Hmmm!!
Can't say much as I didn't have much time, but controller input (ala Shift) needs attention:bad:.
Can't say much as I didn't have much time, but controller input (ala Shift) needs attention:bad:.
Build 83 (01/11/11, Manager+)
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New suspension geometry and a quick pass over the physics for Nuke 3, to match up some real world numbers like skidpad g's, ride height and spring rates
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Ryan, you said
But by your logic this is totally impossible because rFactor used the exact same data, in a file called .hdv, and GTR2 used the exact same data, in a file called .hdc. See? Totally different!
In terms of "the whole engine" - yes obviously, many components stripped and replaced. But it's just forks. SimBin has "Lizard", Shift has "Gecko". The basic physics data other than the new tyre model and collision model are pretty much identical between them, with a grand total of exactly one renamed parameter to do with anything in the chassis, and a new tyre model (not an idle choice of words - same style of brush model that iRacing switched to later).
Interestingly enough, they don't regard GTR2 as "right", and Doug Arnao said as much months after the release. They tried and failed to completely eliminate bugs in the stock ISI tyre model which made grip levels drop too quickly (and you can see this same attempt taken further by looking at what was tried next in GTR Evolution). You can read Ian talking about the same thing again here. So, you know, just something to bear in mind if you are expecting CARS to somehow emulate your favourite bugs from GTR2. It's probably not in their plans. FYI Shift's tyre adjustment is called "subtle" in that post while the GTR2 version of the same is referred to as "falling off a cliff". Make your own judgement about what that might mean.
If this is towards me, I was talking more about tyre grip, which is the sole reason why the car is so fast, it has too much of it. You can extend the tyre grip to the other cars and tracks if you like, the same applies. I used that example simply because that is what I had been testing the most. Generally I think the cars are far too grippy in the game, and road cars on road legal semi-slicks beating lap records set by race cars is a good point of that.Incidentally, from what I recall, members were asked not to comment yet on either the pre-alpha nuke, or the pre-alpha bathurst, until some errors could be corrected in the next builds.
Looking at the build notes I see
So basically you managed to ignore that and combine criticism of a pre alpha car driving on a pre alpha track into the same post, then use it to bash the game.
Nice one, son.
I'm sure that this sort of thing can only increase their willingness to let us try out newly completed assets.
Sounds very much like another 'judge the current build as if it's a finished game' comment. They're busy with improving/tweaking/modifying input threading, FFB code and physics modeling. They hear the community and have committed to creating the most true-to-life racing experience on PC and consoles. With 12+ months of development ahead, you can't expect things to work perfectly already.They either don't know how to dial in decent wheel precision, or are terrified of building a solid driving model as it might scare off casual gamers, ie, both Shift1/2 are loaded with feedback and that's the whole problem.
Even though FVA isn't perfect, I don't think any game has the steering precision that it has...so here's an idea, buy that driving model, add driving aids and dump Shift2's GFX on top.....problem solved.
... committed to creating the most true-to-life racing experience on PC ...