standing ovation
Regular
You cannot do that with race cars. Which is what the tuned up GT3's are
Only street legal things can be tuned
A "tuned" GT3 can be a production car.
You cannot do that with race cars. Which is what the tuned up GT3's are
Only street legal things can be tuned
A "tuned" GT3 can be a production car.
Nope. Because the only GT3's you win that are "tuned" in this game are race cars
Road-going 911s (well the earlier ones anyway) are notoriously difficult to control.
And I can sum it up in one word.
Physics. Handling. The sensation of driving a real car.
Okay, so that's more than one word, but they all kind of mean the same thing.
They also chip away at one of the most integral elements of Forza 2 - the sensation that you're driving a real car.
Sure, the cars are spectacular. Just don't expect to drive them on mountain tracks that wind through waterfalls, while TV helicopters swoop above the track and yachts bob up and down in the trackside lake. In some ways Forza 2's graphics are purely functional. To a simulation fan like myself, they're absolutely gorgeous due to the fact that it all looks so damn real, but to somebody who earned their spoilers thrashing through the streets of Midnight Club or drifting around the hairpins of Ridge Racer, it's all rather plain.
Specifically, the quote regarding the steering wheel couldn't be more correct. Playing this game without a wheel is much less interesting and it's not an option if you are looking for max realism and its (learning -for novices-) related enjoyment.By now you've already read that the physics engine runs at 360 frames per second, and that it keeps track of more variables than exist in a thermonuclear detonation simulation. But it's only when you wrap your clammy mitts around the 360's wireless steering wheel (and you will buy the wheel for this game - it's the only way to play) that this technobabble finally means something. You'll soon realise how incredibly hard it is to keep these rockets on wheels flat on the ground, and why an all-wheel drive is so much grippier than a rear-wheel drive spin-freak. Every bump, every crack in the road, every change in surface type, will feel unlike anything you've felt in a racing game. In short, it's amazing.
A quite staggering design for a first attempt. The one that Ostepot designed is nice, too. Mot as good but it does the job.They finally released this game in NZ yesterday!
And it's awesome!
yay!
So here is my first paint job, on a W Golf R32:
http://hungryspoon.com/random/r32a.jpg
http://hungryspoon.com/random/r32b.jpg
Gotta give porsche credit tho, they know a simple design change, putting the engine in a more neutral position would do wonders for the cars handling, they still hold on to tradition, and try to fix it with electronics and suspension.
One wheel going over a bump or into a dip is often well-handled by the suspension. This can be felt in real life if you go over a speed bump with just one wheel instead of both wheels per axle.
What is really upsetting to the car is when all four wheels go off-track, where you can get summation of forces that produce large front-back, side-side, or corner-corner torque. See, for example, the car in the first 2 seconds of this video http://www.youtube.com/watch?v=-uSOYqU4758. The other cars in the grass later in the video are too far away to see the body motion clearly, although some is still visible.
Sadly, the cars in the grass do look a bit like me when I'm at the track in real life.
phat, the problem doesn't seem to be a problem with the suspension modelling but rather the modelling of the bumps and unevenness of surfaces off the track.
Cars don't skip and move because the grass is rough, they do it because it's not level. The low-frequency curves (i.e. mini hills several metres across and a few inches high) give sustained forces on the car. That first car in your video was bouncing because it went across that side road where there are depressions/grooves from cars travelling on it normally. You can even see how bad that road is from the reflections. You feel these bumps all the time in the city when going through a well-travelled intersection with a poor foundation.
Your theory of zero unsprung mass being responsible for it, though, is wrong. The force exerted on the car has no direct impact from the wheel's mass, and only depends on its postion (through the spring) and its velocity (through the shock absorber). Wheel mass does, however, affect the position/velocity of the wheel, but then basically you're saying that those 5-6 inches of wheel movement should be bigger and slower. The starting point of your argument earlier in the thread is the wheel position. From that point onwards, wheel mass is irrelevant.