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Rec.Autos.Simulators Archive

What improvements should CMR2 make?

4 posts by 4 people · 29 Nov 1999 - 02 Dec 1999

Ken Ston 29 Nov 1999#506162
Playing Colin McRae Rally this evening, I began to wonder what improvements could and should be made in the sequel, or in any future rally sims. The damage modelling in CMR didn't quite crack up to much. Sure, your body work can look a little dented from time to time, and yes you can lose your rear lights, but there's little to stand out from the crowd in this area. I'd like to see some suspension, tires and even engine damage in future titles. Also, the 2D graphics in CMR could vastly be improved on. Car handling is one area they shouldn't need to work on very much. Perhaps a few tweaks here and there, but CMR still has one of the best car physics engines in any rally sim to date - IMO, of course. Also, a few animated crowds would be nice. In real rallying, pedestrians and on-lookers fill the sides of the course. Not just at the very beginning and very end of a race. What else do you think should be included? Ken, - Remove 'nospamallowed' from my email address to reply. - ICQ #53954494
Yo! Codemasters should look to Viper Racing to se how damage should be done. When you crash, your car gets dinted and the paint is removed in the damaged area. This doesn't sound too impressive, but if you have tried Viper Racing, you'll know what I'm talking about. Every crash result in its unique dint. If you crash hard, your car is trashed. Also, if after a jump land too hard, the suspension breaks. The car becomes undriveable. Luckily, - or unfortunately , a wrecked car doesn't mean that you are out of the race. By pressing space bar, the car becomes driveable again, but you loose time because of the need for acceleration. CMR2 should have optional damage model, like Viper Racing. The difference between the difficulty levels should be the with of the roads. Rallying is being done in narrow roads. Not so in CMR. On the other hand: The wide roads of CMR allowed any otherwise no good driver to slide like a pro. I think this feature plays a major part when explaining the popularity of the game. Therefore: Let the with of the road decrease with increasing difficulty level. That way both the *** racing sim fans and the rest of us can have a game to be satisfied with. Hortly speaking: CMR2 should have a simulation mode and a semi-simulation or arcade mode. BTW. Animated crowds should be avoided for two reasons: 1. It delays the launch of the game 2. I'm going to drive so fast that I will not be able to see the animation :) Jon Jon
: Yo! : Codemasters should look to Viper Racing to se how damage should be done. : When you crash, your car gets dinted and the paint is removed in the damaged : area. This doesn't sound too impressive, but if you have tried Viper Racing, : you'll know what I'm talking about. Every crash result in its unique dint. : If you crash hard, your car is trashed. Also, if after a jump land too hard, : the suspension breaks. The car becomes undriveable. You took my words. Viper has a stellar damage model which goes a long way towards suspending disbelief. It was such a let-down last night, while playing RC2000, to get into a slide and broadside a tree, only to have the opposite front light go out, but otherwise no damage. Viper seems to be the only sim that puts damage where it actually occured. It is a step above all the others, and I would really love to see a rally sim get this right. Stephen
Though the power slides opposite locks and drifts are about the best available they do seem to come too easily - if you barrel into a corner much too fast you always get strong turn in followed by oversteer - in real life you're more likely to plough straight on with terminal understeer. What CMR2 needs is initial understeer which can be feathered into neutral or oversteer through skillful use of both pedals and the wheel - a la GPL. This would also put more emphasis on getting the braking point just right - and make it a more rewarding experience when you get everything right and shave a second off a corner. Stuart

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