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Total Immersion Racing Demo Now Available

13 posts by 9 people · 26 Nov 2002 04:25 UTC - 01 Dec 2002 02:25 UTC

"MadDAWG" <[email hidden]> wrote in message news:[email hidden]... > Cool thanks for the tip. > > MadDAWG Too bad it gets my TSW2 pedals backwards in split axis... - Dave Cook
"Haqsau" <[email hidden]> wrote in message news:aruss1$makbu$[email hidden]... > Get the "light" version (minus directx) at www.3dgamers.com Refused to use my BRD pedals and momo wheel - so it was back to using the momo on-off switches. I mean, err, pedals. Physics are complete shite - they dont even make SENSE let alone just a bad implimentation of reality. Seems like the car is on a ball join in the middle and everything pitches around that ball joint. Graphics - nothing to write home about. Looked ok - Reminded me of Mobil 1 Rally Championship with the light streaming thru the trees. Sound - Kept changing pitch - so down one straight the red line would sound about an octive higher or lower than down the next - seemingly no pattern to this. AI - bit spaz really - never protected their line - didnt do anything 'I' - thus making them another case of AUI ( artifical un-intelligence ) Very average title imho - as I expected - looks like an SCGT mod - but with poor physics Doug
I agree, not brilliant at all, but it was good fun for a bit. -- Some Call Me Tim > Physics are complete shite - they dont even make SENSE let alone just a bad > implimentation of reality. Seems like the car is on a ball join in the > middle and everything pitches around that ball joint. > > Graphics - nothing to write home about. Looked ok - Reminded me of Mobil 1 > Rally Championship with the light streaming thru the trees. > > Sound - Kept changing pitch - so down one straight the red line would sound > about an octive higher or lower than down the next - seemingly no pattern to > this. > > AI - bit spaz really - never protected their line - didnt do anything 'I' - > thus making them another case of AUI ( artifical un-intelligence ) > > Very average title imho - as I expected - looks like an SCGT mod - but with > poor physics > > Doug > > >
"Dave Cook" <[email hidden]> wrote in message news:gF4F9.3671$[email hidden]...
Quoted text (11 lines)> "MadDAWG" <[email hidden]> wrote in message > news:[email hidden]... > > Cool thanks for the tip. > > > > MadDAWG > > Too bad it gets my TSW2 pedals backwards in split axis... > > - Dave Cook > >
The demo doesn't allow controller customization? The full game allows you to program each axis to the game function so that wouldn't be a problem. -- Joe M.
"Doug Ellison" <[email hidden]> wrote in message news:as2me3$n9v9f$[email hidden]...
Quoted text (9 lines)> > "Haqsau" <[email hidden]> wrote in message > news:aruss1$makbu$[email hidden]... > > Get the "light" version (minus directx) at www.3dgamers.com > > Refused to use my BRD pedals and momo wheel - so it was back to using the > momo on-off switches. I mean, err, pedals. > > Physics are complete shite - they dont even make SENSE let alone just a
bad
Quoted text (7 lines)> implimentation of reality. Seems like the car is on a ball join in the > middle and everything pitches around that ball joint. > > Graphics - nothing to write home about. Looked ok - Reminded me of Mobil 1 > Rally Championship with the light streaming thru the trees. > > Sound - Kept changing pitch - so down one straight the red line would
sound > about an octive higher or lower than down the next - seemingly no patternto > this. > > AI - bit spaz really - never protected their line - didnt do anything'I' - > thus making them another case of AUI ( artifical un-intelligence ) > > Very average title imho - as I expected - looks like an SCGT mod - butwith > poor physics > > Doug > This can't be the simulation mode from the retail game because the physics are fairly realistic and the higher end cars are challenging to drive with some file tweaks. I've done full throttle with the wheel cut to ensure that the car pivots around the front wheel and not the center. This game has MUCH better physics than SCGT. It has been a long awaited SCGT replacement for me (which is soon to be supplanted by GT 2002 for F1 2002). -- Joe M.
"Joe M." <[email hidden]> wrote in message news:[email hidden]... > The demo doesn't allow controller customization? The full game allows you > to program each axis to the game function so that wouldn't be a problem. > > -- > Joe M. It allows me to select each axis, yes. But the range of motion is backwards just like it was in Rally Trophy until they patched it. In other words, the brakes are always on and I would have to lift the gas to go (if I could lift it higher than the up position). So what do I do to take a look around the track? I push the brake and ride around at idle speed... - Dave
Dave, have you tried holding the brake down in the menu, choosing the brake and then letting it up (when it tells you to push it)? It's worked for me in other games. -- Slot Tweaks & Reviews www.slottweak.com "Dave Cook" <[email hidden]> wrote in message news:tC9F9.3863$[email hidden]... > > "Joe M." <[email hidden]> wrote in message > news:[email hidden]... > > The demo doesn't allow controller customization? The full game allows you > > to program each axis to the game function so that wouldn't be a problem. > > > > -- > > Joe M. > > It allows me to select each axis, yes. But the range of motion is backwards > just like it was in Rally Trophy until they patched it. In other words, the > brakes are always on and I would have to lift the gas to go (if I could lift > it higher than the up position). So what do I do to take a look around the > track? I push the brake and ride around at idle speed... > > - Dave > >
"GTX_SlotCar" <[email hidden]> wrote in message news:as4b8c$n294f$[email hidden]...
Quoted text (9 lines)> Dave, have you tried holding the brake down in the menu, choosing the brake > and then letting it up (when it tells you to push it)? It's worked for me in > other games. > > -- > Slot > > Tweaks & Reviews > www.slottweak.com
Hmmm. No I didn't try that. I'll give it a shot! - Dave
"Doug Ellison" <[email hidden]> wrote in message news:as2me3$n9v9f$[email hidden]... > > "Haqsau" <[email hidden]> wrote in message > news:aruss1$makbu$[email hidden]... > > Get the "light" version (minus directx) at www.3dgamers.com > > Sound - Kept changing pitch - so down one straight the red line wouldsound > about an octive higher or lower than down the next - seemingly no patternto > this. > It depends on what view you're using (brilliant... ). I had very poor sound/rpm sync using the bumpercam, but in-car seems ok.
Haqsau 29 Nov 2002 00:21 UTC↳ reply to Joe M.#88014
I finally got to sit down with the demo for a few minutes today. Still not sure what to think. I don't think it is as bad as Doug says. I like the graphics, they may not be state of the art but they have a certain aesthetic character to them that I like. Kind of like the Superbike series did. Car and track selection looks pretty good. But the demo physics are very much on the arcadey side, and I couldn't figure out how to change it. I turned off all the aids in the menu but it still felt very arcadey. BTW the aids turn back on automatically every time you restart the demo, so it is possible that some of you that didn't like the feel were driving with aids on and didn't know it. Anyway I went digging through some of the config files and I was able to make it a tad more realistic by turning off the low speed grip factor and the deadzones in the config.cfg file. Bottom line though is the steering is crap for a wheel user. It is both non-linear and speed sensitive, both of which also affect the force levels. This would be tolerable if it was just a matter of changing a few lines in a file, but the steering response curves are coded into the data for each vehicle, so you would have to change all of the cars that you planned on driving, which for most people really means changing all of them. Not acceptable. It's a shame, because this game looks very moddable, and I am convinced that there is a good physics engine underneath all of it, but unless or until Razorworks publishes a standardized realistic physics patch everybody will be tweaking the game a little differently and there will be no way to compare lap times or trade setups or anything. And until they provide an easy way to fix the steering on all of the cars I am just not interested, at least not in the PC version. Might want to keep my eyes open for the Xbox version though, that might be fun - realistic physics are near impossible to deal with when driving with the thumbs, so maybe TIR will still be fun on consoles. "Joe M." <[email hidden]> wrote in message news:[email hidden]... > > This can't be the simulation mode from the retail game because thephysics > are fairly realistic and the higher end cars are challenging to drivewith > some file tweaks. I've done full throttle with the wheel cut toensure that > the car pivots around the front wheel and not the center. > > This game has MUCH better physics than SCGT. It has been a longawaited > SCGT replacement for me (which is soon to be supplanted by GT 2002 forF1 > 2002). > > -- > Joe M. > >
Larry 01 Dec 2002 02:25 UTC↳ reply to TM#87887
What do you expect? Getting whacked in the head by passing tree's and other debris tends to alter your hearing ability. -Larry "TM" <[email hidden]> wrote in message news:3de6aca1$0$82069$[email hidden]... > It depends on what view you're using (brilliant... ). I had very poor > sound/rpm sync using the bumpercam, but in-car seems ok.

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