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Yet Another SCGT Demo impression (with BONUS!) - longgggg

9 posts by 4 people · 18 Mar 1999 - 20 Mar 1999

SteveBla 18 Mar 1999#456574
Yes folks, it's the (nearly) definitive and far-too-long SCGT Demo impression (with BONUS!) I've been jotting down thoughts on this puppy each time I've fiddled with the demo, and figured I'd join the chorus and toss the accumulated bunch out there, in hopes the developers can get some use from them. So fire away, all; Nomex clean and pressed! To sum it up right off, no; it's not GPL. But so what; what else is? Nor is it Nascar Revolution. I'd call it the Love Child of N2 and NFS. It's no write-off by any means. It's enjoyable, with a great choice of cars and tracks and has a lot of good points. But it needs some TLC, code-style, before a true sim lover can embrace it fully and not tire of it in a week or so. As the game's supposedly gone gold, we'll have to wait and see what the final product looks like, and whether a patch will be needed to salvage it or not. I'll hit good and bad bits in several areas, with the aforementioned bonus<G> at the very bottom. And I haven't tried multiplayer yet, so I won't speak to that. MENU/INTERFACE: GOOD: It loads fairly quickly, hasn't crashed and "most" items are easy to find. Not the most intuitive, but OK. BAD: The controller options are lacking and flawed. Any decent driving game needs to allow for separate axis pedals, period. As for the steering, you need settings for lock, deadzone, and linearity, to accommodate different controller properties (wheel rotation, joystick, pedals, etc.). The sensitivity adjustment seems to be a linearity adjuster only, and makes off-center response lousy. The way you have to sequentially set both keyboard inputs and then controller ones is poorly conceived. You should only have to set inputs for what you're using. The garage menu, while keeping your settings, doesn't let you save and retrieve named setups, a biggie for me. And though it lets you make camber/compound/psi changes, without a tire temp or wear readout, there's not much point. You can save and keep replays for future use, but can't edit them or use them for telemetry, as there is none. As for the reviled autopilot pit stops, I don't like them, but that's not a game-breaker for me. GRAPHICS: (all on max, except as noted) GOOD: The scenery seems well rendered, with a good sense of space and elevation change. I've never been to Lime Rock, but if that's accurate, Road Atlanta sure will be fun! Forward vision is OK, allowing line choice without trouble. The car shapes are pretty good (except a bit too tall). Frame rate with max settings was fine with 4 cars, but for a few slowdowns in tight traffic (on a 450 Celery w/Voodoo2). The night look is nice; especially the transition from lit to dark areas of the track. All in all, not groundbreaking, but good; not much to complain about, with the following exceptions. BAD: Even with maxed settings, there is some pop-up, mainly rows of trees appearing as you near them. With the wet reflections turned on, the cars change color, chameleon-like, as they go by. Holographic paint in a sim; ditch that! Also, I doubt the laptimes are true to real time due to the above-mentioned brief slowdowns, and expect a full field will be problematic, framerate-wise. The textures are a little blocky even at 8X6, and the images don't have quite the clarity you'd expect. The point-of-view from the in-car seems just a bit too high, as well. When other cars are around, you're looking down a bit at them. The cockpit (the same for all cars) has no gear indicator and the shift LED doesn't do anything (in the demo, anyway). The headlights don't seem to work from the in car at night; you can see the lighting effects from the track lights, but not the car's. And finally, the "focal length" of the driver's view is too long. I think a more "wide-angle" view, with a bit more peripheral vision, would be better and would enhance the sense of speed. (same holds for GPL) DRIVING MODEL GOOD: Once you get the controller settings set to your liking, the cars respond fairly well, and don't have that "canned" feel that killed F1RS and MGPRS2 for me. The lag between input and response is acceptable. There's a decent sense of speed, better than in Viper (demo vs. demo). You CAN affect the grip and balance with setup changes, making the cars tossable AND catchable. BAD: A lot to say here, unfortunately. There is little "feel" for what's happening at the limit of adhesion, and too much grip all around (yes, even for modern cars). The real measure of a driving sim is how it communicates what the car is doing; which tires are slipping and which are gripping, along with the various pitch, roll, and yaw motions of the chassis. Mentally comparing these visual and auditory (see sound) inputs to the general trajectory of the car tells you what's going on. GPL's ability to let you "feel" the limit, and thus "dance" with it, is what makes it special. I'd say SCGT falls behind GPL, Viper, N2-99/ICR2, and even (by a bit) GP2 in this regard. I DO like its feel better than MGPRS2 though, even with the excessive grip. But no; you CANNOT combine full lock, full throttle, and peak revs at 70mph in a corner with a Panoz GTR1 and not come to grief, even with a setup from God! And yes, I have seen them run in the flesh, er..metal. If there were a Chaparral "Sucker" in there, maybe; but I didn't see that one listed.:-) As to setups, changes are too narrowly and simply modeled, to the extent that "more is better", i.e. stiffer is faster, more psi gives more tire grip, etc. But even going from max settings for springs, bars, dampers, spoilers, etc. to minimum makes only a small difference. BY FAR the most dramatic changes you can make are tire compound and pressure. A soft/hi psi front and hard/low psi rear setup will loop VERY easily, while its opposite will plow. Much more change than suspension/aero settings, or brake bias/weight distribution, both of which I just set to full rear. Going from soft to hard tires and reducing tire psi will also slow you down enough that the AI (set to max) isn't so easy to hide from, and lets you slide around a fair bit. AI: GOOD: They don't crash into you wildly, but will run close and bump you, if you go slowly enough. They DO make mistakes and crash on their own, also. Really not enough cars on track in the demo to say much more. BAD: They're too easy to trounce, even on max settings, with speed compensation on high. Imagine beating maxed-out AI in GPL, N2/ICR2, or GP2 in your first 20 minutes with the game; I don't think so! I believe this is more a function of the excess grip of the player's car than the AI speed, as their laptimes seem more realistic. They DO corner too slowly though, and particularly so in the two right-handers after the S/F. And as for AI blunders, I saw the "virtual" Andy Pilgrim loop the Porsche GT1 across the S/F line, while simply traveling straight ahead at near top speed. DUH! The AI speed compensation is oddly construed. It WILL help the AI run more quickly, but if YOU go off, they cruise around, bunch up and wait for you, as if a full-course yellow was instantly displayed until you caught up. Officials on the take, I'd say! SOUND: GOOD: A decent job, with different sounds for each class (but not make) of car. If you've ever listened to Harald Boers' lovely MP3 in-car sounds (www.boers.com), you probably noted the resemblance. There are different wav files for internal and external sounds (that come in handy:-)). There are occasional burps and backfires, complete with flames from the pipes. BAD: The sounds are VERY poorly balanced. The road noise is almost as loud as the motor, and surrounding cars drown out the sound of your own. Following cars are just as loud as leading ones, which is WAY wrong. The shift sound is basically inaudible, as is the tire-skidding sound until you're almost completely sideways. As feedback is hard to come by in a driving sim, sound is critical. Also, in the chase view, the sound is badly garbled when more than one car is in view. All of which leads us to the bonus! BONUS: you skipped right here, didn't you? :-) If you liked Patrick Daly's sound files in GPL, you'll find they work even better in SCGT! The one with the high-pitched gear whine (Eagle, I think) is particularly nice, and compares pretty well to the Porsche 917 in-car MP3 mentioned above. To improve the sound environment in SCGT immensely, replace the engine sounds with Pat Daly's (in whatever combo you prefer - use the same one per car for both internal and external), and do the following: 1. Reduce the volume of the road noise wavs considerably. This keeps them from drowning out the motor sound. You'll still hear them. 2. Reduce the volume of the external engine sounds (eng2e*.wav) enough so that your own in-car sound (eng2i*.wav) predominates in traffic. You'll still hear surrounding traffic. 3. Increase the volume of the skid sounds, to give you more feedback on traction loss. It still comes in late, but this helps. 4. Crank it UP and enjoy! You'll have to experiment with the relative wav volumes to suit you, but it's worth the time. Think I'll shut up now. Steve B. remove "edy" from address for email
Nice post. Probably the most often cited negative, and I concur. Not as big to me, but it needs fixing nonetheless. And what's with the extremely limited adjustments of some (wings to no less than 9.4 degrees)? Is this just a demo oddity? I agree. In fact, posted the same. I don't recall if they at least let you see you and the AI car's speed and gear. At least that little bit would help. I have the same thought. Let us do 'em, but it is not make or break for me. Could always squish the monitor height I guess :-) I agree the Bimmer looks too tall. I see the same, but another Celeron user said no prob. He had a TNT. I have a Banshee. Yeah, what's the deal with this? Ditto in NR1999. I haven't noted this. In the dat\vehicle.mas file, there's an entry for "eyepoint". I wonder if this adjusts? This is a significant one for me. As we all know, the***pit was an added afterthought, due to our demand. Yes, this is indicative of "arcade". And yes, lack of a gear indicator follows. Kudos for at least making a decent looking***pit with working tach and (small) spedo. I assume this is a demo issue?? Actually, I would think that would detract from the sense of speed. Though I guess you mean that by seeing the sides whizzing by, yes, I guess that would help. Agreed. Shouldn't the lower tire pressures yield better grip, until they overheat that is? Right or not, I too noted that higher P is a little better. I didn't experience this with the M3. Tire compound made inly a little difference in my hot lapping. A few tenths. Less than I'd expect. Yes, notice their brake lights when you are full throttle on the final turn. Well, I think it is doing exactly what they intended, and I don't consider it a bad concept. Basically, as you say, they run faster when you are in front, and slow down for you when you trail. Basically, trying to make for a tighter pack. I generally have it off. Sorry, I read through :-) What's a good way to edit the volumes of these wav files??
SteveBla 19 Mar 1999#456780
"eyepoint". I wonder if this adjusts?< Don't know, but I've been poking around in there too. I'll find out :-). (small) spedo.< Second that. I'd have NO interest without it. that would help.< That was my thinking, but zooming in did increase the speed sensation in CPR, now that you mention it. I still think I'd prefer more peripheral vision. difference in my hot lapping. A few tenths.< Hmmmmm. Haven't tried that bit with the M3, but it was about 5sec./lap in the Panoz, though I don't remember how low I went on the tire pressure. a bad concept.< I understand what they're trying to do with the compensation; it's along the lines of Papy's global hype setup in GPL, only more dynamic. Keep it close and fun. No problem with that, but it shouldn't be needed just to get the AI to go quickly enough, as is now the case. You don't need a special sound editor or anything. Right-click on the wav files in Windows, choose "open", and the media player will let you change the volume and save it. Just reducing the road noise and external engine sounds and upping the skid volume helps a lot if you don't want to change the actual wavs. Hope ISI keeps tweaking on this one; it could be lots of fun. SB remove "edy" from address for email
Remco Moedt 19 Mar 1999#456781
>And yes, lack of a gear indicator follows. Kudos for at least making a decent >looking***pit with working tach and (small) spedo. About the Tach, I wonder if the real GT1 cars got the same redline as the GT3 cars. (Both at 7500 RPM) Remco
SteveBla 19 Mar 1999#456782
Take a look in the dat\vehicle.mas file with a text editor. There are tons of configurable variables that differ for each car, including max revs, power curves, inertial and drag coefficients, tire grip coefficients, specific sound files for each car, etc. If this thing is anywhere NEAR as tweakable as it looks, it should be easy to sort out some of the most complained-about problems. The rest will be up to ISI. Steve B. remove "edy" from address for email
Remco Moedt 19 Mar 1999#456783
Quoted text (10 lines)>>About the Tach, I wonder if the real GT1 cars got the same redline as >>the GT3 cars. (Both at 7500 RPM) > Take a look in the dat\vehicle.mas file with a text editor. There are tons >of configurable variables that differ for each car, including max revs, power >curves, inertial and drag coefficients, tire grip coefficients, specific sound >files for each car, etc. > If this thing is anywhere NEAR as tweakable as it looks, it should be easy >to sort out some of the most complained-about problems. The rest will be up to >ISI.
Thanks Steve, will do. Remco
SteveBla 19 Mar 1999#456784
of configurable variables that differ for each car, including max revs, power curves, inertial and drag coefficients, tire grip coefficients, specific sound files for each car, etc..<< DRAT!! Had a brief fling with changing some minor variables and the game wouldn't load.....just sat there churning the HD. Oh well, there's always hope! Steve B. remove "edy" from address for email
SteveBla 20 Mar 1999#456992
What for? I was referring to the data in the vehicle.mas file, which is easily alterable with a basic text editor., It contains gobs of interesting variables, some of which would appear to address some of the game's primary trouble spots(grip, inertia, AIbasis, etc.) GPL offered this option for tweaking, and thought it might be possible here. As a simple example, I changed the referenced engine sound for the Porsche GT1's(both of 'em) to Eng2*c.wav instead of Eng2*a.wav, so they wouldn't be the same as the Panoz. Seemed like an easy mod, as the file was already used by the game, but the game wouldn't load after changing it. The exact same file changes result from doing it with a text or hex editor, so I don't see why that should be preferable. I HAVE substituted other wavs, and that works fine. Perhaps I'm missing something? SB remove "edy" from address for email

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