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SCGT: Are the spins canned?

12 posts by 9 people · 10 May 1999 - 11 May 1999

Tim O 10 May 1999#466640
Sorry if this has been debated: I've only been messing around with SCGT for a few days, but something seems odd with the spins. As I lose the car in a corner, it seems no amount of turning into the spin or mashing/chopping throttle will keep it from executing a near-perfect 180. I've tried doing the "wrong" things on purpose, just to see if it makes a difference (using a T2, BTW). I've only used the BMW/Porsche/Panoz that are available at the beginning of a career. Is it just me, or is something goofy with the spins? I've been way better at spin recovery on every other sim I've played. Tim
DAVID 10 May 1999#466641
Well I have spun all the cars many times and even rolled a few. The slide is recoverable but with a racing car with modern tires grip goes away fast so you need to act fast. the spins do not seem cannned to me since I have had a lot of cars in big power slides exiting corners and recovered nicely to find out that i really used up the tires. Dave
I've found SCGT is more often than not believable in the way it reacts. The car goes around pretty quickly though, and you need to swiftly apply an appropriate amount of lock/brake/gas to catch it. It's certainly possible, as I often have to gather the car up through the chicanes at Hockenheim. Cheers! John
Bill Mette 10 May 1999#466643
>Well I have spun all the cars many times and even rolled a few. The slide >is recoverable but with a racing car with modern tires grip goes away fast >so you need to act fast. the spins do not seem cannned to me since I have >had a lot of cars in big power slides exiting corners and recovered nicely >to find out that i really used up the tires. It seems that you can, in fact, recover from an oversteering car. However, once the car actually breaks loose, the spins are almost all identical. Oversteer canned=no. Spins canned=yes. At least thats how my hands and feet see it. -- | "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
DAVID 10 May 1999#466644
Well that is the begining of a spin. Also I have had some very big slides at Road Atlanta and recovered and also had some wild spins, car that almost gyrating like a top. This is where I don't understand why so many say the spins are canned. . Spins canned=yes. At least thats how my cool you have eyes in your hands and feet. It must really hurt if you stub a finger or toe. Dave
Kiva 10 May 1999#466645
I don't think they're canned at all! If the spin/slide isn't too bad, I can usually catch it with throttle and wheel inputs. If I do lose it (happens to the best of us!), I can drop a gear or two, mash the throttle and do a complete 360 and go about my merry way!
Quoted text (15 lines)>Sorry if this has been debated: >I've only been messing around with SCGT for a few days, but something >seems odd with the spins. >As I lose the car in a corner, it seems no amount of turning into the >spin or mashing/chopping throttle will keep it from executing a >near-perfect 180. I've tried doing the "wrong" things on purpose, just >to see if it makes a difference (using a T2, BTW). >I've only used the BMW/Porsche/Panoz that are available at the >beginning of a career. >Is it just me, or is something goofy with the spins? I've been way >better at spin recovery on every other sim I've played. >Tim
Lutrell 10 May 1999#466646
I have been playing quick races and career mode up to GT2 cars with the download physics hacks. I mostly drive the BMW's and the Vector. The rear engine cars seem to spin easier, and most spins at speed seem to rotate to 180 deg. however I have had some that only went to 90 deg. and I also have been able to put it in reverse while almost at 180 degree and spin backwards to face the original direction. I thought that after playing MGPRS, SCGT has much more realistic spins. BTW Did you see the British Touring Car race at Silverstone? Twice I saw a front wheel drive car get to about 90 deg. and recover because the drive from the front can pull the car back forward. Lutrell
Quoted text (15 lines)>Sorry if this has been debated: >I've only been messing around with SCGT for a few days, but something >seems odd with the spins. >As I lose the car in a corner, it seems no amount of turning into the >spin or mashing/chopping throttle will keep it from executing a >near-perfect 180. I've tried doing the "wrong" things on purpose, just >to see if it makes a difference (using a T2, BTW). >I've only used the BMW/Porsche/Panoz that are available at the >beginning of a career. >Is it just me, or is something goofy with the spins? I've been way >better at spin recovery on every other sim I've played. >Tim
Tim O 11 May 1999#466875
>I've found SCGT is more often than not believable in the way it >reacts. The car goes around pretty quickly though, and you need to >swiftly apply an appropriate amount of lock/brake/gas to catch it. >It's certainly possible, as I often have to gather the car up through >the chicanes at Hockenheim. I haven't tried Hockenheim yet, but I have spent some more time playing <lots actually :) >since my original post. I also played Viper Racing (with its modern tires) to refresh my memory. The handling of SCGT feels right, with what looks like correct weight transfer right up to point it lets go. Viper feels better tail out, and reacts much more realistically when you turn into or away from the spin and modulate the throttle. With SCGT, the spins just seem too much alike every time. I don't drive like an idiot on the street, so most of my real-life spin experience is with off road trucks. It's kind of subjective, I guess, but SODA, Viper, GPL, and even older sims like N2 and ICR2 all seem to consistently model spins, but SCGT doesn't (to me). I used the cheats and bought the Rattlesnake, which is four wheel drive. Try that one, and see if you think it feels like a more accurate portrayal of the handling of a RWD car. I think it does. It hangs out and comes back in line more gradually. That said, none of this really takes away from the game for me. I'm having more real FUN with SCGT than I've had with any game or sim in a long time (I prefer this kind of stuff to open wheel). Totally ***ed... Tim
Joe Marques 11 May 1999#466876
I thought the same thing at first. Now, after more driving time, I'm able to catch some spins with counter steer. Just took longer to get used to inferior feel after GPL. Can't quite cruise through a turn practically sideways moving the wheel ever so slightly, maintaining that delicate balance between a slide that really wants to graduate into a spin. GPL never ceases to amaze! In SCGT the car over-responds to input and my saves aren't smooth and balanced. More of a near spin that turns into a fish tail, sometimes resulting in a spin in the opposite direction because of the overreacting car (and driver). Now don't get me wrong I really enjoy SCGT, it's just that the more time I spend with GPL, the harder it is to adapt to games with far less sensory feed back. GPL has spoiled me I guess.
Mark C Dod 11 May 1999#466877
Can't control the spins as good as in TOCA 2 for instance. I find that after a certain point it will just keep turning like its on ice. Really annoying when you get more power or the AI drivers hit you.
Quoted text (15 lines)> Sorry if this has been debated: > I've only been messing around with SCGT for a few days, but something > seems odd with the spins. > As I lose the car in a corner, it seems no amount of turning into the > spin or mashing/chopping throttle will keep it from executing a > near-perfect 180. I've tried doing the "wrong" things on purpose, just > to see if it makes a difference (using a T2, BTW). > I've only used the BMW/Porsche/Panoz that are available at the > beginning of a career. > Is it just me, or is something goofy with the spins? I've been way > better at spin recovery on every other sim I've played. > Tim
Chris 11 May 1999#466878
Yes. A couple of times I've lost it, mashed the throttle, and ended up traveling straight backwards with the drive wheels spinning furiously. I've done the same thing in GPL and this is very much like the spin Gil DeFerran had when starting the field at Japan. (For those of you who didn't see it, he spun at the start and wound up traveling backwards down the main straight with the drive wheels boiling smoke as he kept fully in the throttle) My guess is that the "feel" of the physics is just different and we aren't completely used to it yet. ----------------------------- -Chris- | Two wheels are better | |Proud owner of a 1998 ZX-9R| ----------------------------- --== Sent via Deja.com http://www.deja.com/ ==-- ---Share what you know. Learn what you don't.---
AFAI can imagine Viper will model "road" tyres, treaded and with not only a more generous slip angle but a more gradual drop-off as you approach the edge of adhesion. SCGT models racing slicks whose grip falls away rapidly as slip increases, so when you get it out of shape you have far less warning that it's all going pear-shaped. That would seem consistent. I'm not totally ***ed but I've found it a lot of fun and I've actually surprised myself how much (and how often) I like racing it. It's shortcomings only became apparent when I returned to GPL last night for some analysis and it is pretty far (miles!) ahead as far as car dynamics and immersiveness of the driving experience. Still, SCGT is piles of fun so far and has surprised me since I didn't like early demos too much. I still don't like many aspects of it, but the racing is really fun. Cheers! John

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