Okay, let's start off with the revelation -- with all the various talk
about the longevity and overall goodness of GPL in recent threads,
combined with the fact that I've been away from GPL for the past few
months except for the occasional lap at the Glen or Mexico just to
check out various graphics tweaks on my system, I decided to break out
the old girl and do some laps. The amazing thing I noticed is how
drastically different the game feels with the 1.2 patch. I installed
the patch about the time I got heavily involved with DTR, and since FF
doesn't really interest me, I quickly drifted away from GPL
altogether.
Today, though, I spent a significant amount of time with GPL, and the
difference is amazing -- in short order, I was within a second of my
own personal best at Mexico, but the ease with which I got there was
amazing. Either DTR has made me a better driver, or the 1.2 patch has
made GPL much more forgiving and driveable. I'm not using FF, BTW --
just my trusty old TSW2 *without* split-axis pedals. Mexico is a very
demanding track, and, strangely enough for a guy who loves ovals so
much, it's pretty much my favorite (that and the Glen would be my top
two). Still, I found myself getting RIGHT into the game with no
problems, and it felt GOOD -- far better than I remembered, in fact.
After a afternoon's worth of wheel time in GPL, I have to say that if
it had been released with whatever tweaks are contained in the 1.2
patch, it would have gone over MUCH better, IMO.
I still think the learning curve is a bit high, and Papy could/should
have made some concessions to make the game more accessible to the
novice players (a difficulty slider like Ratbag included in DTR would
have made a world of difference in the final sales figures, I would
wager), but all in all, DTR truly IS the pinnacle of automotive
simulations.
That said, I really don't think that the GPL engine could be as
successfully applied elsewhere. I have read posts where folks have
complained about how "dead" N3 feels in comparison to GPL, and I fear
that if a NASCAR sim (or even a CART, IRL, or modern F1 sim) was made
using the GPL engine, it still wouldn't have that magic "feel" that we
all love in GPL. The magic, I believe, comes from the responsiveness,
nimbleness, and lightness of the cars being modeled, plus the fact that
there are NO aero aids involved. The cars involved in the 1967 GP
season are a far cry from anything before or since -- there's a purity
involved with GPL that just won't be equalled for quite some time, I'm
afraid. If N4 uses the GPL engine, a lot of people may be fairly
disappionted, but it won't be the game engine's fault.
I've mentioned DTR, and I really feel that the physics in DTR are
pretty darn good -- maybe second only to GPL (and maybe Viper Racing).
The difference is that the Stocks, Pro Stocks, and Late Model cars
being modeled in DTR are VERY different automotive beasts than the 1967
GP cars being modeled in GPL. In fact, if the GPL engine was used as
the basis for a modern Late Model dirt racing simulation, I think we
would all be surprised at how much it would feel like the current
incarnation of DTR.
Maybe with N4 we'll have a chance to see if GPL's magic feel can be
translated into modern-day racing machines, but I really believe that
GPL's magic is unique. If you're into flight sims, just imagine if the
Falcon 4.0 physics model was used as the basis for a B-2 bomber
simulation -- the bottom line is that even if the end result was
inherently good, it just wouldn't be the same, and it just might lack
some of the "magic," if you will, that makes Falcon 4.0 the definitive
combat simulator that it is.
Okay, enough revelations. I'm beginning to even bore myself, so, now
it's time for the heresy . . .
After playing around with GPL for a while, I decided to fire up the
Ford Racing demo that I'd installed a couple of nights ago. I played
around with it a little when I installed it, and while I did find it to
be pretty disappointing, it did manage to feel a bit more satisfying
that the SoS demo, so I figured it warranted a second look just to
determine how BAD it truly is.
The heresy lies in the fact that, despite the unanimous agreement here
from others that it truly does stink, I think it truly may have some
potential. True, the sounds suck, but if you look through the game
folders you'll find that they use a single WAV file for the engine
sound, which would be easy enough to change. Now, granted, you would
still be stuck with a single engine sound for all the cars, but a patch
could surely be developed that would point to different sound files for
each different car in the game. The way I see it, this "single engine
note" problem is on a par with SCGT's "single dashboard for all cars"
faux pas.
The dashboard issue brings up the second major failing, IMO -- the lack
of an in-car view is a MAJOR problem, but, still, it seems like this
could be taken care of in a patch. All that's needed is a new camera
angle (easy to do), dash overlay graphics (equally simple), and you're
driving from the right view, which would be a major improvement.
Of course, while the folks at Empire are *** the folks at Elite to
develop a decent patch, they might want ask for a joystick tuning
feature, too. Viper Racing still has the best joystick tuning
capability bar none, but even something as simplistic as what's
included in SCGT would be a great improvement. This is the one area
where Ford Racing really falls down, IMO (besides sound and driving
view, that is) -- the steering has too large of a dead-zone, and it
feels too non-linear off-center for me. Then again, a lot of that
could be the driving view -- I've NEVER been able to master the chase
view, so it could just be me.
Now, all of this may sound like I'm out in left field, but the REAL
heresy is yet to come -- based on my wheel time in Ford Racing after
playing around with GPL, I have to say that even though I really don't
like the steering response, the engine sounds, or the driving view, I
do think that Ford Racing seems to have a much better physics model
than NFS3 or NFS/HS, and it may be as good or better than SCGT, and
(here's the REAL stretch), it just MIGHT be nearly as good as Viper
Racing (and therein lies the heresy). Even as it is, I really think I
like the Ford Racing demo better than I did the entire Andretti Racing
game, but, then again, that's not really saying much, is it?
The reason I think there may be hope for Ford Racing is this: Imagine
if the Viper Racing physics engine was used to model a relatively-
benign 135-hp Dodge Neon with front wheel drive instead of a fire-
breathing Viper, then imagine yourself in chase view mode with the
game's default controller tuning values, and I think that the end
result might feel quite a bit like the Puma in the Ford Racing demo.
Sure, there's no damage in the game, but the car seems to handle quite
a bit more realisticly than the cars in NFS, and the physics model
seems to be sound based on the fact that I've seen the car tip on 2
wheels in a fairly realistic manner after clipping a wall or another
car under the right circumstances. In this regard, the Ford Racing
physics model seems like it might be a little better than the GT3
physics model in SCGT, which seems to have either too much traction or
too much gravity to allow for the type of "tippy"-ness that would be
found in a relatively-modest car like a Ford Puma.
So, can the "Friends of Elite" were to come out with a patch that would
add individual sounds for each of the vehicles modeled, plus an in-car
view with proper dashboard displays for each vehicle, AND a controller
calibration/tuning utility, THEN I think the Ford Racing game might be
able to rank up there with the likes of SCGT, Viper Racing, and Dirt
Track Racing, rather than reside in the Hall of Shame with titles like
Spirit Of Speed.
So, is anybody from Ford, Elite, or Empire listening? If so, give us
some glimmer of hope -- and give us a patch to cure some of these
ills. What's needed isn't earth-shattering or show-stopping -- it
WOULD take a small miracle (like, say, a complete re-write of the code)
to make SoS halfway decent, but all that Ford Racing needs is a few
tweaks, I daresay, in order to put it in very good company indeed.
Okay, that's enough for now -- anybody else have any thoughts on this?
-- JB
Sent via Deja.com http://www.deja.com/
Before you buy.
GPL compared with Ford Racing and Dirt Track Racing physics
A poster called GPL the pinnacle of driving sims but argued that the poorly received Ford Racing had promising physics, and ranked DTR with Viper Racing near GPL. Replies disputed DTR's physics on banked tracks, agreed Ford Racing's physics were its best feature, and drifted into small European cars.
Automated summary.
[SNIP]
OMIGOSH -- MAJOR typo! I *meant* to say "GPL truly IS the pinnacle of
automotive simulations." DTR may be runner-up (tied with Viper
Racing), but I DO think that GPL has the edge. Not by a huge margin,
mind you, and if Ratbag continues to improve upon the DTR physics
engine, they could be true contenders, but as it stands, GPL *is* still
top dog, even in my book.
-- JB
Sent via Deja.com http://www.deja.com/
Before you buy.
Quoted text (15 lines)
>[SNIP] >> I still think the learning curve is a bit high, and Papy could/should >> have made some concessions to make the game more accessible to the >> novice players (a difficulty slider like Ratbag included in DTR would >> have made a world of difference in the final sales figures, I would >> wager), but all in all, DTR truly IS the pinnacle of automotive >> simulations. >OMIGOSH -- MAJOR typo! I *meant* to say "GPL truly IS the pinnacle of >automotive simulations." DTR may be runner-up (tied with Viper >Racing), but I DO think that GPL has the edge. Not by a huge margin, >mind you, and if Ratbag continues to improve upon the DTR physics >engine, they could be true contenders, but as it stands, GPL *is* still >top dog, even in my book.In article <86e8m1$[email hidden]>,
[email hidden] wrote:
that
1967
the
to
patch
> could surely be developed that would point to different sound files for
> each different car in the game. The way I see it, this "single engine
> note" problem is on a par with SCGT's "single dashboard for all cars"
> faux pas.
> The dashboard issue brings up the second major failing, IMO -- the lack
> of an in-car view is a MAJOR problem, but, still, it seems like this
> could be taken care of in a patch. All that's needed is a new camera
> angle (easy to do), dash overlay graphics (equally simple), and you're
> driving from the right view, which would be a major improvement.
> Of course, while the folks at Empire are flogging the folks at Elite to
would
code)
Sent via Deja.com http://www.deja.com/
Before you buy.
Quoted text (39 lines)
> Okay, let's start off with the revelation -- with all the various talk > about the longevity and overall goodness of GPL in recent threads, > combined with the fact that I've been away from GPL for the past few > months except for the occasional lap at the Glen or Mexico just to > check out various graphics tweaks on my system, I decided to break out > the old girl and do some laps. The amazing thing I noticed is how > drastically different the game feels with the 1.2 patch. I installed > the patch about the time I got heavily involved with DTR, and since FF > doesn't really interest me, I quickly drifted away from GPL > altogether. > Today, though, I spent a significant amount of time with GPL, and the > difference is amazing -- in short order, I was within a second of my > own personal best at Mexico, but the ease with which I got there was > amazing. Either DTR has made me a better driver, or the 1.2 patch has > made GPL much more forgiving and driveable. I'm not using FF, BTW -- > just my trusty old TSW2 *without* split-axis pedals. Mexico is a very > demanding track, and, strangely enough for a guy who loves ovals so > much, it's pretty much my favorite (that and the Glen would be my top > two). Still, I found myself getting RIGHT into the game with no > problems, and it felt GOOD -- far better than I remembered, in fact. > After a afternoon's worth of wheel time in GPL, I have to say that if > it had been released with whatever tweaks are contained in the 1.2 > patch, it would have gone over MUCH better, IMO. > I still think the learning curve is a bit high, and Papy could/should > have made some concessions to make the game more accessible to the > novice players (a difficulty slider like Ratbag included in DTR would > have made a world of difference in the final sales figures, I would > wager), but all in all, DTR truly IS the pinnacle of automotive > simulations. > That said, I really don't think that the GPL engine could be as > successfully applied elsewhere. I have read posts where folks have > complained about how "dead" N3 feels in comparison to GPL, and I fear > that if a NASCAR sim (or even a CART, IRL, or modern F1 sim) was made > using the GPL engine, it still wouldn't have that magic "feel" that we > all love in GPL. The magic, I believe, comes from the responsiveness, > nimbleness, and lightness of the cars being modeled, plus the factQuoted text (10 lines)
> there are NO aero aids involved. The cars involved in the 1967 GP > season are a far cry from anything before or since -- there's a purity > involved with GPL that just won't be equalled for quite some time, I'm > afraid. If N4 uses the GPL engine, a lot of people may be fairly > disappionted, but it won't be the game engine's fault. > I've mentioned DTR, and I really feel that the physics in DTR are > pretty darn good -- maybe second only to GPL (and maybe Viper Racing). > The difference is that the Stocks, Pro Stocks, and Late Model cars > being modeled in DTR are VERY different automotive beasts than theQuoted text (8 lines)
> GP cars being modeled in GPL. In fact, if the GPL engine was used as > the basis for a modern Late Model dirt racing simulation, I think we > would all be surprised at how much it would feel like the current > incarnation of DTR. > Maybe with N4 we'll have a chance to see if GPL's magic feel can be > translated into modern-day racing machines, but I really believe that > GPL's magic is unique. If you're into flight sims, just imagine ifQuoted text (12 lines)
> Falcon 4.0 physics model was used as the basis for a B-2 bomber > simulation -- the bottom line is that even if the end result was > inherently good, it just wouldn't be the same, and it just might lack > some of the "magic," if you will, that makes Falcon 4.0 the definitive > combat simulator that it is. > Okay, enough revelations. I'm beginning to even bore myself, so, now > it's time for the heresy . . . > After playing around with GPL for a while, I decided to fire up the > Ford Racing demo that I'd installed a couple of nights ago. I played > around with it a little when I installed it, and while I did find itQuoted text (10 lines)
> be pretty disappointing, it did manage to feel a bit more satisfying > that the SoS demo, so I figured it warranted a second look just to > determine how BAD it truly is. > The heresy lies in the fact that, despite the unanimous agreement here > from others that it truly does stink, I think it truly may have some > potential. True, the sounds suck, but if you look through the game > folders you'll find that they use a single WAV file for the engine > sound, which would be easy enough to change. Now, granted, you would > still be stuck with a single engine sound for all the cars, but aQuoted text (38 lines)
> develop a decent patch, they might want ask for a joystick tuning > feature, too. Viper Racing still has the best joystick tuning > capability bar none, but even something as simplistic as what's > included in SCGT would be a great improvement. This is the one area > where Ford Racing really falls down, IMO (besides sound and driving > view, that is) -- the steering has too large of a dead-zone, and it > feels too non-linear off-center for me. Then again, a lot of that > could be the driving view -- I've NEVER been able to master the chase > view, so it could just be me. > Now, all of this may sound like I'm out in left field, but the REAL > heresy is yet to come -- based on my wheel time in Ford Racing after > playing around with GPL, I have to say that even though I really don't > like the steering response, the engine sounds, or the driving view, I > do think that Ford Racing seems to have a much better physics model > than NFS3 or NFS/HS, and it may be as good or better than SCGT, and > (here's the REAL stretch), it just MIGHT be nearly as good as Viper > Racing (and therein lies the heresy). Even as it is, I really think I > like the Ford Racing demo better than I did the entire Andretti Racing > game, but, then again, that's not really saying much, is it? > The reason I think there may be hope for Ford Racing is this: Imagine > if the Viper Racing physics engine was used to model a relatively- > benign 135-hp Dodge Neon with front wheel drive instead of a fire- > breathing Viper, then imagine yourself in chase view mode with the > game's default controller tuning values, and I think that the end > result might feel quite a bit like the Puma in the Ford Racing demo. > Sure, there's no damage in the game, but the car seems to handle quite > a bit more realisticly than the cars in NFS, and the physics model > seems to be sound based on the fact that I've seen the car tip on 2 > wheels in a fairly realistic manner after clipping a wall or another > car under the right circumstances. In this regard, the Ford Racing > physics model seems like it might be a little better than the GT3 > physics model in SCGT, which seems to have either too much traction or > too much gravity to allow for the type of "tippy"-ness that would be > found in a relatively-modest car like a Ford Puma. > So, can the "Friends of Elite" were to come out with a patch thatQuoted text (11 lines)
> add individual sounds for each of the vehicles modeled, plus an in-car > view with proper dashboard displays for each vehicle, AND a controller > calibration/tuning utility, THEN I think the Ford Racing game might be > able to rank up there with the likes of SCGT, Viper Racing, and Dirt > Track Racing, rather than reside in the Hall of Shame with titles like > Spirit Of Speed. > So, is anybody from Ford, Elite, or Empire listening? If so, give us > some glimmer of hope -- and give us a patch to cure some of these > ills. What's needed isn't earth-shattering or show-stopping -- it > WOULD take a small miracle (like, say, a complete re-write of theQuoted text (9 lines)
> to make SoS halfway decent, but all that Ford Racing needs is a few > tweaks, I daresay, in order to put it in very good company indeed. > Okay, that's enough for now -- anybody else have any thoughts on this? > -- JB > Sent via Deja.com http://www.deja.com/ > Before you buy.>IMO the physics model of DTR is highly overestimated!
>Racing those banked tracks in DTR is much easier than in NASCAR3
Uhh.. I'll have some of what you're smoking. Try turning DTR's
physics to 100% and report your findings.
LOL
--
* rrev at mindspring dot com *
IMO the physics model of DTR is highly overestimated!
Racing those banked tracks in DTR is much easier than in NASCAR3 and the AI
just sucks there.
Not to mention the poor grafical implementation of the car movements...
Or does this mean that Late Models are easier to drive than NASCARs ;-?
CU
Zolli
: The heresy lies in the fact that, despite the unanimous agreement here
: from others that it truly does stink, I think it truly may have some
: potential. True, the sounds suck, but if you look through the game
In the same spirit, the writers at PC Games in Germany tried to find some
sort of fun in this little stinker (they gave it about 60% in the
review). They showed a humourous series of screenshots showing them doing
an "elk test" in a Ford Ka. Right-left-whoa Nelly, over we go!
for those in North America who don't know, the whole "elk test" fuss came
up about two years ago when a Swedish magazine found that Mercedes' new
baby, the egg-shaped A-class small car, would tip over if put through a
mid-speed, yet very ***, lane change. this was the so called "elk
test", as it seems the Swedes spend a lot of time avoiding elks. (Fomr my
experience in Northern Ontario, I would say Transport Canada needs to
introduce a moose test). After that magazine's report, the rest of the
European automotive press went on a feeding frenzy, tipping over every
small car they could find.
Stephen
Quoted text (20 lines)
> [SNIP] >> I still think the learning curve is a bit high, and Papy could/should >> have made some concessions to make the game more accessible to the >> novice players (a difficulty slider like Ratbag included in DTR would >> have made a world of difference in the final sales figures, I would >> wager), but all in all, DTR truly IS the pinnacle of automotive >> simulations. > OMIGOSH -- MAJOR typo! I *meant* to say "GPL truly IS the pinnacle of > automotive simulations." DTR may be runner-up (tied with Viper > Racing), but I DO think that GPL has the edge. Not by a huge margin, > mind you, and if Ratbag continues to improve upon the DTR physics > engine, they could be true contenders, but as it stands, GPL *is* still > top dog, even in my book. > -- JB > Sent via Deja.com http://www.deja.com/ > Before you buy.Quoted text (13 lines)
> On Mon, 24 Jan 2000 02:53:49 +0100, "Zolli" > >IMO the physics model of DTR is highly overestimated! > >Racing those banked tracks in DTR is much easier than in NASCAR3 > Uhh.. I'll have some of what you're smoking. Try turning DTR's > physics to 100% and report your findings. > LOL > -- > * rrev at mindspring dot com *The little A-class Mercedes is also known by the endearing nickname
"V?lt-klasse" in Sweden. And that's only funny to our Swedish readers.
A tip-top car, otherwise...
/petern
Quoted text (20 lines)
>: The heresy lies in the fact that, despite the unanimous agreement here >: from others that it truly does stink, I think it truly may have some >: potential. True, the sounds suck, but if you look through the game >In the same spirit, the writers at PC Games in Germany tried to find some >sort of fun in this little stinker (they gave it about 60% in the >review). They showed a humourous series of screenshots showing them doing >an "elk test" in a Ford Ka. Right-left-whoa Nelly, over we go! >for those in North America who don't know, the whole "elk test" fuss came >up about two years ago when a Swedish magazine found that Mercedes' new >baby, the egg-shaped A-class small car, would tip over if put through a >mid-speed, yet very ***, lane change. this was the so called "elk >test", as it seems the Swedes spend a lot of time avoiding elks. (Fomr my >experience in Northern Ontario, I would say Transport Canada needs to >introduce a moose test). After that magazine's report, the rest of the >European automotive press went on a feeding frenzy, tipping over every >small car they could find. >StephenQuoted text (17 lines)
>> On Mon, 24 Jan 2000 02:53:49 +0100, "Zolli" >> >IMO the physics model of DTR is highly overestimated! >> >Racing those banked tracks in DTR is much easier than in NASCAR3 >> Uhh.. I'll have some of what you're smoking. Try turning DTR's >> physics to 100% and report your findings. >> LOL >I hate to defend Zolli's narrow-minded view, Ed, but he did say "those >banked track in DTR" -- if he's referring to Oldero, for example, I'd >kind of have to agree that it can be somewhat simple to go fast there. >Still, I think that Oldero is still more difficult to go fast on than >Talladega is in NASCAR, for example, so I can't say that I agree with >him.Hi Ed,
everything is set to 100%, physics and AI
Exactly JB, I'm referring to the higher banked tracks, on some of which you
can almost race like on tarmac.
Talladega is indeed more easy, as it is so wide that you don't have to use
the brakes. I had in mind the shorter tracks like Martinsville etc...
I don't understand what should be narrow-minded with my view, I just don't
like that hyping up the physics model of DTR to the GPL level.
Enough said now, let's get back to playing DTR...
CU
Zolli
: The little A-class Mercedes is also known by the endearing nickname
: "Valt-klasse" in Sweden. And that's only funny to our Swedish readers.
: A tip-top car, otherwise...
It's funny how the shape grows on you, isn't it? When the A-class first
appeared in Switzerland, I thought it was the strangest looking thing, but
slowly I've grown to like it, although I wouldn't buy one myself at the
price. Maybe it's because the Smart car came along and made everything
else look normal!
Stephen
Sorry about that -- forgot the <G> after the narrow-minded remark.
FWIW, I do think that DTR pretty much does as good of a job modeling
late models on dirt as GPL does in modeling 1967 F1 machines on
asphalt. This is why I rank DTR up there with GPL and Viper Racing,
and ahead of others like SCGT.
Ah! Then we ARE in agreement! <G>
;-)
-- JB
Sent via Deja.com http://www.deja.com/
Before you buy.
SNIP
The WHAT?
Pics, please.
/petern
: SNIP
:>Maybe it's because the Smart car came along and made everything
:>else look normal!
:>
:>Stephen
: The WHAT?
: Pics, please.
: /petern
www.smart.com
Stephen
snip
snip
Man, you really had a lot on your mind John, but I managed to get though
it, eventually :-), and while I happen to think that the FORD racing
demo is something of the worst I've played to date, I happen to agree
with you, the best thing about it is actually the physics bit, it's
everything ELSE in it that sucks and pulls it down to it's incredibly
low level
I even managed to put on a decent four wheel drift a couple of times, go
in too fast lift and turn to get the rear end to step out and then floor
the throttle again, for a few seconds you can actually imagine a drift,
but expecting people to pay for this game as it is now with rotten sound
and not exactly stellar Gfx, setups that suck and a power curve in the
engine (Puma in the demo) that is beyond belief, couple that with
extremely slow AI and cars that only vaguely remind of a FORD Puma, is
beyond me really, but as you said, the car *handling* bit isn't all that
bad
Beers and cheers
(uncle) Goy
Quoted text (10 lines)
> Now, all of this may sound like I'm out in left field, but the REAL > heresy is yet to come -- based on my wheel time in Ford Racing after > playing around with GPL, I have to say that even though I really don't > like the steering response, the engine sounds, or the driving view, I > do think that Ford Racing seems to have a much better physics model > than NFS3 or NFS/HS, and it may be as good or better than SCGT, and > (here's the REAL stretch), it just MIGHT be nearly as good as Viper > Racing (and therein lies the heresy). Even as it is, I really think I > like the Ford Racing demo better than I did the entire Andretti Racing > game, but, then again, that's not really saying much, is it?[SNIP]
LOL! ROTFPP! That is the BEST run-on sentence I've seen in a LONG
time -- and definitely a worthy response to my LOOOOONG-winded post! <G>
Thanks for addressing the Ford Racing portion, rather than the GPL
portion -- everybody and their second cousin seems to jump on a GPL
reference, but I was equally interested in responses about Ford
Racing. I really feel that one well-executed patch could truly elevate
this game, but I fear we'll never see it, which is a shame for the sim
community in general.
-- JB
Sent via Deja.com http://www.deja.com/
Before you buy.
> LOL! ROTFPP! That is the BEST run-on sentence I've seen in a LONG
> time -- and definitely a worthy response to my LOOOOONG-winded post! <G>
Geez, everybody seems to be "complaining" about my long sentences
lately, guess I'll have to make a fast working committee and look into
the problem one day....
BTW, ROTFPP, wtf is that ?
I see a lot of "bad" sims lately,*** Johnson's V8 (which is really a
shame since we've never seen a good, or even not-bad, sim for this
series), the STCC thing, which wasn't "bad" bad, but it certainly isn't
ground braking in any way, SOS1937 etc, the few really good sims are few
and far between these days, even Papy released a rehash of their rather
ancient Nascar sim, and although I'm sure I'll enjoy it in MP once we
get a decent dedicated server provider, playing it against the AI is no
fun
Is this a sign of how it's going to be in the times to come ?
Yes I know about DTR, but that was a racing series with no interest to
me, so even though I quite enjoyed the sim as such, I quickly grew tired
of it due to having absolutely no interest in the series it represented,
which is my loss I guess
And then to see FORD put their name on the box of this latest thingy we
discussed above.....I'm no FORD fan, but FORD has done an incredible
amount of good for real racing all over the world, they have had strong
factory teams but have also had the good sense to properly support the
privateers, on all levels, so when the time came to put their logo on a
game box, they chose this one ???
Please, someone, tell me I'm wrong, this is a true nightmare :-)
On the other hand, Ratbag *did* come along as a breath of fresh air, and
although as I previously mentioned didn't care much for the racing
series they chose, they at least went their own way and did something
besides F1, CART and Nascar, and people in the know, including one of my
teammates in Team Mirage, tells me they did a fairly good job of it as
well, so it isn't all bad, next up for something that hasn't been done
before, "Skip Barber Racing", well, how bad can it bee :-)
Beers and cheers
(uncle) Goy
Fork out the $20 (best deal in software anywhere), apply the patch,
apply the sound patch, turn up the physics model, turn up the opponent
AI, then tell me that this game sucks.
Lots of fun for a cheap game.
Sent via Deja.com http://www.deja.com/
Before you buy.


































