Yes, the graphics are nice.
They could be a bit better, the the interface graphic glitches need to be
cleared up.
I've had no problem with the control of the game or being able to
control the lean of the bike. However, the big "Dead zone" may
either be due to your controller or its simply a piece of the bike model.
I find that the dead zone is a lot less than in Viper Racing or GPL for me,
but there IS a dead zone where "you" have to lean the bike across the
vertical axis and that means counteracting many different forces to do so.
Not as easy as simply turning a car. And yes, the feel of the bike is
completely different from a car....and you WILL need to adapt to how it
feels and handles.
Mms....you must not have been paying close attention. Tire slide?
This is NOT GPL. The superbike tires are very very grippy but yes
you can slide with them. However, due to the mechanics of riding
a bike, controlling a slide w/o the bike slipping out from under you
is very difficult. Mms. I seem to be able to turn just fine in the game
by leaning and varying the throttle; dunno, but throttle steering is
always part of the racing game.
But if you feel that the physics engine just needs to be more finEly tuned,
why are you so "disappointed"? Geesh, its a fine game. Not to mention
I doubt they modeled every single force that exists on a bike.
Mms? I find myself to be much faster with certain bikes in all aspects
of the corner.
Dude, physics of any vehicle, especially those such as racing machines
that push the limits of the laws of physics are complex to model. And
when you are attempting to do so on the fairly small PC comptuers for
a game, it becomes increasingly complex. And actually I don't think that
GPL captured the "feel" of control any better than Superbike did.
Best I've found is simply a wheel/pedal...perhaps a joystick/pedal would be
best, but I don't have that option right now. Anyways, I have a LLWFF and
use the obvious wheel/pedal and then have the situp button mapped two my
upper left button and my levers as the up (right) down (left) shifting.
What specifically was wrong with Laguna? I've done about 45 laps
there in my Miata and another 90 minutes worth in a Formula Ford and I
found it to be the best rendition of that track I've seen yet. The
most notable inaccuracies seemed to be that the grandstands exiting
turn 4 were a little too close to the turn and the red/white curbing
should have been white alligator teeth on turns 5 and 6.
Randy
Randy Magruder
http://members.home.com/rmagruder
Got it Chris. I'm just having ball with SBK at full realism (no riding
aids/MT) albeit with AI at beginner level.
Yeah, the back end steps (slides) out for me, but usually unitentionally.
Tom Petersen
proud owner of '83 XR350R and DR100 (of yeah '66 Bug too).
DR100...too bad they don't simulate one of those while you are learning the
tracks.
> Got it Chris. I'm just having ball with SBK at full realism (no riding
> aids/MT) albeit with AI at beginner level.
> Yeah, the back end steps (slides) out for me, but usually unitentionally.
> Tom Petersen
> proud owner of '83 XR350R and DR100 (of yeah '66 Bug too).
I agree.When you turn all the realism to full and the opponents to the top
setting it gets much harder.The tyre wear is great,and longer races will
involve a lot of judgement and careful tyre selection.I thought i'd be
clever and try very soft tyres ,front and rear.After a few laps I started to
hear a couple of dull chirps as I powered out of corners while cranked
over.Soon they got worse and I couldn't corner as hard.Then I started to get
wheelspin on the straights.Soon after that I could do smokin burnouts all
the way to fifth gear,whilst barely accelerating.I was just spinning the
back wheel.Try it.
I love the head view,how you have to judge the placement of the bike
around corners.Crank right over with your head above the ripple strip and
the tyres still on the track.This view made the racing much more absorbing
for me.
Quoted text (11 lines)
>Hmmm... too easy you say? I have tried a 25 laps race at Brands Hatch at >simulation mode, beginner diffuculty, all driving help turned off. I was >able to come up to first place after a dash from the back of the pack, >but with 10 laps to go, my front tire was junk and I wasn't able to turn >the damn thing! It kept falling down in the corners. Of course, with all >that, I finished last... Can't wait to try the other difficulty levels! >I don't know why some people say this game is no good. It's the best >bike game I have seen yet. Plus one thing I learned: bikes don't like >trail braking! >Philster>Hello all,
>Here's a few random thoughts and observations on my own
>rather dissapointing experience with EA Superbike. I
>bought the game last night and will likely return it
>to the store this weekend.
[snip]
Chris has certainly made some valid points here. He has noticed a few flaws
which I am sure many other people, includig myself, have done. However, I do
feel that there is a need to balance the good and the bad and I think you'll
find that once you have done that, you'll feel far better about Superbike
World Champinship.
Perhaps the most annoying and incredibly frustrating things that EA left out
was a replay in 'Practise' mode. What on Earth for? That's where some of my
most stunning laps have been.
Also, why oh why oh why did they put in those semi-circle blue and red
things around the track to show the racing line. I found that no matter how
much I thought I knew a race track in practise, having an actual race was
COMPLETELY different. Do you know if there is a way to get rid of these?
But on the whole this is a superb game. Not as ***ive as GPL for sure,
but concidering all the other racing sims we've seen over the years - and
there's only been a handful -, this is a whopper of a meal! :-)
Adam
Have a looka t the tires with an external camera view. They looked chewed up as
well.
Also notice that, as in real bikes, leaning the bike over effectively changes
the gearing. The engine revs increase, just as the should, when you lean over
for fast sweepers.


































