pro-Sim mode it feels a lot like Live For Speed with real cars and > tracks, which is fine with me, since most of my disinterest in LFS is > due to not caring about the cars/tracks at all. > > No mirrors or functional dash sucks, but the driving view isn't much > different from what I use in N2003/GPL/F1C. Low FOV, close to the > dash, a bit higher than it could be, but without a functional dash it > doesn't really matter. > > AI is way too easy, which is the thing that I'm most skeptical about, > unless the multiplayer is worthwhile. The cars feel ok to me and I've > had multiple spins, some understeer when I was pushing too hard, etc. > On the other hand, the cars are ridiculously easy to drive at the pace > the AI drives at, which removes any sort of challenge. On top of that > they seem to be more interested in drifting than driving a fast/smooth > line, which makes passing them stupifyingly easy in slower corners > since they're always sideways and 5 feet from the apex. > > The Holden is a lot of fun if not terribly realistic. Wish they had > included Bathurst instead of Phillip's Island, but then I suppose I'd > have to reason to buy the game. > > Jason
jason moyer 31 Mar 2004 05:51 UTC↳ reply to me#40308
On Wed, 31 Mar 2004 05:43:55 GMT, "res0zlh0" <[email hidden]> wrote: >I really like this demo, a nice mixture of sim/arcade physics on the "pro >simulation" mode. Much closer to sim physics than arcade. After doing some more I think it falls somewhere between Porsche Unleashed and Live For Speed. If it had more detailed garage options maybe I'd put it up with LFS, but really, I don't have a problem with a lite sim that has real cars/tracks. IMHO it's what Total Immersion Racing should have been. Jason
I think the AI defaults to 70% so you could try turning it up a bit, I'd be intreseted in how you think it goes then. Andi. -- Remove only one zero to reply. "Jason Moyer" <[email hidden]> wrote in message news:[email hidden]... > On Tue, 30 Mar 2004 13:25:32 +0000 (UTC), "Paulinho" > <[email hidden]> wrote: > > >The Toca 2 demo is now out !!! > > On Pro-Sim mode it feels a lot like Live For Speed with real cars and > tracks, which is fine with me, since most of my disinterest in LFS is > due to not caring about the cars/tracks at all. > > No mirrors or functional dash sucks, but the driving view isn't much > different from what I use in N2003/GPL/F1C. Low FOV, close to the > dash, a bit higher than it could be, but without a functional dash it > doesn't really matter. > > AI is way too easy, which is the thing that I'm most skeptical about, > unless the multiplayer is worthwhile. The cars feel ok to me and I've > had multiple spins, some understeer when I was pushing too hard, etc. > On the other hand, the cars are ridiculously easy to drive at the pace > the AI drives at, which removes any sort of challenge. On top of that > they seem to be more interested in drifting than driving a fast/smooth > line, which makes passing them stupifyingly easy in slower corners > since they're always sideways and 5 feet from the apex. > > The Holden is a lot of fun if not terribly realistic. Wish they had > included Bathurst instead of Phillip's Island, but then I suppose I'd > have to reason to buy the game. > > Jason
On Wed, 31 Mar 2004 10:04:09 +0100, "Andi Cole" <[email hidden]> wrote: >I think the AI defaults to 70% so you could try turning it up a bit, I'd be >intreseted in how you think it goes then. I started with 100%, found them too easy, cranked it to 110%, and don't really notice a difference at all. I can start from the back of the grid in any of the 3 races available and be in the lead by the end of the 2nd lap. Jason
Oh dear! ;-( Andi. -- Remove only one zero to reply. "Jason Moyer" <[email hidden]> wrote in message news:[email hidden]... > On Wed, 31 Mar 2004 10:04:09 +0100, "Andi Cole" <[email hidden]> > wrote: > > >I think the AI defaults to 70% so you could try turning it up a bit, I'd be > >intreseted in how you think it goes then. > > I started with 100%, found them too easy, cranked it to 110%, and > don't really notice a difference at all. I can start from the back of > the grid in any of the 3 races available and be in the lead by the end > of the 2nd lap. > > Jason
I ran across this interesting little tidbit on the RaceSim Central forum -- this was posted by Rich Tysoe, who is with Codies, I believe (he posts as "RFT" on the RSC forums): ====================== I just though it'd pipe up and say THERE ARE NO ARTIFICIAL AIDS! none. nada. I don't know what you're feeling, Every acceleration on the car is coming through the tyres from your hands and feet. In RD1, There was a correcting-force applied to a sliding car, (I can't really go too deep into the technicalities) but there's nothing like that in TRD2. it's been a point of almost religious fervour within the team that we'd get the cars handling without resorting to any of that sort of Monkey Business. __________________ Rich Tysoe ====================== Sounds like they were serious from the start this time around. I have also heard that the demo is the final physics, but the tyre model isn't finalized yet, so if that's part of the "20%" that remains to be completed, then we could all be in for a pleasant surprise if they get that part right. -- JB "Andi Cole" <[email hidden]> wrote in message news:<oDwac.26144$[email hidden]>...
Quoted text (21 lines)> Oh dear! ;-( > > Andi. > > -- > Remove only one zero to reply. > "Jason Moyer" <[email hidden]> wrote in message > news:[email hidden]... > > On Wed, 31 Mar 2004 10:04:09 +0100, "Andi Cole" <[email hidden]> > > wrote: > > > > >I think the AI defaults to 70% so you could try turning it up a bit, I'd > be > > >intreseted in how you think it goes then. > > > > I started with 100%, found them too easy, cranked it to 110%, and > > don't really notice a difference at all. I can start from the back of > > the grid in any of the 3 races available and be in the lead by the end > > of the 2nd lap. > > > > Jason
On Wed, 31 Mar 2004 11:00:51 +0100, "Andi Cole" <[email hidden]> wrote: >Oh dear! ;-( Hm, now I'm starting to wonder if they adjust to your best times. My first few races on the 3 series in the demo I was able to annihilate the AI quickly and easily at 110% even tho their qualifying times were putting me at the back of the grid. Now after a few races I've actually had some nice scraps. Not sure what's going on there. Jason
That was the case in the first game, seems reasonable that they would do it again. It adjusted very slowly too, so it did not feel artificial. "Jason Moyer" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> > Hm, now I'm starting to wonder if they adjust to your best times. My > first few races on the 3 series in the demo I was able to annihilate > the AI quickly and easily at 110% even tho their qualifying times were > putting me at the back of the grid. Now after a few races I've > actually had some nice scraps. Not sure what's going on there. > > Jason
Is it just me or is it impossible to lock up the brakes in this puppy? Okay, I just got my feet wet; haven't tried the 'pro-sim' mode, but if brake lock-up is missing, it ain't no sim, it's ANOTHER arcade racer. Developing...as Matt Drudge sez. "jbodin" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (31 lines)> I ran across this interesting little tidbit on the RaceSim Central > forum -- this was posted by Rich Tysoe, who is with Codies, I believe > (he posts as "RFT" on the RSC forums): > > ====================== > > I just though it'd pipe up and say > > THERE ARE NO ARTIFICIAL AIDS! none. nada. I don't know what you're > feeling, Every acceleration on the car is coming through the tyres > from your hands and feet. > > In RD1, There was a correcting-force applied to a sliding car, (I > can't really go too deep into the technicalities) but there's nothing > like that in TRD2. it's been a point of almost religious fervour > within the team that we'd get the cars handling without resorting to > any of that sort of Monkey Business. > __________________ > Rich Tysoe > > ====================== > > Sounds like they were serious from the start this time around. I have > also heard that the demo is the final physics, but the tyre model > isn't finalized yet, so if that's part of the "20%" that remains to be > completed, then we could all be in for a pleasant surprise if they get > that part right. > > -- JB > > "Andi Cole" <[email hidden]> wrote in message
news:<oDwac.26144$[email hidden]>...
Quoted text (12 lines)> > Oh dear! ;-( > > > > Andi. > > > > -- > > Remove only one zero to reply. > > "Jason Moyer" <[email hidden]> wrote in message > > news:[email hidden]... > > > On Wed, 31 Mar 2004 10:04:09 +0100, "Andi Cole" <[email hidden]> > > > wrote: > > > > > > >I think the AI defaults to 70% so you could try turning it up a bit,
I'd
Quoted text (9 lines)> > be > > > >intreseted in how you think it goes then. > > > > > > I started with 100%, found them too easy, cranked it to 110%, and > > > don't really notice a difference at all. I can start from the back of > > > the grid in any of the 3 races available and be in the lead by the end > > > of the 2nd lap. > > > > > > Jason
Okay, I've tried the 'pro-sim' mode. It feels worse than the 'sim' mode; all squishy, wallowy, and nauseous-making. The steering, in particular, feels even more vague, as if I hadn't readjusted the dead zone. In re my earlier query, the brakes don't seem to lock in a straight line (despite varying the BB from +25 to -25%), but mashing them in the middle of a turn will make the tail step out...somewhat. Whatever, it certainly doesn't feel remotely realistic. Oh well, another promise unkept. What's the prob? Aren't there enuf of us to support a real sim? Sheesh.... "Steve Smith" <[email hidden]> wrote in message news:rj0bc.475$[email hidden]... > Is it just me or is it impossible to lock up the brakes in this puppy? > Okay, I just got my feet wet; haven't tried the 'pro-sim' mode, but ifbrake
Quoted text (49 lines)> lock-up is missing, it ain't no sim, it's ANOTHER arcade racer. > Developing...as Matt Drudge sez. > > "jbodin" <[email hidden]> wrote in message > news:[email hidden]... > > I ran across this interesting little tidbit on the RaceSim Central > > forum -- this was posted by Rich Tysoe, who is with Codies, I believe > > (he posts as "RFT" on the RSC forums): > > > > ====================== > > > > I just though it'd pipe up and say > > > > THERE ARE NO ARTIFICIAL AIDS! none. nada. I don't know what you're > > feeling, Every acceleration on the car is coming through the tyres > > from your hands and feet. > > > > In RD1, There was a correcting-force applied to a sliding car, (I > > can't really go too deep into the technicalities) but there's nothing > > like that in TRD2. it's been a point of almost religious fervour > > within the team that we'd get the cars handling without resorting to > > any of that sort of Monkey Business. > > __________________ > > Rich Tysoe > > > > ====================== > > > > Sounds like they were serious from the start this time around. I have > > also heard that the demo is the final physics, but the tyre model > > isn't finalized yet, so if that's part of the "20%" that remains to be > > completed, then we could all be in for a pleasant surprise if they get > > that part right. > > > > -- JB > > > > "Andi Cole" <[email hidden]> wrote in message > news:<oDwac.26144$[email hidden]>... > > > Oh dear! ;-( > > > > > > Andi. > > > > > > -- > > > Remove only one zero to reply. > > > "Jason Moyer" <[email hidden]> wrote in message > > > news:[email hidden]... > > > > On Wed, 31 Mar 2004 10:04:09 +0100, "Andi Cole" <[email hidden]> > > > > wrote: > > > > > > > > >I think the AI defaults to 70% so you could try turning it up a
bit, > I'd > > > be > > > > >intreseted in how you think it goes then. > > > > > > > > I started with 100%, found them too easy, cranked it to 110%, and > > > > don't really notice a difference at all. I can start from the backof > > > > the grid in any of the 3 races available and be in the lead by theend > > > > of the 2nd lap. > > > > > > > > Jason > >
On Thu, 01 Apr 2004 22:26:05 GMT, "Steve Smith" <[email hidden]> wrote:
Quoted text (8 lines)>Okay, I've tried the 'pro-sim' mode. It feels worse than the 'sim' mode; >all squishy, wallowy, and nauseous-making. The steering, in particular, >feels even more vague, as if I hadn't readjusted the dead zone. In re my >earlier query, the brakes don't seem to lock in a straight line (despite >varying the BB from +25 to -25%), but mashing them in the middle of a turn >will make the tail step out...somewhat. Whatever, it certainly doesn't feel >remotely realistic. Oh well, another promise unkept. What's the prob? >Aren't there enuf of us to support a real sim? Sheesh....
Eh, it's kinda fun, but yeah, it's not really a sim. Still, between GTR and RBR I think this is going to be a decent year for us. Jason
Klinn 03 Apr 2004 22:34 UTC↳ reply to Paulinho#40205
The terrible "steering" ruins it for me. Problem is best shown on the Hock back straight (gentle curve). When I'm steering along this curve and want to tighten my line just a bit, the car doesn't initially react to my steering input, then suddenly darts sideways, much sharper than I intended. Impossible to make subtle corrections, place the car accurately on the road for turn-in points etc. This is with the 'Pro-Simulation' setting. I'm using a Logi Momo, have played with the control setup deadzone & 'saturation' to no avail. Still feels like I'm using a game pad to steer. I spend too much time trying to anticipate how the game's controller routines will react, rather than how the *car* will react. Graphics are OK, but nothing out of the ordinary these days. Some of the car modelling seems very low detail, e.g. the Jag XKE. (This is with the detail slider at highest setting on an ATI 9800 XT - it ain't the hardware.) Since in this sort of game the cars are the stars, you would think more detail would lavished on them. ...Klinn "Paulinho" <[email hidden]> wrote in message news:c4bsgc$72h$[email hidden]... > The Toca 2 demo is now out !!! > > Offical !
jbodin 04 Apr 2004 04:04 UTC↳ reply to Klinn#40215
The deadzone and saturation alone won't do it for you -- you're probably going to want to try changing your controller selection from "Wheel" to "Pad" (if you haven't done so already) -- I saw a post elsewhere that indicated that these selections are mis-labeled (reversed). I tried it first with my controller set as a "Wheel," and I didn't like the control (brakes too strong/touchy, steering twitchy, etc.), but when I changed the controller selection to "Pad," things began to feel MUCH better. I posted a query about this "Wheel/Pad" issue on the RaceSim Central forum, and this was posted in response I got from Rich Tysoe of Codies (who posts as "RFT" there): ======================== Quote: on "pad", steering lock is reduced on a reverse exponential curve with increasing speed. the speed of decrease is set on a per-car basis with it's mechanics values. I don't know if there's a response curve applied across the input range. on "wheel", steering is purely linear (about 20 degrees of lock total), with the exception that under 15 MPH, the lock doubles, basically so you can turn a spun car round in the narrow street tracks. It's like the steering hack in GPL, but unless you've crashed, you won't be going slow enough to get it to kick in. If you're used to any degree of non-linearity in your normal simracing, then I guess this is what's throwing you. __________________ Rich Tysoe ======================== This explains a lot, and it now makes perfect sense to me, because unlike most folks, I drive GPL with the linearity set to the halfway-point because my TSW2 seems too sensitive with the slider set to fully linear. Since that's what I'm used to in GPL, it makes sense that the non-linear "Pad" setting in RD2 "feels" better to me with my TSW2. FWIW, some Momo users are reporting that using the "Wheel" selection works great for them, but I guess it depends on what type of linearity setting you're comfortable with in other sims. This is definitely LIGHT-YEARS ahead of RD1, and it's a pretty good SIM, IMO. ;-) -- JB "Klinn" <[email hidden]> wrote in message news:<BZGbc.2657$%%[email hidden]>...
Quoted text (25 lines)> The terrible "steering" ruins it for me. Problem is best shown on the Hock > back straight (gentle curve). When I'm steering along this curve and want to > tighten my line just a bit, the car doesn't initially react to my steering > input, then suddenly darts sideways, much sharper than I intended. > Impossible to make subtle corrections, place the car accurately on the road > for turn-in points etc. This is with the 'Pro-Simulation' setting. > > I'm using a Logi Momo, have played with the control setup deadzone & > 'saturation' to no avail. Still feels like I'm using a game pad to steer. I > spend too much time trying to anticipate how the game's controller routines > will react, rather than how the *car* will react. > > Graphics are OK, but nothing out of the ordinary these days. Some of the car > modelling seems very low detail, e.g. the Jag XKE. (This is with the detail > slider at highest setting on an ATI 9800 XT - it ain't the hardware.) Since > in this sort of game the cars are the stars, you would think more detail > would lavished on them. > > ...Klinn > > "Paulinho" <[email hidden]> wrote in message > news:c4bsgc$72h$[email hidden]... > > The Toca 2 demo is now out !!! > > > > Offical !
cronik 04 Apr 2004 05:12 UTC↳ reply to Klinn#40217
"Klinn" <[email hidden]> wrote in message news:<BZGbc.2657$%%[email hidden]>...
Quoted text (25 lines)> The terrible "steering" ruins it for me. Problem is best shown on the Hock > back straight (gentle curve). When I'm steering along this curve and want to > tighten my line just a bit, the car doesn't initially react to my steering > input, then suddenly darts sideways, much sharper than I intended. > Impossible to make subtle corrections, place the car accurately on the road > for turn-in points etc. This is with the 'Pro-Simulation' setting. > > I'm using a Logi Momo, have played with the control setup deadzone & > 'saturation' to no avail. Still feels like I'm using a game pad to steer. I > spend too much time trying to anticipate how the game's controller routines > will react, rather than how the *car* will react. > > Graphics are OK, but nothing out of the ordinary these days. Some of the car > modelling seems very low detail, e.g. the Jag XKE. (This is with the detail > slider at highest setting on an ATI 9800 XT - it ain't the hardware.) Since > in this sort of game the cars are the stars, you would think more detail > would lavished on them. > > ...Klinn > > "Paulinho" <[email hidden]> wrote in message > news:c4bsgc$72h$[email hidden]... > > The Toca 2 demo is now out !!! > > > > Offical !
I won't even begin to comment on how bad this demo is but they still havn't learnt how to enable mouse support in the game menus, who really wants to fumble around in the menu with the keyboard on a pc these days? Codemasters won't be getting my money, I'll stick to the decent racing simulations we have.
Klinn 04 Apr 2004 14:56 UTC↳ reply to jbodin#40225
Thanks for the suggestions, but yes, I've already tried switching between 'Wheel' and 'Pad' with not much improvement. As for Rich Tysoe's description, well, I play GPL and NASCAR2003 with the linearity set at 80% to 85% (in GPL close to the left side, that is). So I'm used to steering with a high degree of linearity. It still feels like a deadzone issue. Nothing happens for the first few degrees off-center, then bang! Off it goes. I had the same sort of feeling from the demo of Colin McRae4 by Codies, but I guess I'm not as worried about precise positioning when flinging the car sideways in dirt. <grin> I've haven't fiddled with DXTweak lately to check the controller deadzone, but then, I haven't had to for any of the other games/sims I play. (GPL, N2003, F1C, ETCC) I don't want to muck up the feel in those titles. Oh well, at least the improved physics modelling got me to *try* the demo. RD1 was panned widely enough that I didn't even bother d/l'ing it. Maybe the next generation will be improved again, and I'll actually purchase RD3! ...Klinn "jbodin" <[email hidden]> wrote ...
Quoted text (52 lines)> The deadzone and saturation alone won't do it for you -- you're > probably going to want to try changing your controller selection from > "Wheel" to "Pad" (if you haven't done so already) -- I saw a post > elsewhere that indicated that these selections are mis-labeled > (reversed). I tried it first with my controller set as a "Wheel," and > I didn't like the control (brakes too strong/touchy, steering twitchy, > etc.), but when I changed the controller selection to "Pad," things > began to feel MUCH better. > > I posted a query about this "Wheel/Pad" issue on the RaceSim Central > forum, and this was posted in response I got from Rich Tysoe of Codies > (who posts as "RFT" there): > > ======================== > > Quote: > > on "pad", steering lock is reduced on a reverse exponential curve with > increasing speed. the speed of decrease is set on a per-car basis with > it's mechanics values. I don't know if there's a response curve > applied across the input range. > > on "wheel", steering is purely linear (about 20 degrees of lock > total), with the exception that under 15 MPH, the lock doubles, > basically so you can turn a spun car round in the narrow street > tracks. It's like the steering hack in GPL, but unless you've crashed, > you won't be going slow enough to get it to kick in. > > If you're used to any degree of non-linearity in your normal > simracing, then I guess this is what's throwing you. > __________________ > Rich Tysoe > > ======================== > > This explains a lot, and it now makes perfect sense to me, because > unlike most folks, I drive GPL with the linearity set to the > halfway-point because my TSW2 seems too sensitive with the slider set > to fully linear. Since that's what I'm used to in GPL, it makes sense > that the non-linear "Pad" setting in RD2 "feels" better to me with my > TSW2. > > FWIW, some Momo users are reporting that using the "Wheel" selection > works great for them, but I guess it depends on what type of linearity > setting you're comfortable with in other sims. > > This is definitely LIGHT-YEARS ahead of RD1, and it's a pretty good > SIM, IMO. > > ;-) > > -- JB
Me too. I tried every trick in the book (and some that aren't) and the steering still feels like a bloody game pad (it's actually better in the non-Pro-Sim mode). The numbnuts at Codemasters manage to make this same mistake every time, and every game (like CMR04..especially ironic now that he drives for Ferrari!). The menu sucks...and prolly will in the game, too (altho I expect you'll be able to save yer settings in the full game...which I, for one, will never buy). If I were Papyrus, I'd license their controller routines, replay routines, and garage/setup routines to one and all...at least until they get back in the sim game (as it were). "Klinn" <[email hidden]> wrote in message news:EmVbc.2740$%%[email hidden]...
Quoted text (16 lines)> Thanks for the suggestions, but yes, I've already tried switching between > 'Wheel' and 'Pad' with not much improvement. As for Rich Tysoe's > description, well, I play GPL and NASCAR2003 with the linearity set at 80% > to 85% (in GPL close to the left side, that is). So I'm used to steering > with a high degree of linearity. > > It still feels like a deadzone issue. Nothing happens for the first few > degrees off-center, then bang! Off it goes. I had the same sort of feeling > from the demo of Colin McRae4 by Codies, but I guess I'm not as worried > about precise positioning when flinging the car sideways in dirt. <grin> > I've haven't fiddled with DXTweak lately to check the controller deadzone, > but then, I haven't had to for any of the other games/sims I play. (GPL, > N2003, F1C, ETCC) I don't want to muck up the feel in those titles. > > Oh well, at least the improved physics modelling got me to *try* the demo. > RD1 was panned widely enough that I didn't even bother d/l'ing it. Maybe
the
Quoted text (59 lines)> next generation will be improved again, and I'll actually purchase RD3! > > ...Klinn > > "jbodin" <[email hidden]> wrote ... > > The deadzone and saturation alone won't do it for you -- you're > > probably going to want to try changing your controller selection from > > "Wheel" to "Pad" (if you haven't done so already) -- I saw a post > > elsewhere that indicated that these selections are mis-labeled > > (reversed). I tried it first with my controller set as a "Wheel," and > > I didn't like the control (brakes too strong/touchy, steering twitchy, > > etc.), but when I changed the controller selection to "Pad," things > > began to feel MUCH better. > > > > I posted a query about this "Wheel/Pad" issue on the RaceSim Central > > forum, and this was posted in response I got from Rich Tysoe of Codies > > (who posts as "RFT" there): > > > > ======================== > > > > Quote: > > > > on "pad", steering lock is reduced on a reverse exponential curve with > > increasing speed. the speed of decrease is set on a per-car basis with > > it's mechanics values. I don't know if there's a response curve > > applied across the input range. > > > > on "wheel", steering is purely linear (about 20 degrees of lock > > total), with the exception that under 15 MPH, the lock doubles, > > basically so you can turn a spun car round in the narrow street > > tracks. It's like the steering hack in GPL, but unless you've crashed, > > you won't be going slow enough to get it to kick in. > > > > If you're used to any degree of non-linearity in your normal > > simracing, then I guess this is what's throwing you. > > __________________ > > Rich Tysoe > > > > ======================== > > > > This explains a lot, and it now makes perfect sense to me, because > > unlike most folks, I drive GPL with the linearity set to the > > halfway-point because my TSW2 seems too sensitive with the slider set > > to fully linear. Since that's what I'm used to in GPL, it makes sense > > that the non-linear "Pad" setting in RD2 "feels" better to me with my > > TSW2. > > > > FWIW, some Momo users are reporting that using the "Wheel" selection > > works great for them, but I guess it depends on what type of linearity > > setting you're comfortable with in other sims. > > > > This is definitely LIGHT-YEARS ahead of RD1, and it's a pretty good > > SIM, IMO. > > > > ;-) > > > > -- JB > >

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