Rallye Tracks.... Bobsleigh Runs... Suggestions please

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Squanto

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I haven't read about this around here but it really gives me headaches why it is designed like this.

First up, I love the physics on the different types of rally tracks.... BUT!

Those ribbons as bounderies to the track made of glass concrete... Why?
Or those huge walls of snow... Why ís it like that...
It feels like a Bobsleigh run...
Why can't it be designed like the flats surrounding Willow Springs and Ascari...
Not every snow track ís a Andros Trophy ice track... And that bumping ís such a turn off
It should more absorb the impact... (hope this sounds like proper English)
I really hoped that with GT6 this would have been addressed and have a nicer solution to it...

Can anyone tell me there ís a technical reason for this?

I just would love to drift through snowy corners and knock the rear through a bit of those ribbons.. Instead of hitting a bricklike wall that isn't there... Its so 1998 style Simulation...
They should be able to do this far better right?

Or am I missing something...

Just comparing different versions of MGS gives me more (r)evolution...

Can anyone help me understand this?

Thanks
 
Even 1998 rally games didn't have this as a standard feature, it is just PD poorly simulating a rally environment. Colin McRae Rally on the PS1 for instance would have thick snow banked around the road on the rally of Sweden, which would cause you to scrub off a lot of speed but you could still drive over it. The only reason I could think of is that it is less terrain that they have to randomly generate.
 
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