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CMR 3 demo - cracked 4 mins

15 posts by 6 people · 31 May 2003 11:51 UTC - 03 Jun 2003 00:51 UTC

Tim Epstein 31 May 2003 11:51 UTC#67060
It took me about 10 runs of the demo to get under 4 minutes (3:59:66 to be precise). However, the run wasn't anything like clean, as I hit a few hay bales and even stopped dead running into a gate. I figure there is about 30 seconds to gain for a fastest time. As for the game itself, quite dissapointing. As others have said, its no sim! It doesn't come close to rally trophy in terms of realistic driving. It has the usual arcade type features of easy oversteer, anyway you like. A realistic 4WD rally car will understeer terminally unless you throw it into a corner. Also, running onto the grass doesn't seem to slow the car down at all or affect the grip or handling. The steering (momo wheel) is very slow and sloppy - and I've decreased the dead zone as much as possible. I find that I often have to dial in full opposite lock for even small angle drifts, and hold it for a few seconds to keep the rear in check. The graphics performance is good. I'm running on a 3 year old Athlon 950 with upgraded Nvidia Ti 4600 video card, and am running at 1600x1200x32 in high detail with complete smoothness. However, I'm starting to tire of this game already - its just way to much arcadish - I suppose that that's how its designed so as to appeal to all the kids out there. Cheers, Tim
> However, I'm starting to tire of this game already - its just way to much > arcadish - I suppose that that's how its designed so as to appeal to all the > kids out there. It's a typical console port arcade game. Anyone else notice the car seems to handle or feel very different from different camera views. In-car cam is by far the best. 3rd person view cam makes the car feel like it turns directly from the center of the car; way too strange. Bad thing is the sense of speed in this game isn't where is should be; looks like I'm racing at 30mph max. or something and the tracks are very narrow. Nothing special or new here. RalliSport Challenge is much better looking and more fun.
"Tim Epstein" wrote... > It took me about 10 runs of the demo to get > under 4 minutes (3:59:66 to be precise).<snip> I've got it down to 3m27s, but that's not the point I wanted to make. I found trying to set up the MOMO a pointless exercise as I couldn't get it to recognise the pedals correctly (even in combined axis mode) and reverted to keyboard control. But if you can get yours to work (tell me how) it might be worth your while to experiment with display resolution as I found for some reason it changes the responsiveness of the handling. Also, there's 3 drivable tracks in the demo: UK, Japan and Sweden. Jan. =---
Hi Jan, Firstly, thanks for the tip on the extra tracks. Secondly, I'm surprised by your comments about the pedals, because for me it was the one case of "plug and play" literally. I launched the game, went to options, controllers, saw the that the momo had been recognised, went back to tracks, and started driving. End of story. The pedals had been set to split axis and they worked fine, so I left them that way. FYI, I'm running the LogiTech WingMan Driver version 4.20.167.0 (25/06/2002) In CMR 3, steering is set to X AXIS 1, and both pedals are set to Y AXIS 1 Tim "Jan Verschueren" <[email hidden]> wrote in message news:iS3Ca.30389$[email hidden]...
Quoted text (7 lines)> "Tim Epstein" wrote... > > It took me about 10 runs of the demo to get > > under 4 minutes (3:59:66 to be precise).<snip> > > I've got it down to 3m27s, but that's not the point I wanted to make. > > I found trying to set up the MOMO a pointless exercise as I couldn't get
it > to recognise the pedals correctly (even in combined axis mode) andreverted > to keyboard control. But if you can get yours to work (tell me how) itmight
Quoted text (9 lines)> be worth your while to experiment with display resolution as I found for > some reason it changes the responsiveness of the handling. > > Also, there's 3 drivable tracks in the demo: UK, Japan and Sweden. > > Jan. > =--- > >
Also, running onto the grass doesn't seem to slow the car down at > all or affect the grip or handling. > Disagree. Running onto the grass does slow the car. > The steering (momo wheel) is very slow and sloppy - and I've decreased the > dead zone as much as possible. I find that I often have to dial in full > opposite lock for even small angle drifts, and hold it for a few secondsto > keep the rear in check. >You might have to do some added tweaking to get things the way you want. I've gotten my wheel to behave fairly well with the game, but not completely the way I'd like to see it. > However, I'm starting to tire of this game already - its just way to much > arcadish - I suppose that that's how its designed so as to appeal to allthe > kids out there. > On the contrary, I'm starting to like the game more and more. I doubt the hardcore racing community will ever find a game to their liking, unless it be GPL or NASCAR 2003 or the like. I expected going in that CMR3 would have a little arcade in it. I will be looking forward to the final, retail version. Alanb
ok Alan, you've given me the incentive to keep trying a little longer before giving up, in case I suddenly get to grips with it. As you'll see from the message above that I'm about to type, I've also just discovered that I didn't have any brakes until now... "Alan Bernardo" <[email hidden]> wrote in message news:mH4Ca.1058434$F1.125027@sccrnsc04...
Quoted text (7 lines)> Also, running onto the grass doesn't seem to slow the car down at > > all or affect the grip or handling. > > > > Disagree. Running onto the grass does slow the car. > > > The steering (momo wheel) is very slow and sloppy - and I've decreased
the
Quoted text (7 lines)> > dead zone as much as possible. I find that I often have to dial in full > > opposite lock for even small angle drifts, and hold it for a few seconds > to > > keep the rear in check. > > > You might have to do some added tweaking to get things the way you want. > I've gotten my wheel to behave fairly well with the game, but not
completely > the way I'd like to see it. > > > However, I'm starting to tire of this game already - its just way tomuch
Quoted text (15 lines)> > arcadish - I suppose that that's how its designed so as to appeal to all > the > > kids out there. > > > > On the contrary, I'm starting to like the game more and more. I doubt the > hardcore racing community will ever find a game to their liking, unless it > be GPL or NASCAR 2003 or the like. > > I expected going in that CMR3 would have a little arcade in it. I will be > looking forward to the final, retail version. > > Alanb > >
I've just gone in and double checked my settings after reading what I wrote below - i.e. both pedals set to Y AXIS 1 didn't sound right. Yep... I've been running without brakes until now and didn't realise it. To me that says something about the realism of the game! However, I've been driving Rally Trophy for the past couple of years, and hardy ever touch the brakes - I'm too used to using throttle off over to slow down by going sideways into corners. Once I set the brake pedal to z axis, I found your problem. The pedal action is reversed, and swapping pedals doesn't fix it. For now I've gone back to setting both pedals to X AXIS 1 and just using the throttle - that's all I need 95% of the time Tim "Tim Epstein" <[email hidden]> wrote in message news:dG4Ca.1744$[email hidden]... > Hi Jan, > > Firstly, thanks for the tip on the extra tracks. > > Secondly, I'm surprised by your comments about the pedals, because for meit > was the one case of "plug and play" literally. > > I launched the game, went to options, controllers, saw the that the momo > had been recognised, went back to tracks, and started driving. End ofstory. > > The pedals had been set to split axis and they worked fine, so I left them > that way. > FYI, I'm running the LogiTech WingMan Driver version 4.20.167.0(25/06/2002)
Quoted text (33 lines)> > In CMR 3, steering is set to X AXIS 1, and both pedals are set to Y AXIS 1 > > Tim > > > > > "Jan Verschueren" <[email hidden]> wrote in message > news:iS3Ca.30389$[email hidden]... > > "Tim Epstein" wrote... > > > It took me about 10 runs of the demo to get > > > under 4 minutes (3:59:66 to be precise).<snip> > > > > I've got it down to 3m27s, but that's not the point I wanted to make. > > > > I found trying to set up the MOMO a pointless exercise as I couldn't get > it > > to recognise the pedals correctly (even in combined axis mode) and > reverted > > to keyboard control. But if you can get yours to work (tell me how) it > might > > be worth your while to experiment with display resolution as I found for > > some reason it changes the responsiveness of the handling. > > > > Also, there's 3 drivable tracks in the demo: UK, Japan and Sweden. > > > > Jan. > > =--- > > > > > >
"Tim Epstein" <[email hidden]> wrote in message news:hg5Ca.407$[email hidden]... > ok Alan, you've given me the incentive to keep trying a little longerbefore > giving up, in case I suddenly get to grips with it. > > As you'll see from the message above that I'm about to type, I've alsojust > discovered that I didn't have any brakes until now... >Tim, Same thing happened to me. I believe that once I set the deadzone for my breaks to zero (or near zero), I got my breaks back. Now all is fine: no revs at start, split axis and breaks working. Now I need to tweak my steering a bit more. Alanb
"Alan Bernardo" wrote... > <snip> > Same thing happened to me. I believe that once I set > the deadzone for my breaks to zero (or near zero), I > got my breaks back. Now all is fine: no revs at start, > split axis and breaks working. Now I need to tweak my > steering a bit more. Yes, but do you have any brakes? <g> Seriously... I got to go back and try that, thanks. Jan. =---
"Jan Verschueren" wrote... > > <snip> > > Seriously... I got to go back and try that, thanks. No go.. neither in split axis mode nor combined. Combined does work, but gas and brake are reversed upon which the "swap" setting has no effect whatsoever. Also, and I only just noticed this, the amount of lock you get is dependant on how long you hold the input. It appears the amount of lock you put on your wheel only controls the rate at which this happens... very weird. Jan. =---
> No go.. neither in split axis mode nor combined. Combined does work, butgas > and brake are reversed upon which the "swap" setting has no effect > whatsoever. > Try pressing the break when configuring for acceleration and vice versa. Alanb
I have a Thrustmaster F1 FF wheel and the Thrustmapper tool allows any axis to be reversed (ie the RAW data reads out the other way) with this set split axes work fine in the demo for me. I found the steering a bit like TRD, small movements did a little then a kick when you move above say half normal turn. However overall I think the demo is a lot better than TRD - demos, game and with patches. Andi. "Jan Verschueren" <[email hidden]> wrote in message news:wc8Ca.30818$[email hidden]...
Quoted text (11 lines)> "Alan Bernardo" wrote... > > > > Try pressing the break when configuring for acceleration > > and vice versa. > > Good thinking, but alas.... no effect. > > Jan. > =--- > >
I had the same "no effect with swap" but: I went out of the Demo, erased the option file (cmr3 without extension in the main durectory), started back and re-setup with swap pedal and it worked. It seems the Demo doesn't write back the Swap setting in the file if it already exist. Give it a try, it worked for me! I used a LWFF with separate axis for gas and brake. Any change of having the Act-Labs shifter to work? "Jan Verschueren" <[email hidden]> a �crit dans le message de news: TE7Ca.30759$[email hidden]... > "Jan Verschueren" wrote... > > > <snip> > > > > Seriously... I got to go back and try that, thanks. > > No go.. neither in split axis mode nor combined. Combined does work, butgas > and brake are reversed upon which the "swap" setting has no effect > whatsoever. > > Also, and I only just noticed this, the amount of lock you get isdependant
Quoted text (7 lines)> on how long you hold the input. It appears the amount of lock you put on > your wheel only controls the rate at which this happens... very weird. > > Jan. > =--- > >
Any insights as to the wheel handling? I mean, it's nearly impossible to get good times with the way the wheel feels, as least that's the case with me. It seems so loose at times and then when I try to tightening it up by adjusting the in-game settings, it becomes twitchy as hell. I fired up CMR2 and the feeling of my wheel is fine, just about the way I want it. I will run CMR2 until Codemasters releases CMR3. My hope is that with the retail release Codemaster will fix this wheel business. Alanb "Claude Leclerc" <[email hidden]> wrote in message news:3edb6f1c$[email hidden]...
Quoted text (38 lines)> I had the same "no effect with swap" but: > > I went out of the Demo, erased the option file (cmr3 without extension in > the main durectory), started back and re-setup with swap pedal and it > worked. > > It seems the Demo doesn't write back the Swap setting in the file if it > already exist. > > Give it a try, it worked for me! > > I used a LWFF with separate axis for gas and brake. > > Any change of having the Act-Labs shifter to work? > > "Jan Verschueren" <[email hidden]> a �crit dans le > message de news: TE7Ca.30759$[email hidden]... > > "Jan Verschueren" wrote... > > > > <snip> > > > > > > Seriously... I got to go back and try that, thanks. > > > > No go.. neither in split axis mode nor combined. Combined does work, but > gas > > and brake are reversed upon which the "swap" setting has no effect > > whatsoever. > > > > Also, and I only just noticed this, the amount of lock you get is > dependant > > on how long you hold the input. It appears the amount of lock you put on > > your wheel only controls the rate at which this happens... very weird. > > > > Jan. > > =--- > > > > > >

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