Come on you lazy people, here is some work to do!
Let's start a Challenge finally.
While learning and practising all tracks I drove Nevada 5 and found out that it must be one of the most difficult tracks, there are a few downhill-curves and those arent so easy to take, at least with a fast car, and the track makes lots of fun, needs a bit risk and all that so I say lets start a Challenge here, lets see what each one of us can do here.
http://www.geocities.com/kazaabazooka/time.txt
Have fun! And Good Luck :)
BTW I'm talking about the Lap-Time...
There is still one mistake in my fastest lap and I want see it beaten, by You! ;) hehehe
Sebi
10-25-2003, 11:56 AM
Go Go Go!
I wanna see a lot of times, the challenge will end on next Saturday (2003.11.1)
DC_Tox
10-25-2003, 07:09 PM
Naaah....
I'm too old for the CLK ^_^
I agree that it's a great track, I only drove it once but I liked it much....
At my first attempt the laptime is still pretty high, 4:56.38
JeffR
10-26-2003, 12:25 AM
You didn't specify what game mode % was. In 100% sim mode, I can get just under 5:00 on a good run, in 100% arcade mode, this drops down to just under 4:00.
Also, which DTM, the older one or the 2000? The 2000 DTM corners better.
JeffR
10-26-2003, 01:08 AM
I'm guessing that the 4:32 was done 1/2 between simulation mode and arcade mode? If you're interested, check out this video (57MB wmv file), of a sub 3:50 run at Nevada 5, DTM 2000, in 100% arcade mode. It's like driving a Formula 1 car, the pace picks up quite a bit, and I find it lots of fun. Near the end of the lap, I like to get a bit of air on the small jump, even if I do get an "extreme driving error", message (in this case it should be extreme driiving fun).
Sorry, I didn't mention whether 100% sim or 100% arcade or 50% because for me it was actually logically that we use 100% sim and that's what I use too (only) I didn't even try arcade yet but I will sometime, just for fun.
Surely, one could say "I did use 100% sim" and in truth one used 50% sim/arcade but I think we are man enough to say the truth and it's just for fun, one can't win anything (unfortunately :) ).
Because of the car: Yes, I mean the CLK DTM 2000.
PS: Don't stop if you have beaten my time by 4 or 5 seconds because I'm not ready yet and to be honestly, I've already beaten it by myself again.
It's interesting, at those long tracks (long compared to PU for example) you make a clear run without many extreme drifts or mistakes and you think "I cant drive much faster, maybe 2 or 3 seconds" but then if you practise more and more, you may not even notice that you are doing anything differently but your time gets faster and faster tho, one only has to take every corner a bit smoother and the laptime will become 5 - 6 seconds faster.
Keep on going!
DC_Tox
10-26-2003, 04:52 AM
Originally posted by JeffR
You didn't specify what game mode % was. In 100% sim mode, I can get just under 5:00 on a good run, in 100% arcade mode, this drops down to just under 4:00.
Also, which DTM, the older one or the 2000? The 2000 DTM corners better.
My 4.56 was in 100% SIM mode on the CLK 2000 DTM (as shown in the screenshot) and it was just the first run ever on the track, so I'm sure 4.35-4.45 can be reached with some practice.
I don't even play in arcade mode, on a DTM it must be a real panic driving ^_^
Another reason for NOT playing arcade is that I'm keeping the best laps as a record of my performance and, since only the "best of best" is recorded in the "track info" of the game, an "arcade" run would spoil the recording.
Sebi
10-26-2003, 08:59 AM
Originally posted by DC_Tox
Another reason for NOT playing arcade is that I'm keeping the best laps as a record of my performance and, since only the "best of best" is recorded in the "track info" of the game, an "arcade" run would spoil the recording.
Yes, that's my opinion too.
It's a quite good time for your first run on the track Tox -^
Fez, Geezr, SUE, hi-C and everyone else who has the game, we are waiting for you :)
FeZ
10-26-2003, 01:20 PM
Hey Sebi, nice idea
I have been busy for the last 2 weeks and the next one will be hectic as well, so I will see what I can do before 1/11.
100% Sim is the only way to go to make it a half decent realistic game :)
Grand Prix Legends includes the real track, Nurburg Ring, 14 miles, 22km, 174 turns. My best there in a 1967 F1 car (GPL) is 8:21. The top times are under 7:50, while more average times are like 8:30 to 9:00. Running F1 2002 on the same (converted) track I did a 6:30.
The longest road course circuit I know is the Isle of Mann, just to the west of England. It's 37.75 miles (60km), 196 turns with lots of high speed sections. Just last year, the 18 minute barrier was broken by David Jeffries on a factory Suzuki 1000cc motorcycle, 17:52.xx, average speed was 126+mph.
A shortened version of Isle of Mann has been made for GPL, 40% of the original length and elevation changes.
JeffR
10-26-2003, 08:41 PM
Didn't realize that traction control was slowing me down. Here's a bit better run at 100% sim.
http://members.cox.net/jeffareid/42561.jpg
DC_Tox
10-27-2003, 01:54 AM
Originally posted by JeffR
Didn't realize that traction control was slowing me down. Here's a bit better run at 100% sim.
-^ -^
Now you're starting to enjoy the game :D
Remove all driving aids, it's like trying to learn GPL practicing on a F2 or F3 car. It's slower, full stop.
ASR and ABS seem to help you, but are definitely preventing you to push the car to the real limit, where you find the seconds that make the difference.
I think I'll have to run this Nevada 5 a bit more, if I want to compete with you ^_^
JeffR
10-27-2003, 07:04 AM
Shades of NFSPU, railing works in MBWR. I've used this to stabelize car when in the dirt, but never tried it for just cornernig before. It works on the metal rails (armco). You just aim side of car onto rail then ride it around a corner with the throttle floored. It doesn't work as well on the other fence types, as car will get rolled or punch through (nice air if high on a mountain). I think a 4:22 is possible with railing.
DC_Tox
10-27-2003, 07:35 AM
Do you race with car damage on?
I usually touch the armco only against my will, usually because I'm too fast on the dirt, and only in the luckiest cases I avoid car damage and "driving error" messages...usually when the touch is VERY light and done when the car was already recovering 99% of the race line.
If I had to race full Nevada 5 with railing, I would reach the end with an unusable car (although this required at least 60% damage in MBWR ^_^ )
Sebi
10-27-2003, 09:16 AM
Originally posted by DC_Tox
Do you race with car damage on?
:confused: I didn't knew that one can set it off too...can one? where?
JeffR, thats a very good time :cool:
How do you find the track when you are driving on its limit? I love it :)
JeffR
10-27-2003, 11:31 AM
Do you race with car damage on?
I had damage off. I turned it off when I started running into the bug where the CLK GTR will crash if going fast over some specific spots on the tracks.
I'll try another run with damage on, but I think railing will still work as there are only 2 or 3 places where the armco can be use to turn the car. In the dirt section, the car only needs to barely rub against a rail, just enough to keep the car from spinning around. In other cases, just keeping the car near a rail will limit how far the back end can slide out.
abs on or off
I don't find much difference with abs on or off, but if braking heavy in corners, with the wheel pegged, ABS on seems to help. If ABS on is good enough for real F1 drivers, it must be useful.
steering with the throttle
On the longer turns, once the turns get tighter, it helps to peg the wheel into the turn, and use the throttle to keep the car away from the inside of the turn. In the case of decreasing radius sections, just lifting the throttle (coasting without braking) while the wheel is pegged inwards will slow the car down just enough to keep from hitting the outside wall. The very first uphill section has a sharp turn to the right in the middle of it, and needs very heavy braking to keep from hitting the outside wall, and keeping the wheel pegged inwards will help the car slow down a bit quicker.
places where railing works on Nevada 5
At the top of the first hill (just before small tunnel), there's a uturn to the right with armco all the way around. At the bottom of the next downhill section, there's another uturn to the right with armco there, but I don't know if that one can be used. Just before reaching area 51, there's an uphill section with a uturn to the left, followed by a 90 degree bend to the right, both of these spots can be railed. There's also a 90 degree bend to the right just before the uturn to the left, but it has a gap and objects, so don't think that one would work well.
other tidbits
A bit after the first uphill / downhill section, there's a level section followed by another downhill section. In this level section, there are a couple of left turns best taken slightly off track (2 wheels is enough), to the inside, especially the one with the cones, signs, and the truck. Even if alll 4 wheels go off track, there's no shortened message shown.
When approaching area 51, the car can go inside the first pole, outside the next two poles, then inside the last pole without getting a shortened error message, a bit straighter path. Not sure if this helps, but it looks cool.
In the dirt sections, the car can be kept close to a rail or slightly rubbing the rail without getting any damage.
At the end of the first dirt section, the car can be driven straight through the bush and the cactus, only the heavy signs need to be avoided.
Also, if ASR is on, that first dirt road has a couple of sections that completely kill the throttle, and the car just coasts. This must be some type of game bug.
DC_Tox
10-27-2003, 03:05 PM
Originally posted by Sebi
:confused: I didn't knew that one can set it off too...can one? where?
In the Game options, where you set the opponent skill and the other driving aids
DC_Tox
10-27-2003, 03:18 PM
Originally posted by JeffR
I'll try another run with damage on, but I think railing will still work as there are only 2 or 3 places where the armco can be use to turn the car.
Sure, it can be used, but it's difficult to do it and end up with a undamaged car ;)
I don't find much difference with abs on or off, but if braking heavy in corners, with the wheel pegged, ABS on seems to help.
I don't know, but I prefer to feel the limit of the tyre grip without ABS for 3 reasons:
[list=1]
The tyre's squeal tells me how much I'm too fast/slow
The cars reduces speed slowlier with ABS on (personal feeling, maybe wrong) and the brake distance increases a bit
I use the wheel lock as trigger for the following drift into the turn, it's better than using the steering only (to put the car on a drift) because the car is de-stabillised less by smaller wheel movements
[/list=1]
I feel that I'm still far from the limit of the car/track combo but, like for the Nurburgring in GPL, far more than 3 sessions are required to run it perfectly.
If multiplayer will allow good game statistics, I think that we'll need months or years to reach the best scores for each combo :HB: Sooo much to learn with those long tracks ;)
JeffR
10-27-2003, 04:36 PM
I agree on the learning curve here. Each area has one or two 20+km long tracks, (I think Mexico 14 is the longest time wise). With the CLK GTR in arcade mode, I was able to run most of these in the 8 to 9 minute per lap range on the first run. This will translate into 10 or more minutes per lap in simulation mode, once the track has been learned. Since the tracks share sections, it may not take that long to learn any specific track, but then there are so many tracks to learn. (Note, some tracks are very similar to other tracks, except they run backwards).
Part of the issue with the Nurburg Ring is the cars in Grand Prix Legends are more difficult to drive. When near the limits they will spin or understeer off track. Setting up the cars for lift throttle oversteer helps quite a bit, as it give you in corner speed control. Still, you have to have corner entry speed fairly close to get a good time. The hard thing to learn is how to control press throttle oversteer, letting a player get the power on really early.
With MBWR, even in 100% sim mode, you can brake and corner hard (ABS on helps here a bit) at the same time, and stay on course. Try to do this with some other sims and the response is a severe understeer, resulting in the car plowing off track. Since there isn't any chassis tuning in MBWR, the brake while cornering is a reasonable substitute for throttle induced oversteer.
As previously posted, I find that on the tighter parts of long spirals, both uphill and downhill, that pegging the wheel and using throttle pressure to control cornering radius without using the brakes works out fairly well. One really cool section is the second downhill section that ends with a left uturn, and a right bend leading into the first dirt section. I can be at full throttle at first, and a bit after the arrow goes red, I peg the wheel and lift off the throttle. Time this right and you never have to adjust anything, the wheel remains pegged to the right, the gas and brakes are off, and the car stays right at the limit and on course for quite a while. I do this in spots on all the spirals, but this one last the longest.
If you like excitement, set the AI a value that results in a 10 to 15 second lead as you enter area 51. As you exit area 51 and have to make that left turn, the AI's are going to be entering. Would be cool to get a replay where the human car manages to zip between the approaching AI cars. For high speed action, Alps 12 (I think) with AI at 40%, 3 laps would be cool, resulting cars going both ways on the single flat out high speed section.
Hmm, maybe I've been playing this game too much...
JeffR
10-27-2003, 04:50 PM
Nurburgring in GPL, far more than 3 sessions are required to run it perfectly.
Yes, the NFS series has spoiled us with it's short sprint type races. However I like the NFS series. I'll do some hotlaps in GPL, but I don't think I'll be joining in a 1hour+ online race at VROC anytime soon. Maybe a 2 or 3 lap race at the ring, but not 8.
Some of the online sim racers are very dedicated. For example, a while back, there was a 1000km, 44 lap GPL online race at the ring, with the rule a minimum 40 minutes of break time was required. At 8:05 to 8:10 per lap for most of the players, this was a 7+ hour event. Surpisingly, no one reported wives packing bags.
Wondering how long before someone does a full Isle of Mann track for one of the sims (37.75 miles, 196 turns, 18 minute lap times for the top motorcycle racers).
Sebi
10-28-2003, 09:20 AM
Hehehe nice posts JeffR! :)
Yes, drifting through the spiral to the U-turn to the left which leads to the dirty section is one of the koolest places I'm ever through driven in MBWR and the long downhill-curves :love:
To railing, actually I did hope that we start railing in MBWR as late as possible if ever and I don't do it so far. I like driving corners and curves in WR too much as that I would destroy my fun at a rail, sure, somehow I Did say "let's find the track's limit..." but I meantioned to find it !on! the track...
I'm not going to tell you how you have to make your times, no I would never dare to, I only say I don't do it and that it makes more fun without it.
Interesting is that you try to avoid shortening-messages but you don't worry about extreme-driving-error-messages :)
I really hope you don't get me wrong by this post, it's juts my opinion.
-^
Sebi
10-28-2003, 09:43 AM
The following pic shows the time of my best run so far, funny is that I made it already on my 2nd Nevada 5-practising-day and I was just waiting for a 4:23 but I only "made" worse runs since then on :D so I have to give this as my best time...
4:24,xx (without railing) :)
http://www.geocities.com/kazaabazooka/zeiten.txt
Damn JeffR, borrow me your digi-camcoder! I would love to share a replay, it looks so kool :cool:
DC_Geezr
10-28-2003, 11:42 AM
Yikes! :eek: I'm almost embarrased to post my time (4.58.06) :") Those DTM's are just too much car for me! ^_^ I'm much more comfortable with one of the Kompressors,or an A Class. The Pagode is nice too,just like me,old n slow! :beer:
Sebi
10-28-2003, 12:31 PM
Muhahaha! woohooooo I made it I made it! :D
Seems that I gave up a bit too early. I don't know what happened to me today, don't know what I made differently today I just drove as usually and usually it was hard for me to get a 4:25 but already my first race today was a blast trough and trough :)
It did already start so good, my first lap from standing start was a 4:26,xx (my fastest first lap ever) and then 2nd lap was 4:21,9x and I already thought "thats it!" but but but in 5th lap I made this nice and ass-kicking 4:20,64! and that completely legally without railing :D
Yes, now Sebi you can rest :)
Perhaps it was because I drove with damage "off" for the first time, I can imagine that, even if you don't realize it really, such small damages about 10-20% (which I always had after 1-3 laps) could easily have an effect on the cars power but I'm not sure about that.
Hi Geezr! Does good to see you here, joining the challenge, just give it a few tries, it will come with the time what doesn't mean that you don't have to push and concentrate yourself :)
http://www.geocities.com/kazaabazooka/yes.txt
Tomorrow below 4:20 with railing, just for fun.
What if I dont finish the race, will the record get recorded then?
Please answer this question because I don't wanna mess up my records.
Keep on going! :HB:
[XR]SUE52
10-28-2003, 12:47 PM
Congrats to all you guys on your fantastic efforts. Forgive me for not really trying but for some reason I think I am experiencing a bit of "burnout" with MBWR and what with all the chopping and changing about with the various driver and game settings has left me feeling a bit cold towards the game.
I will wait a bit and see if the updates that are to come along will rekindle the Mercedes spark within me. In the meantime I am still enjoying the IP racing on PU and also destroying the nasty alien Covenants in Halo.
Best wishes dear friends
Sue :love: :Peace: :love:
JeffR
10-28-2003, 02:13 PM
Sebi and all, start saving your replays and post them here please.
To save replays, go to this directory:
C:\Program Files\TDK\World Racing\ReplayRec
There are 4 files here: last.rpc, last.rpp, last.rps, and last.rpy.
Then back up all 4 of the replay1... files, or better yet, use a zip or rar utility like winzip to create a small single zip file.
To view the replays, you need to overwrite the replay1 files in this folder:
C:\Program Files\TDK\World Racing\Replays
Here is a zip file (550k bytes) containing the replay from my extreme railing run at Nevada 5. Also there are some cool drifts in this replay.
JeffR Railing Run at Nevada 5 (http://members.cox.net/jeffareid/jrnv5dtm.zip)
Just extract this zip into the
C:\Program Files\TDK\World Racing\Replays
folder, which will overwrite the replay1 files. (You can back these up if you want, but they're on the cd-rom already). Then run MBWR, and wait at the main menu for about 30 seconds without pressing any keys, so MBWR times out and loads up the replays.
JeffR
10-28-2003, 02:49 PM
Note, I just updated the previous post.
Sebi
10-28-2003, 02:53 PM
Ok JeffR, I'll try it tomorrow, thanks for explaining again.
Suebidooo, no no no :nono: what you need is a challenge therefore I made it, I got "burned out" a bit too before I did start with this. Just crousing around isn't that funny.
[XR]SUE52
10-28-2003, 03:44 PM
Thanks for the encourgment Sebi, OK what I need to know is exactly what settings we are all to use.
Manual gears: Yes!
But are we to use the 100% Sim (I am not sure I like the arcade mode) and what about the ASR, ABS, ATB, ARZ, AWX, ejector seat etc
Please let me know
Thanks
Sue :love: :Peace: :love: "What still no horn to beep beep"
JeffR
10-28-2003, 06:54 PM
[quote]are we to use the 100% Sim and what about the ASR, ABS[quote]
The main factor is 100% sim.
Sebi's last run was with damage off. My first runs were made with damage off, the video I made was with damage on to show how little railing damages cars (The first two rails in the video were pretty exteme, but didn't cause any damage at all). Most of my damage was due to driving mistakes.
Damage on or off is the only other significant factor. Damage from contact seems to be related to how hard the contact is and what color the turn arrow is. If the turn arrow is solid green, even hard contact causes little or no damage. If the turn arrow is solid red, even minor contact may cause damage. Unlike NFSPU, damage doesn't slow down a car much until it adds up quite a bit, so even with damage on, it's probably faster to have some contact at a few specific places rather than be completely clean (sort of like the Nascar guys scraping walls (or each other) on the shorter tracks). Railing causes little or no damage, so I don't know how this could be controlled. Most of the damage is going to be due to driving mistakes. In that video I made, I abused the DTM quite a bit, but only got 17% total damage, which probably didn't slow it down much.
Auto shift vs manual shift doesn't make much difference. I can brake a bit quicker with manual shift, but with a single axis for throttle brake (my twin joystick setup), it's a pain to have to stop braking and blip throttle to get the car to rev up the engine on downshifts (sometimes afterdown shifting, a MBWR car acts like the clutch is pressed down and just idles the engine, no engine braking, and when you do press the throttle, it jolts the rear end of the car, not good if this happens on a corner exit).
Brake assist, is too conservative for getting a good time, but it is a good way to learn a track.
ASR is also too conservative for getting a good time. In the case of Nevada 5, it completely shuts off the throttle through a big part of the dirt section at the 1/2 way point in the track.
ABS is the only usefull assist. It's only a bit conservative when used on straight sections, but when enabled, you can peg the steering wheel and brakes at the same time and get really good deceleration rate when handling a decreasing radius corner. This is mentioned in the game instructions, so it's intended.
Another issue could be using the reset button as an instant brake to zero button. I demonstrate this also in the video, at the bottom of the first downhill section. In this particular case, I don't think using the reset button was quicker, but in other situations it could be. My main concern was online play, because a player could "out brake" someone by resetting at the last moment. However, collision is turned off for a while just after a reset, so the trailing player won't have to worry about hitting a car that has just reset.
JeffR
10-28-2003, 07:13 PM
... burnt out ...
Going through all the championship races to unlock all the tracks does take quite a while. The later events run on the longer tracks, or take more laps on the shorter tracks.
One strategy I used was to unlock all the cars first. This can be done by setting game to 100% arcade mode with braking assist set to full, and runing a single lap race over and over at Nevada 14. Boring, but it goes by a lot quicker. By the time all cars are enabled, most of the championships are enabled, and the player is close to being driver no 1. A few runs more and all the championships are enabled. After this, I started with the final championships first, and worked my way backwards, to reduce the burnt out factor. Even with the CLK GTR in 100% arcade mode and all assists on, it takes 15 to 22 minutes per race (about 8 to 10 minutes per lap) on the later championship races.
JeffR
10-28-2003, 08:56 PM
arcade mode
100% arcade mode speeds up the cars and improves grip, and the result is a faster paced experience, but not beyond the realm of reality. My best guess is that the CLk GTR in 100% arcade mode would be similar to driving a F1 or CART series race car.
[XR]SUE52
10-28-2003, 11:41 PM
Hi ya Jeff, thanks for the info, all good stuff -^
I just hope the multi player online will not allow us to run together with some racers on 100 % Arcade and some on Sim mode.
Sue :love: :Peace: :love:
JeffR
10-29-2003, 12:05 AM
I goofed up on the time estimates, on the long tracks, only a single lap is done, so I dont' think any race times are over 15 minutes, more like 8 to 10 for single laps on long tracks, and a bit longer for 2 or 3 lap races on shorter tracks.
DC_Tox
10-29-2003, 01:16 AM
Mmmhhhh..... so many ways to "improve times" in a not completely clean way, railing hard, reset button, arcade/sim settings....:juggle:
I do hope that we'll have a good way to control all this stuff when online :nono:
Oh, well...NFSP had the same problems, more or less :p
JeffR
10-29-2003, 03:41 AM
The biggest factor is the sim/arcade setting. I just posted a video of a sub 1:40 lap at City 4, using the CLK GTR at 100% arcade mode. The city tracks look pretty cool at high speeds. My favorite parts in the city are those dog leg turns that can be taken at 150mph, car at the edge of track on entry/exit, scenery flying by.
My guess is that CLK GTR at 100% arcade mode has performance simular to a 1997 CART racing car (they slowed them down aerodynamically since 1997). During 1997 season qualification at California Speedway, the top cars were averaging 240+mph, with top speeds of 265mph at the end of the straights on this banked oval track. If you ever have seen Super Speedway, a video made from the original IMAX movie, the on board shots of a road course are very impressive. To compensate for the weight and high placement of the large IMAX camera, a CART racer (my guess a 1997 model) with extra boost (didn't need to be a legal car, and an extra 100 to 150 hp is always nice), and extra downforce (the extra power compensates for the extra downforce) was used.
Railing is going to be an issue, but at least it's a level playing field. Most of my online game time has been with NFSHS (High Stakes). NFSHS virtually eliminates railing, as anything a car can hit or scrape, behaves like velcro and slows or stops a car very quickly. However, NFSHS has alternate paths / shortcuts that are usually difficult and tight to get right, but are part of the game, as the track information screens show these shortcuts. In addition, on one of the tracks, Country Woods backwards, players discovered a shortcut that involves driving off a small cliff, hitting reset and continuing on the track below. Since it was such a "cool" discovery, this was readily accepted as legal for online racing.
In my opinion, if you want to eliminate online cheating, remove the incentive by not ranking players competively for online play. NFSHS system awarded points, but these were never taken away. Live for speed is also very popular online, and again, there's no online ranking. L4S does award "credits" for both offline and online play, but these credits only unlock cars, and once this is done, don't mean anything. Grand Prix Legends has online play, but again no ranking is involved.
DC_Tox
10-29-2003, 04:41 AM
Originally posted by JeffR
In my opinion, if you want to eliminate online cheating, remove the incentive by not ranking players competively for online play.
Hehe....curiously enough, I agree with you...but we must admit that the stats kept NFS-PU alive for longer than it would have been without them.
So....online ranking or not?
Who knows...at the end all appassionate racers end up meeting just for the fun of racing together, but they're not enough to keep a game alive for a long time...we need also the stats freaks :D
DC_Geezr
10-29-2003, 06:56 AM
I hope there are online stats,as opposed to having to mail in screenies or replays,which is way too complicated for me.&( Otherwise we might as well just race for the fun of it,and see who wins,as we have been doing with PU lately.
The only time i've tried 100% arcade was the mission @ The Wall of Death,where U have to reach a certain high speed to complete the mission.Otherwise,it's been 100% sim for me.I've always used abs in WR and as for asc,I find it helps me keep the car from doing donuts on corners.I have noticed the slowdown on dirt parts of the track,tho.=[ I've used D on so far as I have yet to notice a significant loss of performance,even with 20% or more damage.I use the reset often,but it's usually because I've missed a sharp turn and gone careening into the arrow signs! :") :rolleyes:
FeZ
10-29-2003, 07:38 AM
I just came home earlier than expected, and weekend looks like to start 2 days earlier than expected -^
I did about 3000 km of real life driving in the last 2 weeks, so now I can finally relax and have some fun driving the CLK on Nevada 5 :)
Looks like 100% Sim and D off is the prefered settings for this. I have all others off except ABS, but may try to switch that one off also.
But first I need to have a look at that Ford Racing Demo :D
EDIT: Tried the Ford demo, what a waste of time :)
I did a quick 3-laper Nevada 5.
4:52
4:44
4:32
but still way to many errors and crashes. That DTM CLK is one brutal little thing for sure -^
I did not even try to rail (on purpose :) )
I try to watch Jeffs replay now.
Sebi
10-29-2003, 10:23 AM
Yes we're using 100% sim and damage off if one wants, I'm against railing and reseting the car (I hope they'll make something for the multi-player thus one can only reset the car if it's far off the track or not on 4 wheels anymore or something like that) the driving-aids are up to you, I don't use one of them.
JeffR, how could you zip your replay-files to 550kb? I can zip them only to 2,3MB :")
I made one nice 2laps-replay with a 4:25,9x from start on followed by a 4:20,94 but I don't have space to link zip-files, I want my own server :(
Sebi
10-29-2003, 11:45 AM
LoL! below 4:20 with railing is good, it's below 4:10! :)
You better don't let Sebi take the rails hehe
http://www.geocities.com/kazaabazooka/railing.txt
I didn't finish the race and the 4:09,8x didn't get recorded, I always have to answer those questions by my own :rolleyes:
So, I take this for my best time in this challenge, 4:20,67 without railing and damage on, notice the damage on my car and the damage-display is shown too, I did only crash in a tight sign at the area51.
http://www.geocities.com/kazaabazooka/damageon.txt
JeffR
10-29-2003, 01:23 PM
small replay files
Reduce the number of AI cars to 1, this will make the replays much smaller, as the game only needs to save telemetry for 2 cars instead of 6. Even better. run the race as a test drive, so there are no AI cars. I've run a couple of test drives, and there doesn't seem to be any noticable difference in performance.
2:09 run (with rails) 2:20 (without) at Nevada 5
Congrats, Sebi is now the official king of Nevada 5 (until someone dethrones him).
FeZ
10-31-2003, 01:04 AM
I managed a 23, but I did use the rails downhill on the dirttrack and gained about 10 seconds compared to my "no rail"-runs.
http://mitglied.lycos.de/xrfez/Pics/nev5.jpg
Didn't save the replay :rolleyes:
I think it is rather sad that railing does make it so much faster, you do not require any skill to rail around the tight corners and you gain so much speed/time there, and who cares about 0% of skill if you can get around the corners so "easy & fast" :rolleyes:
I hope that the Multiplayer will penalise "extreme driving errors" for railing much more, so that people get an incentive to show their real cornering skills.
JeffR
10-31-2003, 02:20 AM
penalize "extreme driving errors"
Sometimes you get these errors in the CLK-GTR if you're just going fast and happen to drive over certain spots on some tracks.
The railing thing is going to be an issue. My opinion is that it's the same for all, and depending on the track it may not be that much of an issue.