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TIR Tuning Guide & Praise

13 posts by 7 people · 14 Nov 2002 18:14 UTC - 16 Nov 2002 04:06 UTC

Joe M. 14 Nov 2002 18:14 UTC#90175
The developer (razorworks) has an excel file explaining how to tweak the values in the config file. They are also developing a tool to make game tuning easier. This game is developed by SIM people. For those of you who don't play flight sims, razorworks created the best combat chopper sim out there (since LB2) so they are a simulation house. The guide can be found here: http://www.razorworks.com/TIR%20Support/index.htm For those of you who haven't bought this game, you're missing something great. I haven't enjoyed pure competitive racing like this in a long while. I recently finished a career race in 3rd place and the top 4 finishers of my GT class finished within 1.75 seconds of each other (there were 6 GT class cars - 18 total vehicles - 6 GTS and 6 PRO). The AI is solid, certainly better than F1 2002. They run human laps, mistakes and all. They will also change behavior based on demeanor (if they get nervous with you dogging them lap after lap their driving appears more nervous and they'll falter - if you bump them and are aggressive they become aggressive - if they're confident they dog you and put the pressure on forcing you to drive solidly or get passed). As for physics, it's NOT an arcade racer. The physics seem realistic to me and most importantly the "feel" is just right. This game is a pleasant surprise and I'm happy to own it for only $29.99. Give it a shot, you won't be disappointed. PS-I'm hoping a more experience gear head will look at this tuning guide and comment on the realism of this game. -- Joe M.
Schooner 14 Nov 2002 18:21 UTC↳ reply to Joe M.#90176
I tried a copy at a friends, can't say it was too impressive. Even at 1600*1200 the graphics weren't great and the mirror detail was horrid, very grainy/blocky. Maybe it wasn't setup right, dunno will have to look again maybe. "Joe M." <[email hidden]> wrote in message news:[email hidden]...
Quoted text (12 lines)> The developer (razorworks) has an excel file explaining how to tweak the > values in the config file. They are also developing a tool to make game > tuning easier. This game is developed by SIM people. For those of you > who don't play flight sims, razorworks created the best combat chopper sim > out there (since LB2) so they are a simulation house. > > The guide can be found here: > > http://www.razorworks.com/TIR%20Support/index.htm > > For those of you who haven't bought this game, you're missing something > great. I haven't enjoyed pure competitive racing like this in a long
while. > I recently finished a career race in 3rd place and the top 4 finishers ofmy > GT class finished within 1.75 seconds of each other (there were 6 GT class > cars - 18 total vehicles - 6 GTS and 6 PRO). The AI is solid, certainly > better than F1 2002. They run human laps, mistakes and all. They willalso > change behavior based on demeanor (if they get nervous with you doggingthem > lap after lap their driving appears more nervous and they'll falter - ifyou > bump them and are aggressive they become aggressive - if they're confident > they dog you and put the pressure on forcing you to drive solidly or get > passed). > > As for physics, it's NOT an arcade racer. The physics seem realistic tome > and most importantly the "feel" is just right. This game is a pleasant > surprise and I'm happy to own it for only $29.99. Give it a shot, youwon't > be disappointed. > > PS-I'm hoping a more experience gear head will look at this tuning guideand
Quoted text (7 lines)> comment on the realism of this game. > > -- > Joe M. > > >
Larry 14 Nov 2002 19:43 UTC↳ reply to Joe M.#90184
Does it have in-car/cockpit view ? -Larry "Joe M." <[email hidden]> wrote in message news:[email hidden]...
Quoted text (12 lines)> The developer (razorworks) has an excel file explaining how to tweak the > values in the config file. They are also developing a tool to make game > tuning easier. This game is developed by SIM people. For those of you > who don't play flight sims, razorworks created the best combat chopper sim > out there (since LB2) so they are a simulation house. > > The guide can be found here: > > http://www.razorworks.com/TIR%20Support/index.htm > > For those of you who haven't bought this game, you're missing something > great. I haven't enjoyed pure competitive racing like this in a long
while. > I recently finished a career race in 3rd place and the top 4 finishers ofmy > GT class finished within 1.75 seconds of each other (there were 6 GT class > cars - 18 total vehicles - 6 GTS and 6 PRO). The AI is solid, certainly > better than F1 2002. They run human laps, mistakes and all. They willalso > change behavior based on demeanor (if they get nervous with you doggingthem > lap after lap their driving appears more nervous and they'll falter - ifyou > bump them and are aggressive they become aggressive - if they're confident > they dog you and put the pressure on forcing you to drive solidly or get > passed). > > As for physics, it's NOT an arcade racer. The physics seem realistic tome > and most importantly the "feel" is just right. This game is a pleasant > surprise and I'm happy to own it for only $29.99. Give it a shot, youwon't > be disappointed. > > PS-I'm hoping a more experience gear head will look at this tuning guideand
Quoted text (7 lines)> comment on the realism of this game. > > -- > Joe M. > > >
Larry Yes Three views 1. Nose Cam 2. Rear View cam 3. Cockpit cam (nice view) all different, bearing in mind some cars are open top, and once you get the rockingham cart it's like an F1 view. It's a great game.. "Larry" <[email hidden]> wrote in message news:U1TA9.865$[email hidden]...
Quoted text (9 lines)> Does it have in-car/cockpit view ? > > -Larry > > "Joe M." <[email hidden]> wrote in message > news:[email hidden]... > > The developer (razorworks) has an excel file explaining how to tweak the > > values in the config file. They are also developing a tool to make game > > tuning easier. This game is developed by SIM people. For those of
you > > who don't play flight sims, razorworks created the best combat choppersim
Quoted text (10 lines)> > out there (since LB2) so they are a simulation house. > > > > The guide can be found here: > > > > http://www.razorworks.com/TIR%20Support/index.htm > > > > For those of you who haven't bought this game, you're missing something > > great. I haven't enjoyed pure competitive racing like this in a long > while. > > I recently finished a career race in 3rd place and the top 4 finishers
of > my > > GT class finished within 1.75 seconds of each other (there were 6 GTclass
Quoted text (8 lines)> > cars - 18 total vehicles - 6 GTS and 6 PRO). The AI is solid, certainly > > better than F1 2002. They run human laps, mistakes and all. They will > also > > change behavior based on demeanor (if they get nervous with you dogging > them > > lap after lap their driving appears more nervous and they'll falter - if > you > > bump them and are aggressive they become aggressive - if they're
confident
Quoted text (21 lines)> > they dog you and put the pressure on forcing you to drive solidly or get > > passed). > > > > As for physics, it's NOT an arcade racer. The physics seem realistic to > me > > and most importantly the "feel" is just right. This game is a pleasant > > surprise and I'm happy to own it for only $29.99. Give it a shot, you > won't > > be disappointed. > > > > PS-I'm hoping a more experience gear head will look at this tuning guide > and > > comment on the realism of this game. > > > > -- > > Joe M. > > > > > > > >
Then it's worth a try :) -Larry "Ian Dickson" <[email hidden]> wrote in message news:ar0uk7$s1q$[email hidden]...
Quoted text (9 lines)> Larry > > Yes > > Three views > > 1. Nose Cam > 2. Rear View cam > 3. Cockpit cam (nice view) all different, bearing in mind some cars are
open
Quoted text (15 lines)> top, and once you get the rockingham cart it's like an F1 view. > > It's a great game.. > > > > "Larry" <[email hidden]> wrote in message > news:U1TA9.865$[email hidden]... > > Does it have in-car/cockpit view ? > > > > -Larry > > > > "Joe M." <[email hidden]> wrote in message > > news:[email hidden]... > > > The developer (razorworks) has an excel file explaining how to tweak
the > > > values in the config file. They are also developing a tool to makegame
Quoted text (11 lines)> > > tuning easier. This game is developed by SIM people. For those of > you > > > who don't play flight sims, razorworks created the best combat chopper > sim > > > out there (since LB2) so they are a simulation house. > > > > > > The guide can be found here: > > > > > > http://www.razorworks.com/TIR%20Support/index.htm > > > > > > For those of you who haven't bought this game, you're missing
something
Quoted text (8 lines)> > > great. I haven't enjoyed pure competitive racing like this in a long > > while. > > > I recently finished a career race in 3rd place and the top 4 finishers > of > > my > > > GT class finished within 1.75 seconds of each other (there were 6 GT > class > > > cars - 18 total vehicles - 6 GTS and 6 PRO). The AI is solid,
certainly > > > better than F1 2002. They run human laps, mistakes and all. Theywill > > also > > > change behavior based on demeanor (if they get nervous with youdogging > > them > > > lap after lap their driving appears more nervous and they'll falter -if > > you > > > bump them and are aggressive they become aggressive - if they're > confident > > > they dog you and put the pressure on forcing you to drive solidly orget > > > passed). > > > > > > As for physics, it's NOT an arcade racer. The physics seem realisticto > > me > > > and most importantly the "feel" is just right. This game is apleasant > > > surprise and I'm happy to own it for only $29.99. Give it a shot, you > > won't > > > be disappointed. > > > > > > PS-I'm hoping a more experience gear head will look at this tuningguide
Quoted text (12 lines)> > and > > > comment on the realism of this game. > > > > > > -- > > > Joe M. > > > > > > > > > > > > > > >
Joe M. 14 Nov 2002 20:44 UTC↳ reply to Larry#90103
In addition to what Ian said, it's worth noting that the in-car view is "dynamic" meaning your POV moves in relation to your seat based on g-forces. -- Joe M. "Larry" <[email hidden]> wrote in message news:U1TA9.865$[email hidden]... > Does it have in-car/cockpit view ? > > -Larry > > "Joe M." <[email hidden]> wrote in message > news:[email hidden]... > > The developer (razorworks) has an excel file explaining how to tweak the > > values in the config file. They are also developing a tool to make game > > tuning easier. This game is developed by SIM people. For those of you > > who don't play flight sims, razorworks created the best combat chopper sim > > out there (since LB2) so they are a simulation house. > > > > The guide can be found here: > > > > http://www.razorworks.com/TIR%20Support/index.htm > > > > For those of you who haven't bought this game, you're missing something > > great. I haven't enjoyed pure competitive racing like this in a long > while. > > I recently finished a career race in 3rd place and the top 4 finishers of > my > > GT class finished within 1.75 seconds of each other (there were 6 GT class > > cars - 18 total vehicles - 6 GTS and 6 PRO). The AI is solid, certainly > > better than F1 2002. They run human laps, mistakes and all. They will > also > > change behavior based on demeanor (if they get nervous with you dogging > them > > lap after lap their driving appears more nervous and they'll falter - if > you > > bump them and are aggressive they become aggressive - if they're confident > > they dog you and put the pressure on forcing you to drive solidly or get > > passed). > > > > As for physics, it's NOT an arcade racer. The physics seem realistic to > me > > and most importantly the "feel" is just right. This game is a pleasant > > surprise and I'm happy to own it for only $29.99. Give it a shot, you > won't > > be disappointed. > > > > PS-I'm hoping a more experience gear head will look at this tuning guide > and > > comment on the realism of this game. > > > > -- > > Joe M. > > > > > > > >
Andi 14 Nov 2002 22:06 UTC↳ reply to Joe M.#90110
Hmm, don't think I've seen that yet. Andi. "Joe M." <[email hidden]> wrote in message news:[email hidden]... > In addition to what Ian said, it's worth noting that the in-car view is > "dynamic" meaning your POV moves in relation to your seat based ong-forces.
Quoted text (14 lines)> > -- > Joe M. > > > "Larry" <[email hidden]> wrote in message > news:U1TA9.865$[email hidden]... > > Does it have in-car/cockpit view ? > > > > -Larry > > > > "Joe M." <[email hidden]> wrote in message > > news:[email hidden]... > > > The developer (razorworks) has an excel file explaining how to tweak
the > > > values in the config file. They are also developing a tool to makegame
Quoted text (11 lines)> > > tuning easier. This game is developed by SIM people. For those of > you > > > who don't play flight sims, razorworks created the best combat chopper > sim > > > out there (since LB2) so they are a simulation house. > > > > > > The guide can be found here: > > > > > > http://www.razorworks.com/TIR%20Support/index.htm > > > > > > For those of you who haven't bought this game, you're missing
something
Quoted text (8 lines)> > > great. I haven't enjoyed pure competitive racing like this in a long > > while. > > > I recently finished a career race in 3rd place and the top 4 finishers > of > > my > > > GT class finished within 1.75 seconds of each other (there were 6 GT > class > > > cars - 18 total vehicles - 6 GTS and 6 PRO). The AI is solid,
certainly > > > better than F1 2002. They run human laps, mistakes and all. Theywill > > also > > > change behavior based on demeanor (if they get nervous with youdogging > > them > > > lap after lap their driving appears more nervous and they'll falter -if > > you > > > bump them and are aggressive they become aggressive - if they're > confident > > > they dog you and put the pressure on forcing you to drive solidly orget > > > passed). > > > > > > As for physics, it's NOT an arcade racer. The physics seem realisticto > > me > > > and most importantly the "feel" is just right. This game is apleasant > > > surprise and I'm happy to own it for only $29.99. Give it a shot, you > > won't > > > be disappointed. > > > > > > PS-I'm hoping a more experience gear head will look at this tuningguide
Quoted text (12 lines)> > and > > > comment on the realism of this game. > > > > > > -- > > > Joe M. > > > > > > > > > > > > > > >
Joe M. 14 Nov 2002 23:00 UTC↳ reply to Andi#90116
Do you mean you haven't seen that yet in THIS game or any game? In this game it's subtle yet noticeable and an important aspect of realism. Some games have that "painted" cockpit which is merely bumper view covered with a 2D dash and a window cut out. For a more realistic feel this game and others use a 3-D cockpit which has "6 degrees of freedom" giving you additional visual feedback of your vehicles position; especially useful on uphill or downhill turns. For example: when driving fast through the second turn (right hand) of an uphill chicane the cockpit shifts in such a way that I can sense (along with audible cues) that the front right wheel is off the ground (verified on replay). When taking a fairly fast right turn I can sense the left front of the car "digging" in as it grips around the turn. It's just more data that helps me to imagine the 3D space my car occupies. -- Joe M. "Andi" <[email hidden]> wrote in message news:ar16oi$esi$[email hidden]... > Hmm, don't think I've seen that yet. > > Andi. > > "Joe M." <[email hidden]> wrote in message > news:[email hidden]... > > In addition to what Ian said, it's worth noting that the in-car view is > > "dynamic" meaning your POV moves in relation to your seat based on > g-forces. > > > > -- > > Joe M. > > > > > > "Larry" <[email hidden]> wrote in message > > news:U1TA9.865$[email hidden]... > > > Does it have in-car/cockpit view ? > > > > > > -Larry > > > > > > "Joe M." <[email hidden]> wrote in message > > > news:[email hidden]... > > > > The developer (razorworks) has an excel file explaining how to tweak > the > > > > values in the config file. They are also developing a tool to make > game > > > > tuning easier. This game is developed by SIM people. For those of > > you > > > > who don't play flight sims, razorworks created the best combat chopper > > sim > > > > out there (since LB2) so they are a simulation house. > > > > > > > > The guide can be found here: > > > > > > > > http://www.razorworks.com/TIR%20Support/index.htm > > > > > > > > For those of you who haven't bought this game, you're missing > something > > > > great. I haven't enjoyed pure competitive racing like this in a long > > > while. > > > > I recently finished a career race in 3rd place and the top 4 finishers > > of > > > my > > > > GT class finished within 1.75 seconds of each other (there were 6 GT > > class > > > > cars - 18 total vehicles - 6 GTS and 6 PRO). The AI is solid, > certainly > > > > better than F1 2002. They run human laps, mistakes and all. They > will > > > also > > > > change behavior based on demeanor (if they get nervous with you > dogging > > > them > > > > lap after lap their driving appears more nervous and they'll falter - > if > > > you > > > > bump them and are aggressive they become aggressive - if they're > > confident > > > > they dog you and put the pressure on forcing you to drive solidly or > get > > > > passed). > > > > > > > > As for physics, it's NOT an arcade racer. The physics seem realistic > to > > > me > > > > and most importantly the "feel" is just right. This game is a > pleasant > > > > surprise and I'm happy to own it for only $29.99. Give it a shot, you > > > won't > > > > be disappointed. > > > > > > > > PS-I'm hoping a more experience gear head will look at this tuning > guide > > > and > > > > comment on the realism of this game. > > > > > > > > -- > > > > Joe M. > > > > > > > > > > > > > > > > > > > > > > > >
On Thu, 14 Nov 2002 13:14:19 -0500, "Joe M." <[email hidden]> wrote: >As for physics, it's NOT an arcade racer. 3 questions: How well is weight transfer implemented in the sim? How well are brakes modelled? Independent locking? Heat? Wear? Is tire wear modelled? Jason
"Jason Moyer" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> On Thu, 14 Nov 2002 13:14:19 -0500, "Joe M." > <[email hidden]> wrote: > > >As for physics, it's NOT an arcade racer. > > 3 questions: > > How well is weight transfer implemented in the sim?
Weight transfer feels right to me. I've experienced understeer and oversteer and used throttle steering to save some situations by forcing more weight to the back wheels. There is a clear difference between Audi TT Quattro performance vs. the rear wheel drive vehicle I tested (haven't unlocked the other cars yet, enjoying the GT cars just fine so far). The Quattro handling and acceleration is more balanced vs. the twitchier rear-end of the rear drive car. I'm not an expert but it feels right. > How well are brakes modelled? Independent locking? Heat? Wear? I'm pretty sure I've locked wheels independently, at least it felt that way based on the nature of my skid (I skidded and slid sideways even though the wheel was not turned). I don't think heat or wear are modeled. > Is tire wear modelled? > Tire wire is not modeled but judging from the seemingly complex tire model (at least to my untrained eye when viewing the config options) I'm hoping for a patch for this and more to get the most out of this competent game engine. This developer is a true simulation developer so hopefully they'll add things for the hardcore audience if enough of us play it and ask for it. Here's a link with some info on the physics model: http://www.simracingworld.com/html/srw/articles/empirephysics/ I'm actually waiting for a hardcore physics guy to look at this sim and offer an opinion on its technical merits. -- Joe M.
Larry 15 Nov 2002 17:55 UTC↳ reply to Joe M.#89988
Cool! Sometimes :) CPR had this, and it drove me nuts. -Larry "Joe M." <[email hidden]> wrote in message news:[email hidden]... > In addition to what Ian said, it's worth noting that the in-car view is > "dynamic" meaning your POV moves in relation to your seat based ong-forces.
Quoted text (14 lines)> > -- > Joe M. > > > "Larry" <[email hidden]> wrote in message > news:U1TA9.865$[email hidden]... > > Does it have in-car/cockpit view ? > > > > -Larry > > > > "Joe M." <[email hidden]> wrote in message > > news:[email hidden]... > > > The developer (razorworks) has an excel file explaining how to tweak
the > > > values in the config file. They are also developing a tool to makegame
Quoted text (11 lines)> > > tuning easier. This game is developed by SIM people. For those of > you > > > who don't play flight sims, razorworks created the best combat chopper > sim > > > out there (since LB2) so they are a simulation house. > > > > > > The guide can be found here: > > > > > > http://www.razorworks.com/TIR%20Support/index.htm > > > > > > For those of you who haven't bought this game, you're missing
something
Quoted text (8 lines)> > > great. I haven't enjoyed pure competitive racing like this in a long > > while. > > > I recently finished a career race in 3rd place and the top 4 finishers > of > > my > > > GT class finished within 1.75 seconds of each other (there were 6 GT > class > > > cars - 18 total vehicles - 6 GTS and 6 PRO). The AI is solid,
certainly > > > better than F1 2002. They run human laps, mistakes and all. Theywill > > also > > > change behavior based on demeanor (if they get nervous with youdogging > > them > > > lap after lap their driving appears more nervous and they'll falter -if > > you > > > bump them and are aggressive they become aggressive - if they're > confident > > > they dog you and put the pressure on forcing you to drive solidly orget > > > passed). > > > > > > As for physics, it's NOT an arcade racer. The physics seem realisticto > > me > > > and most importantly the "feel" is just right. This game is apleasant > > > surprise and I'm happy to own it for only $29.99. Give it a shot, you > > won't > > > be disappointed. > > > > > > PS-I'm hoping a more experience gear head will look at this tuningguide
Quoted text (12 lines)> > and > > > comment on the realism of this game. > > > > > > -- > > > Joe M. > > > > > > > > > > > > > > >
Andi 15 Nov 2002 22:09 UTC↳ reply to Joe M.#90010
NOt seen it in this game, I'll have to look a bit closer. Andi. "Joe M." <[email hidden]> wrote in message news:[email hidden]... > Do you mean you haven't seen that yet in THIS game or any game? > > In this game it's subtle yet noticeable and an important aspect ofrealism.
Quoted text (8 lines)> Some games have that "painted" cockpit which is merely bumper view covered > with a 2D dash and a window cut out. For a more realistic feel this game > and others use a 3-D cockpit which has "6 degrees of freedom" giving you > additional visual feedback of your vehicles position; especially useful on > uphill or downhill turns. > > For example: when driving fast through the second turn (right hand) of an > uphill chicane the cockpit shifts in such a way that I can sense (along
with > audible cues) that the front right wheel is off the ground (verified on > replay). When taking a fairly fast right turn I can sense the left frontof
Quoted text (17 lines)> the car "digging" in as it grips around the turn. > > It's just more data that helps me to imagine the 3D space my car occupies. > > -- > Joe M. > > > "Andi" <[email hidden]> wrote in message > news:ar16oi$esi$[email hidden]... > > Hmm, don't think I've seen that yet. > > > > Andi. > > > > "Joe M." <[email hidden]> wrote in message > > news:[email hidden]... > > > In addition to what Ian said, it's worth noting that the in-car view
is
Quoted text (16 lines)> > > "dynamic" meaning your POV moves in relation to your seat based on > > g-forces. > > > > > > -- > > > Joe M. > > > > > > > > > "Larry" <[email hidden]> wrote in message > > > news:U1TA9.865$[email hidden]... > > > > Does it have in-car/cockpit view ? > > > > > > > > -Larry > > > > > > > > "Joe M." <[email hidden]> wrote in message > > > > news:[email hidden]... > > > > > The developer (razorworks) has an excel file explaining how to
tweak > > the > > > > > values in the config file. They are also developing a tool tomake
Quoted text (23 lines)> > game > > > > > tuning easier. This game is developed by SIM people. For those > of > > > you > > > > > who don't play flight sims, razorworks created the best combat > chopper > > > sim > > > > > out there (since LB2) so they are a simulation house. > > > > > > > > > > The guide can be found here: > > > > > > > > > > http://www.razorworks.com/TIR%20Support/index.htm > > > > > > > > > > For those of you who haven't bought this game, you're missing > > something > > > > > great. I haven't enjoyed pure competitive racing like this in a > long > > > > while. > > > > > I recently finished a career race in 3rd place and the top 4 > finishers > > > of > > > > my > > > > > GT class finished within 1.75 seconds of each other (there were 6
GT
Quoted text (16 lines)> > > class > > > > > cars - 18 total vehicles - 6 GTS and 6 PRO). The AI is solid, > > certainly > > > > > better than F1 2002. They run human laps, mistakes and all. They > > will > > > > also > > > > > change behavior based on demeanor (if they get nervous with you > > dogging > > > > them > > > > > lap after lap their driving appears more nervous and they'll > falter - > > if > > > > you > > > > > bump them and are aggressive they become aggressive - if they're > > > confident > > > > > they dog you and put the pressure on forcing you to drive solidly
or
Quoted text (32 lines)> > get > > > > > passed). > > > > > > > > > > As for physics, it's NOT an arcade racer. The physics seem > realistic > > to > > > > me > > > > > and most importantly the "feel" is just right. This game is a > > pleasant > > > > > surprise and I'm happy to own it for only $29.99. Give it a shot, > you > > > > won't > > > > > be disappointed. > > > > > > > > > > PS-I'm hoping a more experience gear head will look at this tuning > > guide > > > > and > > > > > comment on the realism of this game. > > > > > > > > > > -- > > > > > Joe M. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
Dino 16 Nov 2002 04:06 UTC↳ reply to Joe M.#90037
The steering is waaay too sensitve in it's default mode imo. I can't form an opinion on it until they fix it or someone figures out some decent values for the MOMO in the dat file. Is a GUI in controller options is too much to ask for? DN "Joe M." <[email hidden]> wrote in message news:[email hidden]...
Quoted text (12 lines)> The developer (razorworks) has an excel file explaining how to tweak the > values in the config file. They are also developing a tool to make game > tuning easier. This game is developed by SIM people. For those of you > who don't play flight sims, razorworks created the best combat chopper sim > out there (since LB2) so they are a simulation house. > > The guide can be found here: > > http://www.razorworks.com/TIR%20Support/index.htm > > For those of you who haven't bought this game, you're missing something > great. I haven't enjoyed pure competitive racing like this in a long
while. > I recently finished a career race in 3rd place and the top 4 finishers ofmy > GT class finished within 1.75 seconds of each other (there were 6 GT class > cars - 18 total vehicles - 6 GTS and 6 PRO). The AI is solid, certainly > better than F1 2002. They run human laps, mistakes and all. They willalso > change behavior based on demeanor (if they get nervous with you doggingthem > lap after lap their driving appears more nervous and they'll falter - ifyou > bump them and are aggressive they become aggressive - if they're confident > they dog you and put the pressure on forcing you to drive solidly or get > passed). > > As for physics, it's NOT an arcade racer. The physics seem realistic tome > and most importantly the "feel" is just right. This game is a pleasant > surprise and I'm happy to own it for only $29.99. Give it a shot, youwon't > be disappointed. > > PS-I'm hoping a more experience gear head will look at this tuning guideand
Quoted text (7 lines)> comment on the realism of this game. > > -- > Joe M. > > >

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