*******C.A.R.S - Community Assisted Race Sim*********

How is it progressing, did the xbox fix improve the control for it. Also how does it play - Shift 2 I liked a lot but that's probably my limit on how much I want to mix realism against arcade how does it compare on that front and in terms of playability?
 
How is it progressing, did the xbox fix improve the control for it. Also how does it play - Shift 2 I liked a lot but that's probably my limit on how much I want to mix realism against arcade how does it compare on that front and in terms of playability?

dont know about shift 2, but the xbox control works really well now. theres a couple of alpha1 cars where its not working so well, but if you stick to the beta2 cars where the physics have been mostly finished you'll be fine.
i really love driving the formula b round spa (Belgian forest)
 
What the hell are those who think this has good physics smoking? Seriously? The physics in this game *SUCK* ! Tyres made of glass, FFB is just rubbish, you are lucky if you get a slight rumble when hitting a wall at 100mph, let alone feeling the bumps in the road.

LFS Physics **** all over this game all day everyday. How the hell can anyone even begin to think the physics in this game are anywhere near good is just unfathomable. :confused:

Graphics are awesome. I'll grant that much, really, really good. But past that, it's rubbish. Yes, I'm aware it is still in development.
 
What the hell are those who think this has good physics smoking? Seriously? The physics in this game *SUCK* ! Tyres made of glass, FFB is just rubbish, you are lucky if you get a slight rumble when hitting a wall at 100mph, let alone feeling the bumps in the road.

LFS Physics **** all over this game all day everyday. How the hell can anyone even begin to think the physics in this game are anywhere near good is just unfathomable. :confused:

Graphics are awesome. I'll grant that much, really, really good. But past that, it's rubbish. Yes, I'm aware it is still in development.

give them a break, the physics arent that bad.

if you read the forums you'll see that they are having problems with the FFB and the LSD, which just about covers all of your complaints, other than the glass tyres, which im very confused about because grip levels seem ok to me on the beta2 cars
 
What the hell are those who think this has good physics smoking? Seriously? The physics in this game *SUCK* ! Tyres made of glass, FFB is just rubbish, you are lucky if you get a slight rumble when hitting a wall at 100mph, let alone feeling the bumps in the road.

LFS Physics **** all over this game all day everyday. How the hell can anyone even begin to think the physics in this game are anywhere near good is just unfathomable. :confused:

Graphics are awesome. I'll grant that much, really, really good. But past that, it's rubbish. Yes, I'm aware it is still in development.

Still early days yet, they can change it or improve on what they have.
 
I'm fully aware they can change it - my rant is not at the developers. It is at those posting things like "the physics are the best in any sim" etc. in this very thread. It's complete garbage, to be blunt.

But back to the game, it has a *lot* of promise though I do worry what/where it will lead if they let the community take too much of the direction. Usually the user base don't actually know what they want. Other sims were community driven and they nearly always got it wrong because the vocal minority always bleat on about unimportant crap. :)
 
It depends what controller you're using at the moment as well. For my part at the moment the xbox controller is still almost impossible to use :( I still have a problem with a car spinning off at 30mph - just doesn't seem right, so the comment glass tyres resonated well with me. But for effectively £8 I have a developing sim so all good :)
 
I've played a lot of different builds and the experience you get is very dependand on the cars you drive.

For me the DTM car is probably the best at the moment, but the Karts are truly truly awful. I'd also say that for me the FFB and physics have changed over the builds and made the game worse in my opinion.

My main problem is point at which cars loose grip from the back end and you end up loosing control. For me it happens far too easily and unrealistically, this was one of the issues Ben Collins (ex Stig) had with the game when he played it.

The new Caterham needs work too, the fact the you can get oversteer at 125 MPH in 5th gear can't be right, surley?
 
Same with the Atom. Was blatting around California raceway with all of the cars, and turning a corner under power with the atom is impossible. Same for down shifting, even with heel-toe, still lose grip. Some aren't so bad. The DTM as you say is the better, but it too is not "there yet" :(

The responsiveness of the controls is lacking, too. There's a big lag from when I shift, to when the car actually shifts.

I'm using a G27 btw. :)
 
Personally I tink the game is getting worse, the handling and physics is getting closer to the Shift series.

I've just had another go in the Caterham and there's just no way it oversteers that much in real life.

Watch the video of the Stig on the TGTT, through the follow through, no oversteer at all. But if that was in game, as it is now, the car would be drifting through there. Assuming you could catch the drift before it went passed the unrealistic loss of grip point that's present at the moment.

 
looks like the caterham is getting a patch on monday:

Andy Garton said:
Hi guys, to explain a couple of things and give some personal thoughts:

We thought using the Caterham would be cool as it's a new car and everybody would be starting from the same point with it, so new members wouldn't be at a disadvantage. With hindsight it was probably the wrong call, especially as it turned out with the late tyre changes we made. We're confident these are/will be an improvement but for sure we're not there yet. We're going to do a patch, probably available on Monday, that will be available to all members and will hopefully improve the handling significantly (mainly via changes to the default setup, so you'll need to reset back to defaults when you get it). It's not ideal as we wanted to lock the car and track for the duration of the competition so nobody "wastes" time on a prior version, but on balance we think this is the best route to take now.

On the prize - I also agree with hindsight this wasn't the best choice. There are a couple of factors behind it that I can't go into here unfortunately but I definitely think in future we should look at the option of simpler "material" prizes, like a nice wheel setup. I also agree that the "design a track" idea would make a cracking competition in itself and I'd love to see what people can come up with.

So yes, as Micas said - definitely all done with the best intentions but the execution wasn't optimal. Believe me I'm disappointed about this as well as we've put a lot of effort into it and hoped it would be a really positive and appreciated "surprise". We've learned from it though and will do better next time
source: http://forum.wmdportal.com/showthre...Lap-Competition!&p=34617&viewfull=1#post34617

also, the tyre physics are still in their early stages and will certainly be changed before the game is released:

Reaper 392 said:
i dont know if its been mentioned before (35 pages is a bit much to read through), but it feels like theres WAY too much grip while sliding sideways at high speed with some of the cars. for example, with the formula B if get some oversteer on eau rouge and get into a 90 degree slide then the car almost always flops over.

i'm pretty sure this doesnt happen in real life, especially with a car with such a low centre of gravity.


Andy Garton said:
It has been discussed yes and you're basically right, there is too much grip with some cars. This is the main thing we tackled with the new approach Caterham physics. As has been seen though this has created as many problems as it solves - the Caterham has plenty of power oversteer and no rolling/flipping issues, but it's now too slippy at high speeds, and difficult to catch when you over-correct.

We're working hard on it.

also, just so you know, the kart and the caterham are in prealpha stage. ie, their physics are nowhere near to being finalised
 
Patch is out for build 106 to upgrade it to 108.

Fixes for the Caterham included.

Haven't tried it yet.

Much more controllable, whilst I haven't yet managed to get round bathurst without touching something or going offline I did manage to get round. Got a time of 2:44 which is way off pace but at least I got round. I still think it is a little too twitchy when it starts to go but that really maybe the car - if it is god help owners of it :) Did a nice slide round one of the corners and all in all it was a lot of fun so thumbs up - will need some better sim players to advise if it's realistic or not :)
 
Much more controllable, whilst I haven't yet managed to get round bathurst without touching something or going offline I did manage to get round. Got a time of 2:44 which is way off pace but at least I got round. I still think it is a little too twitchy when it starts to go but that really maybe the car - if it is god help owners of it :) Did a nice slide round one of the corners and all in all it was a lot of fun so thumbs up - will need some better sim players to advise if it's realistic or not :)

Like I said earlier in on this page, Ben Collins was critical of how quickly the back breaks away on all cars and of how unrealistically cars become unsettled by hitting the kerbs hard.

So there's a way to go yet, I just hope they listen to the ex Stig more than the so called expert sim racers regarding how the cars behave.
 
I also think it's intolerance to coming out of track is bad, one one point I missed the kerb by a very small margin (only one side) to be told I had gone off track so the time wouldn't be counted, bearing in mind the kerb had a wall next to it which I didn't hit I felt pretty hard done by :(
 
So I had a fiddle with the setup on the F77, increased fast and slow rebound front and back, stiffened rear sway bar, dropped tire pressure a little, increased front camber by 0.01.. and after just one complete lap on California raceway (i.e. no practice), I've set the 4th fastest time. (I'm "Jenk"). Much more controllable, but still has the cliff of an edge when you lose grip though. No chance of catching a spin/drift.

http://tinypic.com/r/2nvwg9v/5

With a bit of practice, I'll get it near 1.00 I reckon. :)

And lol@ the new caterham. All they've done is turn the rear suspension to complete sponge. It's laughably pants now.
 
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