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Rec.Autos.Simulators Archive

TOCA2 or SCGT ?

9 posts by 8 people · 06 Apr 1999 - 09 Apr 1999

Work 06 Apr 1999#460364
I have downloaded both demos. I have played them both for a few hours. I have every SIM that Papyrus has put out (including Indianapolis 500 'The Simulation'). I love everything that Papyrus builds. But they haven't yet built a Sports Car Series. I like both the games (I don't believe they quite qualify as SIMS), but I can't decide which one will be the better buy. I am asking for some feedback from people that have the full versions of the games to let me know that they think. The main problem I have seen in SCGT is that it is far to easy to win. It only took me a few races before I got the handle on the car and the track and then it was way to easy. Plus there are only 3 cars to beat. I am also disappointed with the auto pilot on the pit stop. In TOCA2, I am finding it harder to be competitive. I haven't played it as much as I have SCGT. But I am finding that the car drives somewhat unrealistic. It seems to pivot around the corners instead of steering. And I can't stand the noise when you run in the grass and over the rumble strips. Any input on either of these games would be appreciated. I will buy one of them, but I need some help deciding which one is better Dean
Zonky 06 Apr 1999#460365
And For those familar with in-car Super touring footage and audio, both are very authentic. Z.
GypsyMet 06 Apr 1999#460366
From what I've gathered reading various posts on the net, the demo of SCGT was made easier than the final release will be. My guess is that they did this to appeal to more people. Try downloading the physics patch from GT1 - it makes the demo much more challenging. As for Toca2, I've had some fun with the demo, but the physics just aren't as good as SCGT, (and a far,far cry from GPL) and for some reason I don't feel as compelled to play it as I did with Toca1. Since neither game is out in the U.S. yet, I can't really say for sure which is the better buy, but for now my money's on SCGT.
GypsyMet 07 Apr 1999#460547
Just to be fair, I should probably mention that I am planning on buying both games - I had a blast with Toca 1, and hope for improvements over the demo in the full version.
DAVID 07 Apr 1999#460548
I am not sure if its a lack of a physics model or if FWD racing cars just drive that bad. dave
Quoted text (10 lines)> On Tue, 6 Apr 1999 14:06:29 -0700, > >It (TOCA2) seems to pivot around the corners instead of steering. > Yep. It has no physics model whatsoever.... > -- > // rrevved posts from mindspring dot com
Quoted text (7 lines)> I have downloaded both demos. I have played them both for a few hours. I > have every SIM that Papyrus has put out (including Indianapolis 500 'The > Simulation'). I love everything that Papyrus builds. But they haven't yet > built a Sports Car Series. > I like both the games (I don't believe they quite qualify as SIMS), but I > can't decide which one will be the better buy.
I only have the demos, but can't believe that TOCA2 would change much for the release version, since it's pretty much the same as TOCA1. I have much more fun in the SCGT demo than in TOCA1 or the demo for TOCA2. In both TOCAs, the cars break loose very suddenly, and you have to have lightning reflexes to catch it. I don't think even FWD touring cars handle like that. In SCGT you have at least some slipping before you are in an out-of-control spin. In GPL, you feel like you have to break for the turns. In TOCAs you are "on rails" the one moment, then the next you are on the grass. -- Anssi Lehtinen
: I only have the demos, but can't believe that TOCA2 would change much for : the release version, since it's pretty much the same as TOCA1. I have much : more fun in the SCGT demo than in TOCA1 or the demo for TOCA2. In both : TOCAs, the cars break loose very suddenly, and you have to have lightning : reflexes to catch it. I don't think even FWD touring cars handle like : that. In SCGT you have at least some slipping before you are in an : out-of-control spin. In GPL, you feel like you have to break for the : turns. In TOCAs you are "on rails" the one moment, then the next you are : on the grass. Actually, I find that in TOCA2, while I haven't played the demo, the cars are eminently "catchable" - much more so than the original TOCA. I can get them extremely "sideways" and still get it - especially through the entrance to (I think it's Beckett's) at Silverstone in TOCA2, I can get away with having the back end of the car swinging like a pendulum and still keep it on track. (And I certainly don't have lightning reflexes). Catching the FWD cars is a bit of a black art however. In some circumstances, putting the power down can get the grip back and "pull" you on line. On the other hand, sometimes, a small amount of brake can get it just right. I like to set the rear suspension softer than the front, which seems to help. Judging from what I saw in Donington on Monday, whether or not they modelled the physics correctly they've made cars which look like they're handling as touring cars handle. -- Richard G. Clegg Only the mind is waving Dept. of Mathematics (Network Control group) Uni. of York. www: http://manor.york.ac.uk/top.html
It is the FF-drive racing-cars. They don't really drive bad - just different. Handling may be unusual, but the 'racing' itself in TOCA 2 is just awesome! Joerg DAVID schrieb:
Quoted text (18 lines)> I am not sure if its a lack of a physics model or if FWD racing cars just > drive that bad. > dave > > On Tue, 6 Apr 1999 14:06:29 -0700, > > >It (TOCA2) seems to pivot around the corners instead of steering. > > Yep. It has no physics model whatsoever.... > > -- > > // rrevved posts from mindspring dot com

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