OK all of you Colin McRae Rally fans, does this title (for the PC) have even
the most basic aspect of realism programmed into it? Can you tell the
obvious difference between front, rear and four-wheel drive cars....or do
all of the cars handle just about the same as the TOCA cars?
I would appreciate hearing any other comments regarding the title's realism
as well.
Thanks for the feedback,
Marc.
--
****************************************************************************
Marc Collins
"They couldn't hit an elephant at this dist---"
General John B. Sedgwick's last words, 1864
****************************************************************************
I agree. Whilst I await the solution for the "locking" problem in GPL,
I was "driven" (ha, ha, oh forget it) to buying CM Rally. PC Format
said it was the F1GP2 of rally sims. Balls.
Codemasters use the same engine to re-create the rally cars as TOCA.
They all feel the same and you never get any real feel of grip. It's
like driving on wet snow all the time.
Fortunately, there's light on the horizon and TOCA 2 is due soon.
Apparently, Codemasters have gone the same way as Papyrus and are
using physics models based on different areas of the car to give a
more realistic drive. All cars will handle differently like GPL.
If this pulls off then we might see a better rally sim in the future.
There were other points that dissapointed me as well.
The damage model seems to be way out. No car could withstand a 100 mph
head on crash with a tree.
Why no time penalty for turning the car over ( a few minutes while
spectators gather to upright the car).
No wind screen effects i.e. mud and broken glass.
No night stages until you've passed the ridiculously hard expert
training.
Horrible scenery pop ups (so uneccessary with todays PCs).
No other cars on the track unless in multiplayer. (In real life they
are sent out in intervals and often come up behind a slower car if it
has problems).
Oh well, yet another arcade driver game. Not really a sim.
Simon Page.
On Tue, 10 Nov 1998 15:13:48 -0500, "Marc Collins"
Please remove the usual from my address to reply!
Simon Page
Dereham Computer Services
D2 Computer Services
http://people.netcom.co.uk/spage
Quoted text (20 lines)
>OK all of you Colin McRae Rally fans, does this title (for the PC) have even >the most basic aspect of realism programmed into it? Can you tell the >obvious difference between front, rear and four-wheel drive cars....or do >all of the cars handle just about the same as the TOCA cars? >I would appreciate hearing any other comments regarding the title's realism >as well. >Thanks for the feedback, >Marc. >-- >**************************************************************************** >Marc Collins >"They couldn't hit an elephant at this dist---" > General John B. Sedgwick's last words, 1864 >****************************************************************************> OK all of you Colin McRae Rally fans, does this title (for the PC) have even
> the most basic aspect of realism programmed into it? Can you tell the
> obvious difference between front, rear and four-wheel drive cars....or do
> all of the cars handle just about the same as the TOCA cars?
You can tell the difference. I would call it very good arcade realism.
--
Anssi Lehtinen
So the rear-wheel drive car (the bonus old Escort) really hangs out the
rear-end in comparison to the 4 wheel drive and front wheel drive models?
The front wheel drive cars are prone to more understeer in extreme cornering
than the 4-wheel drive?
Marc.
>> OK all of you Colin McRae Rally fans, does this title (for the PC) have even
Quoted text (8 lines)
>> the most basic aspect of realism programmed into it? Can you tell the >> obvious difference between front, rear and four-wheel drive cars....or do >> all of the cars handle just about the same as the TOCA cars? >You can tell the difference. I would call it very good arcade realism. >-- >Anssi LehtinenQuoted text (18 lines)
>> Codemasters use the same engine to re-create the rally cars as TOCA. >> They all feel the same and you never get any real feel of grip. It's >> like driving on wet snow all the time. >> <snip> > Hi Simon, how can this be? Each surface has its own grip character and even >sound effect as you drive over it. Sweden is a worlds different than Greece >is worlds different from Australia, etc. The nature of high power rally cars >is to practically be 'on tippy toes' much of the time re: adhesion anyway. ><snip>night stages until you've passed the ridiculously hard expert >> training. > No offence, but if you find the 'training mode' ridiculously hard, then >perhaps that is coloring your perceptions? I happen to be someone who thinks >the best opinions come from those who *very* proficient at a sim, and not >those who have just skimmed the surface (See: the Avault GPL review) Mark >RaelIf you know the trick of driving a rally car, those problems can be cure
>So the rear-wheel drive car (the bonus old Escort) really hangs out the
>rear-end in comparison to the 4 wheel drive and front wheel drive models?
>The front wheel drive cars are prone to more understeer in extreme cornering
do
>>> all of the cars handle just about the same as the TOCA cars?
>>You can tell the difference. I would call it very good arcade realism.
>>--
>>Anssi Lehtinen
Quoted text (13 lines)
>than the 4-wheel drive? >Marc. >>> OK all of you Colin McRae Rally fans, does this title (for the PC) have >even >>> the most basic aspect of realism programmed into it? Can you tell the >>> obvious difference between front, rear and four-wheel drive cars....orsnip
> The point I'm making is that, no matter what surface you drive on, the
> car doesn't feel like a car. "Oh, but you've never driven a rally
> car", I hear you say! Wrong, I have but that's beside the point too.
> It just feels arcady!
There's the good and evil discussion again! If CMR is arcady, what the
hell
would you call POD or NFSIII? No, CMR doesn't have the GPL physics
engine, but
it really behaves very realisticly. Just one example is the way the car
has
weight. If you jump over a crest, the car doesn't fly 30 feet, but hops
and
smashes down very quickly. No other sim did this that believable before.
l8er
ronny
--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
Of course they can be compensated for (cured)--the question is whether they
are modelled in the game in the first place. I don't think they are.....
Marc.
Quoted text (30 lines)
>If you know the trick of driving a rally car, those problems can be cure >>So the rear-wheel drive car (the bonus old Escort) really hangs out the >>rear-end in comparison to the 4 wheel drive and front wheel drive models? >>The front wheel drive cars are prone to more understeer in extreme >cornering >>than the 4-wheel drive? >>Marc. >>>> OK all of you Colin McRae Rally fans, does this title (for the PC) have >>even >>>> the most basic aspect of realism programmed into it? Can you tell the >>>> obvious difference between front, rear and four-wheel drive cars....or >do >>>> all of the cars handle just about the same as the TOCA cars? >>>You can tell the difference. I would call it very good arcade realism. >>>-- >>>Anssi LehtinenI like the realistic "weight" the cars seem to have, too. What is your
opinion on my original question (whether you can tell the difference between
front, 4 and rear-wheel drive vehicles)?
Marc.
Quoted text (8 lines)
>it really behaves very realisticly. Just one example is the way the car >has >weight. If you jump over a crest, the car doesn't fly 30 feet, but hops >and >smashes down very quickly. No other sim did this that believable before. >l8er >ronny> I like the realistic "weight" the cars seem to have, too. What is your
> opinion on my original question (whether you can tell the difference between
> front, 4 and rear-wheel drive vehicles)?
Oh, you got me there! If I spent 5 hours with CMR, it's a lot (GPL is
calling,
no, it's screaming all the time ;^). So in that short time I just didn't
look
for any differences. I just enjoyed the surprisingly realistic feel of
driving these
rally cars. If you accept 2nd hand info, in a game mag review I read
they mentioned
who sensitive you have to be with the Audi compared with the other cars.
So there
definitly is a difference in the handling of the cars.
l8er
ronny
--
How to get rid of censorship in German game releases
<http://www.gamesmania.com/german/maniac/freedom/freedom.htm>
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
It is really easy to feel the difference between front, 4 and rear wheel
drive cars in CMR. The front drive cars tend to plough on with severe
understeer unless you balance them with throttle inputs, whereas the rear
wheel drive cars, especially the 2 litre Escort is very tail happy if you
plant the foot in a bend it will just spin the rear end around where as the
effect in the 4 wheel drive cars is more of a big loop and it is possible to
drive the car out of bends much harder and with more neutral handling
characteristics.
The only arcadey things about CMR is having to qualify for extra stages by
winning the previous one and I suppose the setups could be more detailed.
>I like the realistic "weight" the cars seem to have, too. What is your
>opinion on my original question (whether you can tell the difference between


































