I scrape the wall, oversteer. I slightly lock the brakes, oversteer. Someone
taps me from behind, you guessed it, oversteer. What gives? And it's always
terminal; countersteering is useless. I end up facing the wrong way every
time. I got better and avoided oversteering altogether, but I still don't
understand why they're so unrecoverable. It feels like canned, NFS3 style
oversteering.
Any tips/opinions?
Is oversteer overdone in Sports Car GT
A player complained that any oversteer in Sports Car GT ended in an unrecoverable 180-degree spin. Others said slides could be caught with less countersteering, blamed low frame rates or setup, and argued that modern slicks break away more suddenly than GPL's bias-ply tyres. Critics also listed missing features such as tyre temperatures and lap lists, while SCGT fans praised its LAN play and split times.
Automated summary.
Well , I'm not sure it's any help but if anything I thought most of the cars
were well balanced. Of course that was before I returned it. All the cars seemed
like they were on rails compared to GPL. Get the newest patches, they may help.
JM
Quoted text (7 lines)
> I scrape the wall, oversteer. I slightly lock the brakes, oversteer. Someone > taps me from behind, you guessed it, oversteer. What gives? And it's always > terminal; countersteering is useless. I end up facing the wrong way every > time. I got better and avoided oversteering altogether, but I still don't > understand why they're so unrecoverable. It feels like canned, NFS3 style > oversteering. > Any tips/opinions?The oversteer is recoverable, you may be countersteering too much and
getting the car into what bike guys would call a tank slapper, which I have
done both in real cars and with SCGT. Locking the brakes will induce
either understeer if you lockem before turing and will induce oversteer if
you are turning. I think the game does not lock all wheels at one time so
any movement will create oversteer. The brakes seem a bit on the sensitive
side with full sim mode. It just takes some time to get used to.
Dave
> > I scrape the wall, oversteer. I slightly lock the brakes, oversteer. Someone
> > taps me from behind, you guessed it, oversteer. What gives? And it's always
> > terminal; countersteering is useless. I end up facing the wrong way every
> > time. I got better and avoided oversteering altogether, but I still don't
> > understand why they're so unrecoverable. It feels like canned, NFS3 style
> > oversteering.
> > Any tips/opinions?
Do you have your car setup to stiff in the rear? Are you flooring the
throttle when you are turning hard and starting to slide? Do you have soft
tires in front and hard tires in the rear? If you have made any of the above
changes or numerous others your car could now be setup to oversteer and be
unbalanced. Are you also getting good frame rate? Slow frame rate can make
it difficult to control a car.
- John
Got the patch, used the patch. And they are STILL on rails. I can get away
with things that GPL would laugh in my face at.
Hate to tell you this revved but I don't suffer from "highlander syndrome". I want
something else to drive so bad I can barely stand it. SCGT is a great sim with
fantastic lighting at night, rain, great tracks and cars. I won't get into what I
don't like but you must know that part of my decision on what to buy is based on
things totally outside the game. GPL in fact imo could really be enhanced, scgt
and superbike both have great features. I will start another post on this
subject. Oh, btw I got to drive it with the editor, still ain't buying it.
JM
Quoted text (28 lines)
> On Thu, 29 Apr 1999 13:59:29 GMT, > >On Thu, 29 Apr 1999 08:46:30 -0500, > >>> John, with the advanced options editor, they aren't on rails anymore... :) > >>> You may want to look at it again. > >>Got the patch, used the patch. And they are STILL on rails. I can get away > >>with things that GPL would laugh in my face at. > >I don't think you did. > >The Advanced Options Editor is NOT a patch, sorry. > One other thing, -no one- said it had a physics model as complex as GPL. > I like lots of sims. I am not a victim of the 'Highlander Syndrome'. > That's the syndrome that says 'There can only be one sim'. > Life would be pretty boring for me, if that were the case. > Enjoy your sim. > -- > // rrevved posts from mindspring dot comI an curious if you can in run in either full sim or original physics? in
other words if I don't prefer the full sim mode, do I need to uninstall SCGT
do reset it back to origional?
Thanks
> On Thu, 29 Apr 1999 08:46:30 -0500,
> >> John, with the advanced options editor, they aren't on rails anymore... :)
> >> You may want to look at it again.
> >Got the patch, used the patch. And they are STILL on rails. I can get away
Quoted text (7 lines)
> >with things that GPL would laugh in my face at. > I don't think you did. > The Advanced Options Editor is NOT a patch, sorry. > -- > // rrevved posts from mindspring dot comOk, to be exact is a small program that you unzip into the base directory of
SCGT. You run it and it gives you three small dropdown boxes that you can
then select simulation, ordinary, 60s, or simple modes of driving, slick
grass, etc.
And before you get your shorts in a bind. I never said it had to be as
complex as GPL...and in fact I enjoy it, but there are so many things that
make it UNENJOYABLE. Why even bother with practice if there are no time
sheets that allow me to examine the speeds I've been running? Do I need to
pause every time across the line and jot down my times so I can see if I'm
running good consistant lappings? Where the hell are my tire temps? And
tire wear?! Are they even modeled? Heck, even SBK did this much. Fuel
mixtures? Mms....damn, why can't I turn down my fuel mixture while running
away with the race? Multiplayer for 6 people? hahaha. Ok, standard is 8 at
the VERY least....and no way is this game as complex as GPL so there is no
excuse for it to be able to only handle 6 players on a dedicated LAN. AI
may be slow or inconsistant but I will give it that they are racey and are
fun to bump and grind with. However, I do find the "no visible" damage a
bit disconcerting because I don't really know HOW much damage has been done.
Is it just a dent or a slightly warped side panel? Or did I mangle the
panel up badly? Why the heck am I forced to assign BOTH keyboard buttons
and joystick/wheel functions to each control in the game? Never seen that
before, ever. Sure many of game like flight sims or mech style games, etc
allow you to assign multiple buttons/joysticks/etc to controls...but you
aren't forced to have both.
Anyways, I have it...I'm not going to return it because its a decent little
game to skitter a Porsche around in and take a break from the more demanding
GPL. But yes, I enjoy the satisfaction of slowly mastering GPL very much
(and no, I don't think GPL is prefect either...but its still very
satisfying).
Well then, it is at least partially accurate. Check out the g-forces these
cars can pull compared to a late 60's F1 bias-ply-shod machine like we have
in GPL. I agree that SCGT is no where near as sophisticated as GPL, but the
cars should drive very differently!
Marc.
No, just run the advanced editor again and you can set it back to the
original physics. Honestly, I think you'd much more prefer the simulation
mode. It will handle more like a real car than a toy...but its not GPL
either, so don't be daunted by it.
> I an curious if you can in run in either full sim or original physics? in
> other words if I don't prefer the full sim mode, do I need to uninstall SCGT
anymore...
Quoted text (12 lines)
> do reset it back to origional? > Thanks > > On Thu, 29 Apr 1999 08:46:30 -0500, > > >> John, with the advanced options editor, they aren't on railsQuoted text (12 lines)
> :) > > >> You may want to look at it again. > > >Got the patch, used the patch. And they are STILL on rails. I can get > away > > >with things that GPL would laugh in my face at. > > I don't think you did. > > The Advanced Options Editor is NOT a patch, sorry. > > -- > > // rrevved posts from mindspring dot comOn Thu, 29 Apr 1999 10:02:34 -0500, "Chris Schletter"
> Why even bother with practice if there are no time
>sheets that allow me to examine the speeds I've been running?
In the left hand corner it shows you your fastest time, your current
time, and the about of difference between your best time and your last
lap.
Tire wear and gas usage IS modeled.
No, tire temps are not.
It does.. Its called a gas pedal.
Slow down.
What other sim models fuel mixtures?
None that I have seen do.
They stated right from the get go that this wasNOT a multi-player sim.
I for one am happy to see a company still stick with single play
games.
When was the last time you played GPL without clock smashes or warps?
I had a 500kps cable modem and I still hand lag.
While I agree visable dmage should have been modeled, it does tell you
that you have taken damage.. And if you can't tell by the change in
performance that the car is damaged then you need a new hobby.
You don't have to. When it asks for a keyboard input just hit the
escape key (ESC) then put in a joystick function. It will not show a
keyboard input for the control.
And your not.. See above.
Gunslinger... not to refute your points, since I don't have the game,
but in response to the SNIP below, ICR2 from Papy/Sierra did allow fuel
mixture to be set, just like in a real CART race. It worked pretty well,
and allowed your driving style to remain very very similar while taking
just enough power away to help the milage.
--Dave
--
Dave Schwabe
The Aussie Toad -- Grand Prix Legends & Brabham site
http://users.wi.net/~schwabe
Quoted text (7 lines)
> >Fuel mixtures? Mms....damn, why can't I turn down my fuel mixture while running > >away with the race? > It does.. Its called a gas pedal. > Slow down. > What other sim models fuel mixtures? > None that I have seen do.> Why even bother with practice if there are no time
>sheets that allow me to examine the speeds I've been running? Do I need to
>pause every time across the line and jot down my times so I can see if I'm
>running good consistant lappings?
I don't find this to be a problem. My best time is up there, and
every time I cross the S/F line I see how I did relative to my best
time. Not only that I get split times at various points around the
track, so I can find out whether I've gained or lost time in a certain
area of the track. That's one thing that even many *** sims
don't provide. Because I look at how I'm doing each lap, throughout
the lap and at the S/F line, I get a pretty good idea of how
consistently I'm running, and the splits make it easier to focus on
areas of the track where I'm losing time.
Well, of course we don't know. Tire wear seems there. I've run my
tires down far enough to where I distinctly noticed I had a harder
time staying on the track.
If you're IN the real car you wouldn't necessarily know either. You'd
get back on the road and know by how the car felt to drive how much
damage you did, and whether or not you could go as fast down the
straights. That's how it is here, too. When I see airdam damage on
the message board after banging into a wall, I have a pretty good idea
I'm in big trouble if I'm at Sebring, where top straightline speed is
important. If I get wheel damage, I get back on the track and see if
I have any problems steering. If I REALLY can't tell whether I have
enough damage to be worth fixing, I stay out another lap and observe
the split times. If I'm clearly off the pace, I fix the car
(depending upon how much I'm off the pace). Again, that's fairly
realistic. Visibility doesn't mean much compared to whether your car
handles the same and whether or not you can be competitive.
And yes, GPL is ultimately the most fulfilling racing sim we've seen.
It's not a game, it's a lifestyle :)
Randy
Randy Magruder
[link lost in import]
On Thu, 29 Apr 1999 10:02:34 -0500, "Chris Schletter"
>And tire wear?! Are they even modeled?
Hi Chris,
I can't disagree with most of your complaints in that post. However,
I thought tire wear was done very well. Take some medium or soft
tires, then go pound on a car at the desert track for 15 minutes. If
you can't feel your tires going away by the time you get towards the
end of the run, I want your secret.
Regardless of complaints -- most of which I find nitpicky, and agree
with -- I think SCGT is great fun, *almost*.
My biggest problem is that the AI needs to be aggressive 100% of the
time. I hate the fact that I know every spot on a given track where
there is a "catch up" stretch -- the point where I know the AI will
slow down drastically, and 90% of my passing gets done. This ruins
the otherwise excellent, exciting racing that I've done against the
AI. It would be nice to see the AI go all out, flag to flag. It's a
problem with Viper, and it's a problem with SCGT -- the AI just gives
up in places. Why? Doesn't seem, to me, like it has to be this way.
Brett
Um, yes, so? It however does NOT have anywhere the lists all my laps to
show how I progressed through the practice period. Take a good look at GPL,
ICR2, etc and see that they do this.
Never said gas usage wasn't modeled. If you don't model tire temps no since
even bothering to put in camber adjustments or heck tire pressure
adjustments either.
Easy answer, Indycar Racing 2. I believe GP2 did it too.
No, actually Gjon stated that it wasn't a internet multiplayer but said that
the LAN based multiplayer was very good and its not. Even N2 supports at
least 8 players on a LAN and quite well actually.
If ISI had done a singleplay game then they should NOT have included any
multiplayer at all, even LAN based, and concentrated on making the game
better career mode single play.
Last time I played GPL w/o clock smashes was the last race of the IGPLC F3
division and unfortunately the last time I've played GPL since I'm waiting
for parts on my wheel/pedal.
In effect I still MUST assign a keyboard balue to that function, i.e. the
ESC key. Just a minor annoynance actually, but something that really should
have been thought out better.
Actually I am Gunslinger. Minor annoynace however...especially enlight of
some of the others.
I got the patch, and it still wipes out unrealistically. I have -never- had a
car stop sideways on the road, it will always spin a 180 and you end up facing
the wrong way. Every time. When you know the rearend got away, you might as
well just let go the controls because nothing will make a difference. Slight
oversteer at corner exit is controllable, I'm talking about the actual
departures (that I shouldn't be doing in the first place, but at least give me
a chance to save it, which it does not i.e. CANNED). The 'slide to CANNED
spinout threshold' (like that term?) needs to be increased a bit.
Still having fun with this game. Fix the canned spins and add dual axis stick
support.
Quoted text (27 lines)
>On Wed, 28 Apr 1999 22:56:46 -0600, >>Well , I'm not sure it's any help but if anything I thought most of the cars >>were well balanced. Of course that was before I returned it. All the cars > seemed >>like they were on rails compared to GPL. Get the newest patches, they may > help. >>JM >John, with the advanced options editor, they aren't on rails anymore... :) >You may want to look at it again. >>> I scrape the wall, oversteer. I slightly lock the brakes, oversteer. Someone >>> taps me from behind, you guessed it, oversteer. What gives? And it's always >>> terminal; countersteering is useless. I end up facing the wrong way every >>> time. I got better and avoided oversteering altogether, but I still don't >>> understand why they're so unrecoverable. It feels like canned, NFS3 style >>> oversteering. >>> Any tips/opinions? >-- >// rrevved posts from mindspring dot com>Gunslinger... not to refute your points, since I don't have the game,
>but in response to the SNIP below, ICR2 from Papy/Sierra did allow fuel
>mixture to be set, just like in a real CART race. It worked pretty well,
>and allowed your driving style to remain very very similar while taking
>just enough power away to help the milage.
Wasn't it just turbocharger boost that was modeled in ICR2? I don't
remember fuel mixture anywhere. Been several months since I've played
though so I could be wrong.
--
| "Instead of letting the moon be the
Bill Mette | gateway to our future, we have let
Enteract, Chicago | it become a brief chapter in our
Not that it really matters, but the ESC key *cancels* that input (no key is
assigned). No key assignment is required.
Jim
>I got the patch, and it still wipes out unrealistically. I have -never- had a
>car stop sideways on the road, it will always spin a 180 and you end up facing
>the wrong way. Every time. When you know the rearend got away, you might as
>well just let go the controls because nothing will make a difference. Slight
>oversteer at corner exit is controllable, I'm talking about the actual
>departures (that I shouldn't be doing in the first place, but at least give me
>a chance to save it, which it does not i.e. CANNED). The 'slide to CANNED
>spinout threshold' (like that term?) needs to be increased a bit.
>Still having fun with this game. Fix the canned spins and add dual axis stick
>support.
I powerslid through almost an entire corner (a GT1 car). I have "caught"
oversteer at corner entries too. And, my spinouts do not always leave me 180
degrees around. In short, the spins do *not* seem canned to me at all.
SCGT apparently has a problem with *some* dual axis devices. My MS FF wheel
is set up as dual axis with no problem.
Jim
You should be able to get away with things in SCGT that would send a GPL
car into the weeds. For one SCGT cars have downforce and tires that have
grip. Also Chassis stiffness on new GT cars is getting close to the
chassis stiffness of current formula cars. GPL models old Formula 1 cars
with no downforce and tires that have about as much stick as a Michelen
passenger car tire with a wear rating of 300. They are completely
differnet games, based on completely different types and eras of cars.
Dave
Quoted text (53 lines)
> On Thu, 29 Apr 1999 10:02:34 -0500, "Chris Schletter" > > Why even bother with practice if there are no time > >sheets that allow me to examine the speeds I've been running? > In the left hand corner it shows you your fastest time, your current > time, and the about of difference between your best time and your last > lap. > >Where the hell are my tire temps? And tire wear?! Are they even modeled? > Tire wear and gas usage IS modeled. > No, tire temps are not. > >Fuel mixtures? Mms....damn, why can't I turn down my fuel mixture while running > >away with the race? > It does.. Its called a gas pedal. > Slow down. > What other sim models fuel mixtures? > None that I have seen do. > >Multiplayer for 6 people? hahaha. Ok, standard is 8 at > >the VERY least.... > They stated right from the get go that this wasNOT a multi-player sim. > I for one am happy to see a company still stick with single play > games. > When was the last time you played GPL without clock smashes or warps? > I had a 500kps cable modem and I still hand lag. > > However, I do find the "no visible" damage a > >bit disconcerting because I don't really know HOW much damage has been done. > >Is it just a dent or a slightly warped side panel? Or did I mangle the > >panel up badly? > While I agree visable dmage should have been modeled, it does tell you > that you have taken damage.. And if you can't tell by the change in > performance that the car is damaged then you need a new hobby. > > Why the heck am I forced to assign BOTH keyboard buttons > >and joystick/wheel functions to each control in the game? > You don't have to. When it asks for a keyboard input just hit the > escape key (ESC) then put in a joystick function. It will not show a > keyboard input for the control. > >Sure many of game like flight sims or mech style games, etc > >allow you to assign multiple buttons/joysticks/etc to controls...but you > >aren't forced to have both. > And your not.. See above.SCGT LAN play is awesome - I've run 8 with 8 AI so far, and would like to try
more - I don't know where that figure of "6" in the readme came from, but I
have yet to see a problem. Have you even tried it?
I actually did try to soften the rear, as well as the rear tires. It did help
preventing oversteer, but that isn't the problem. The problem is that when it
does oversteer, it will whip a 180 every time and you're facing the wrong way
when it stops. Asphalt, grass, sand, makes no difference. I've noticed CPU
cars do the same when they spin out.
In GPL (not to compare the 2, just an example) if I go too hot into a corner
and start to oversteer, I can slightly countersteer it, feather (sometimes
mash) the throttle and keep the car straight. I might (usually will) run off
the road, but at least I'm still pointing in the correct direction. The same
scenario in SCGT will whip the rear around and the car will stop with you
facing the wrong way, no matter what I do with the throttle, brakes, or
steering.
Quoted text (21 lines)
>Do you have your car setup to stiff in the rear? Are you flooring the >throttle when you are turning hard and starting to slide? Do you have soft >tires in front and hard tires in the rear? If you have made any of the above >changes or numerous others your car could now be setup to oversteer and be >unbalanced. Are you also getting good frame rate? Slow frame rate can make >it difficult to control a car. >- John >> I scrape the wall, oversteer. I slightly lock the brakes, oversteer. >Someone >> taps me from behind, you guessed it, oversteer. What gives? And it's >always >> terminal; countersteering is useless. I end up facing the wrong way every >> time. I got better and avoided oversteering altogether, but I still don't >> understand why they're so unrecoverable. It feels like canned, NFS3 style >> oversteering. >> Any tips/opinions?One of the things I remember drivers commenting about at the introduction of
radial tires into F1 with Michelin in the late 1970s was that radials, while
offering better grip, also broke away much more quickly. Control was more
at knife-edge. (Indeed, I believe the long gap between the availability of
radials and their use in F1 was due to this factor. Many thought radials
simply weren't suited for racing.)
So while, yes, the SCGT cars have big tires, big downforce, big grip, it is
in fact reasonble that they might get away from the driver a bit quicker
too.
anymore...
> :)
> > > You may want to look at it again.
> > Got the patch, used the patch. And they are STILL on rails. I can get
> away
> > with things that GPL would laugh in my face at.
Quoted text (14 lines)
> You should be able to get away with things in SCGT that would send a GPL > car into the weeds. For one SCGT cars have downforce and tires that have > grip. Also Chassis stiffness on new GT cars is getting close to the > chassis stiffness of current formula cars. GPL models old Formula 1 cars > with no downforce and tires that have about as much stick as a Michelen > passenger car tire with a wear rating of 300. They are completely > differnet games, based on completely different types and eras of cars. > Dave > > > John, with the advanced options editor, they aren't on railsYep,
If your framerate is very low, you will find that one of it's side effects
is oversteer.
What happens is that because you're missing so many frames per second,
you're turning the wheel too far to correct the corner that *you haven't
been through yet*, however the game sees you as already turning but the
frame rate hasn't told you that yet! This may or may not be the problem,
but I've experienced it before, and that may be your answer.
The other thing is to set your rear weight forward, and lower your rear tire
pressures and springs. Both of these will counterset oversteer.
I've had very good control of the vehicles, they seem to respond very well
to setup options, and I've been able to correct some pretty hairy slides!
;]
Try setting your visual options down and see if that improves it any, and
try running with fewer cars.
Cheers!
??Jan Kohl?? **The Pits Performance Team**
Computer Systems Programmer
USAF Air-Ground Operations School
Hurlburt Field, FL
Castle Graphics - http://www.castlegraphics.com/
The Pits - http://www.theuspits.com/
>I scrape the wall, oversteer. I slightly lock the brakes, oversteer. Someone
>taps me from behind, you guessed it, oversteer. What gives? And it's always
>terminal; countersteering is useless. I end up facing the wrong way every
>time. I got better and avoided oversteering altogether, but I still don't
>understand why they're so unrecoverable. It feels like canned, NFS3 style
>oversteering.
>Any tips/opinions?
Actually, I have been able to catch the car a couple times after a nearly lost
spin. It isn't easy, but it is possible.
~daxe
-----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==----------
http://www.newsfeeds.com/ The Largest Usenet Servers in the World!
---------== Over 72,000 Groups, Plus Dedicated Binaries Servers ==--------
> On Thu, 29 Apr 1999 10:02:34 -0500, "Chris Schletter"
> >And tire wear?! Are they even modeled?
If you drive around long enough wearing out your tires it will eventually tell
you "worn tires" in the same location as the other damage notifications. I
don't know if you can actully blow the tire or not..I may try to do that tonight
just for curiousity sake.
~daxe
-----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==----------
http://www.newsfeeds.com/ The Largest Usenet Servers in the World!
---------== Over 72,000 Groups, Plus Dedicated Binaries Servers ==--------
Okay first off the older GP cars had very high slip angles so it let you
get the car out of shape and get the car back. Modern racing slicks are
not forgiving to when you supass their adhesion limit. My Solo ll car runs
Goodyear Eagle 20x9.5x13 in a 240 compound and they have great grip to the
limit of adhesion. when it goes it goes in a big way either understeer or
oversteer. Also in the game I have been able to recover from some pretty
wild moments when the rear end started kicking out, a few times I got into
a tank slapper but recovered. If I have spun the car it usually has not
been a 180. I don't feel the spins are canned since I have been able to
get on the gas or brake and make car rotate and recover faster, and
sometimes make it spin more. I do use the advanced patch/editor(or what
ever it is). After getting used to it, it seems easy to actually drive the
car due to being able to hang the rear end out a bit and get the car back,
due to less downforce car now has.
I am sorry you are not getting the same results I am.
Dave
Fact is they will when you go past the adhesion limit. My solo ll car with
slicks is wild due to this.
Dave
Quoted text (12 lines)
>I actually did try to soften the rear, as well as the rear tires. It did help >preventing oversteer, but that isn't the problem. The problem is that when it >does oversteer, it will whip a 180 every time and you're facing the wrong way >when it stops. Asphalt, grass, sand, makes no difference. I've noticed CPU >cars do the same when they spin out. >In GPL (not to compare the 2, just an example) if I go too hot into a corner >and start to oversteer, I can slightly countersteer it, feather (sometimes >mash) the throttle and keep the car straight. I might (usually will) run off >the road, but at least I'm still pointing in the correct direction. The same >scenario in SCGT will whip the rear around and the car will stop with you >facing the wrong way, no matter what I do with the throttle, brakes, or >steering.Well oversteer is saveable. I was going thru the esses at Road Atlanta and
got into a lurid slide and finally got out of it. It was amazing since I
still ran a 1:07 that lap too, all at full sim mode. The car does really
respond to the setups like Jan said.
Dave
On Thu, 29 Apr 1999 10:02:34 -0500, "Chris Schletter"
>And before you get your shorts in a bind. I never said it had to be as
>complex as GPL...and in fact I enjoy it, but there are so many things that
>make it UNENJOYABLE.
There are, but they're not too bad.
Not at all - on every lap the HUD shows "-0.02" (or whatever) at
various intervals, so I always know not only if my laptimes are
consistent, but at what point I am losing the time. I find it one of
the best racers in that regard.
Tire wear is modelled - press "u" while driving. Tire temps was a bit
of an oversight, slightly difficult to adjust pressures and camber
without them (or any telemetry for that matter).
Watch your top speed or your laptimes, they tell you very clearly how
badly damaged the car is in the only way that matters - how many
seconds slower per lap you are. It would be nice to see it, but it's
not a big deal - you can't see your air-dam while you're driving your
car anyway.
It is nice - SCGT is slowly growing on me, but I expect it to be much
better once patched and made more realistic by the many talented
people out there. The car feels good to drive but too easy - 70mph
around the hairpins?
Cheers!
John
I forget what the key press is but there is a key that will show while you
are racing what percentage of your tire is left. I think it is "u" but I
could be wrong.
- John
> > Why even bother with practice if there are no time
> >sheets that allow me to examine the speeds I've been running? Do I need to
> >pause every time across the line and jot down my times so I can see if I'm
modeled?
> Well, of course we don't know. Tire wear seems there. I've run my
> tires down far enough to where I distinctly noticed I had a harder
> time staying on the track.
> > However, I do find the "no visible" damage a
> >bit disconcerting because I don't really know HOW much damage has been done.
Quoted text (13 lines)
> >running good consistant lappings? > I don't find this to be a problem. My best time is up there, and > every time I cross the S/F line I see how I did relative to my best > time. Not only that I get split times at various points around the > track, so I can find out whether I've gained or lost time in a certain > area of the track. That's one thing that even many *** sims > don't provide. Because I look at how I'm doing each lap, throughout > the lap and at the S/F line, I get a pretty good idea of how > consistently I'm running, and the splits make it easier to focus on > areas of the track where I'm losing time. > > Where the hell are my tire temps? And tire wear?! Are they evenQuoted text (24 lines)
> >Is it just a dent or a slightly warped side panel? Or did I mangle the > >panel up badly? > If you're IN the real car you wouldn't necessarily know either. You'd > get back on the road and know by how the car felt to drive how much > damage you did, and whether or not you could go as fast down the > straights. That's how it is here, too. When I see airdam damage on > the message board after banging into a wall, I have a pretty good idea > I'm in big trouble if I'm at Sebring, where top straightline speed is > important. If I get wheel damage, I get back on the track and see if > I have any problems steering. If I REALLY can't tell whether I have > enough damage to be worth fixing, I stay out another lap and observe > the split times. If I'm clearly off the pace, I fix the car > (depending upon how much I'm off the pace). Again, that's fairly > realistic. Visibility doesn't mean much compared to whether your car > handles the same and whether or not you can be competitive. > And yes, GPL is ultimately the most fulfilling racing sim we've seen. > It's not a game, it's a lifestyle :) > Randy > Randy Magruder > [link lost in import]Ok, this makes more sense then. I guess I am used to the high slip angles from
GPL and that I'm not used to the small warning from the modern slicks. I
actually did recover from one yesterday and was quite proud of myself. The
framerate might be a factor, since I have a 266/V3 here at work and I run
with quite a large grid. I do have a steering wheel (Interact FF V4). The V4
itself also might be a problem, since the gas/brake acts delayed (I have given
up playing GPL at work because it isn't possible without accurate gas/brake
controls) - separate thread altogether. At home I have a 450/TNT but the dual
joystick problem I'm experiencing is keeping me from playing it.
Thanks for all the help folks.
Quoted text (18 lines)
>Okay first off the older GP cars had very high slip angles so it let you >get the car out of shape and get the car back. Modern racing slicks are >not forgiving to when you supass their adhesion limit. My Solo ll car runs >Goodyear Eagle 20x9.5x13 in a 240 compound and they have great grip to the >limit of adhesion. when it goes it goes in a big way either understeer or >oversteer. Also in the game I have been able to recover from some pretty >wild moments when the rear end started kicking out, a few times I got into >a tank slapper but recovered. If I have spun the car it usually has not >been a 180. I don't feel the spins are canned since I have been able to >get on the gas or brake and make car rotate and recover faster, and >sometimes make it spin more. I do use the advanced patch/editor(or what >ever it is). After getting used to it, it seems easy to actually drive the >car due to being able to hang the rear end out a bit and get the car back, >due to less downforce car now has. >I am sorry you are not getting the same results I am. >DaveI'm waiting
Sounds like you need to program the keys on account of your wheel done
broke :-(
Fool Xtent


































