Super Car Challenge

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Well my sister ordered it for me (24.63 + shipping), too late to get jj's deal at 19 Pounds. I should have by the end of next week. :cool:
 
So you might just make the 250LM races. Seriously, just need to do a few offline races, earn small bit of cash and buy the car.
 
Biggles, ask your sister to get you also V8 Superstars. I think it's really cheap and it's worth it

Yeah, I thought about that as I saw it for only about 10 Pounds, but decided I had enough racing games for the time being.

Actually, I'm a bit fed-up with the whole situation. I put FC back in my PS3 for a few laps & realized how inferior it is to Shift in so many ways. Not only does Shift have great graphics, cockpit view, sound, car & track selection, it also has great physics ... up to a point.

Braking & weight transfer are very well done & the FFB is actually better than FC/SCC. FC has that odd feel to the FFB that (apparently) put so many people off - when you get used to it, it makes for challenging, consistent & interesting driving, but I'm not sure it's all that "realistic". The FFB in Shift feels more "realistic", the only trouble is that damn fake "grip", which almost seems like an after-thought & undermines the entire physics modelling. It's SO frustrating that Shift comes so close to being a great sim, & then fails completely due to that one critical screw-up. Then we're forced to fall back on a questionable rehash of FC. :rolleyes:
 
Yeah, I thought about that as I saw it for only about 10 Pounds, but decided I had enough racing games for the time being.

Actually, I'm a bit fed-up with the whole situation. I put FC back in my PS3 for a few laps & realized how inferior it is to Shift in so many ways. Not only does Shift have great graphics, cockpit view, sound, car & track selection, it also has great physics ... up to a point.

Braking & weight transfer are very well done & the FFB is actually better than FC/SCC. FC has that odd feel to the FFB that (apparently) put so many people off - when you get used to it, it makes for challenging, consistent & interesting driving, but I'm not sure it's all that "realistic". The FFB in Shift feels more "realistic", the only trouble is that damn fake "grip", which almost seems like an after-thought & undermines the entire physics modelling. It's SO frustrating that Shift comes so close to being a great sim, & then fails completely due to that one critical screw-up. Then we're forced to fall back on a questionable rehash of FC. :rolleyes:

Shift has you in a bind doesnt it? :lol: First you praise it, then you dont, now you do again... sort of a love, hate thing you got going there :p I think the problem is its trying to be a jack of all trades as I readin one of the reviews and thats what bugs a lot of people I think.... You cant say its a Sim buts its not all arcade either....
 
Yeah, I thought about that as I saw it for only about 10 Pounds, but decided I had enough racing games for the time being.

Actually, I'm a bit fed-up with the whole situation. I put FC back in my PS3 for a few laps & realized how inferior it is to Shift in so many ways. Not only does Shift have great graphics, cockpit view, sound, car & track selection, it also has great physics ... up to a point.

Braking & weight transfer are very well done & the FFB is actually better than FC/SCC. FC has that odd feel to the FFB that (apparently) put so many people off - when you get used to it, it makes for challenging, consistent & interesting driving, but I'm not sure it's all that "realistic". The FFB in Shift feels more "realistic", the only trouble is that damn fake "grip", which almost seems like an after-thought & undermines the entire physics modelling. It's SO frustrating that Shift comes so close to being a great sim, & then fails completely due to that one critical screw-up. Then we're forced to fall back on a questionable rehash of FC. :rolleyes:

I would add to this comment, which I totally agreed with, also that stupid AI that turns every offline race as a destruction derby meets terminator kind of thing... I had enough of that when I've become this close of sending the ps3 through the window after been attack by other cars that are more interested in keeping me out of track rather racing and winning. And the (few) online experiences I had either aren't that better... :grumpy:

BUT!

How many you guys, SCC addicts like me, have Shift? What would you say to a ROC / Old car event like the ones we have here on SCC, reproduced on Shift?

Man... a properly full grid 5/10 laps race around the 'ring would be epic!

What would you say?
 
I have Shift, and won't mind, just for fun, to do a "Ring" online race every now and then. But I'm not going to invest playing time on it, I just don't "feel" it to be right,

Bullie, you should buy V8 Superstars. If not for any other reason, because it features a very well recreated Portimão track. Lots of other reasons I could mention (excellent AI, tyre wear, dry and wet racing, tuning options, solid online, and overall a very realistic recreation of a racing series ... this game reminds me TRD3 a lot).
 
I have Shift, and won't mind, just for fun, to do a "Ring" online race every now and then. But I'm not going to invest playing time on it, I just don't "feel" it to be right,

Bullie, you should buy V8 Superstars. If not for any other reason, because it features a very well recreated Portimão track. Lots of other reasons I could mention (excellent AI, tyre wear, dry and wet racing, tuning options, solid online, and overall a very realistic recreation of a racing series ... this game reminds me TRD3 a lot).

I liked TRD3 a lot. Specially the touring section (Clio cup, Civic cup, DTM, V8's - those thrilling 72 lap races at Adelaide...)

I might have it sooner or later...

but at the moment I'm more decided to get a headset for online racing... any suggestions Mario?
 
You have lots of options, from the logitech USB headsets to normal PC headsets (although in most cases they use the two sockets so you need to buy a USB adapter).

I had a logitech USB headset first but it broke with less than a year after I bought it. Now, I have a plantronics PC headset with USB adapter, and it works great for nearly two years now.
 
...the FFB is actually better than FC/SCC...

Each to his own, I say. But THIS???!!! No way. What are you smoking up there? Open a window and take a few breaths. You'll feel better and it will all make more sense in a little while. :D

I'll give Shift credit where it's due. And I'll defend many of it's finer points. I don't outright detest it like Mario does. It does many things right. But to claim the FFB is better than SCC, I don't know Biggles. I suspect after a few weeks with SCC you're going to recind this statement. Assuming you're being serious in the first place. I half suspect you're just trying to wind us up.

I've tried just about every conceivable configuration under the sun. And the FFB set on the highest level has about all the visceral feedback of a wet noodle. Yes it gives decent tactile feel over bumps and curbs. But as far as the transmitted sensations of grip and traction and weight balance go, it just can't compete against SCC. And it exhibits some completely wacky and inconsistent behavior. I've been driving (road cars) for more than 20 years and have never sat in a car where the steering suddenly goes light as air and allows you to crank the wheel about 20* off center in either direction when you hit speeds > 150-kmh with no apparent effect. And you call this 'realistic'? It's about as precise as a blind drunk playing darts. With his left hand.

Admit it, this FFB talk is bluff and baloney. You're just going to miss the Wegue-Wegue song during replays.
 
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LOL. Look, don't misunderstand me. I agree that Shift has nice visuals and brought some interesting concepts to the table. I like the screen blur and shaking. IMO it's a tad over done but it adds to the experience and I understand what the developers were trying to do. And the sound, :drool: it's second to none. I'm also very happy with some little things, the very effective clutch support on the G25, the sensation of reaching the limit of adhesion under braking, the great selection of tracks, etc. I could go on and on but I don't want to turn this thread into a SCC vs Shift debate. And I'm well aware of the pros and cons of both.

But for Biggles of all people to claim that the FFB is more realistic in Shift was too much to take. I mean we're talking about the man responsible for this lgendary piece of GTPlanet history. I mean, you can't start threads like that and then turn around and say goosey-loosey Shift has better FFB. Not unless you want to lose all credibility. (Although I suspect, Biggles will rightfully point out, that's a poor and ironic choice of words to use for either of us in this thread)

I still say he's expecting this reaction and it's just revenge for posting obscene pictures on his personal page. :sly:
 
I tried the demo of Shift and I just thought the handling felt stupid. Plus I hate the way everything seems to 'shake'. I think they did this to make it seem more visceral or something, but it just seems off to me. I think just by looking at a video of someone doing a lap in Shift and then someone doing a lap in SCC you can easily tell which game handles better.
 
Admit it, this FFB talk is bluff and baloney. You're just going to miss the Wegue-Wegue song during replays.

Which, by the way, is by a portuguese group from my childhood neighbourhood :dopey:

I think I now what Biggles is trying to say... and I agree with him if my interpretation of his words is correct.

I like the FFB of SCC. But what Shift reproduces better in my opinion is the feedback given to you at the wheel/controller of regular straight running. It doesn't "vibrates" only when you step on curbs, grass, or correctors, it transmits the feel from of tyre/road contact at all times, enhancing it when you drive over something like the above mentioned. In my opinion, it gives more realistic feeling (from that) of the actual weight of the car.

For instance on our yesterday online tests, I drove the SLR (in SCC) for the first time. I hated it. Its a front engined car and you don't feel that weight on the front like you do (alson in SCC) on the 250TR /250GTO in a more realistic way. It's like the car had his front wheels on air all the time.

I love the feeling shift gives back driving the 'ring and having the controller vibrating all the time on my hands. It gives, IMO, a better feedback of the rolling of the car.
 
Which, by the way, is by a portuguese group from my childhood neighbourhood :dopey:

I think I now what Biggles is trying to say... and I agree with him if my interpretation of his words is correct.

I like the FFB of SCC. But what Shift reproduces better in my opinion is the feedback given to you at the wheel/controller of regular straight running. It doesn't "vibrates" only when you step on curbs, grass, or correctors, it transmits the feel from of tyre/road contact at all times, enhancing it when you drive over something like the above mentioned. In my opinion, it gives more realistic feeling (from that) of the actual weight of the car.

For instance on our yesterday online tests, I drove the SLR (in SCC) for the first time. I hated it. Its a front engined car and you don't feel that weight on the front like you do (alson in SCC) on the 250TR /250GTO in a more realistic way. It's like the car had his front wheels on air all the time.

I love the feeling shift gives back driving the 'ring and having the controller vibrating all the time on my hands. It gives, IMO, a better feedback of the rolling of the car.

Yes, Shift does a good job of transmitting bumps and curbs through the wheel, I'll give it that. Top notch. It keeps things interesting and lively. But to me the loose and disconnected feel, which widens the faster the car goes, completely ruins any gains made. I also find the steering wheel to be very imprecise on corner entry no matter how I adjust the settings. Part of that is probably from having a very lose rear end (no matter which car you drive or how you alter the set-up, they always default to oversteer under braking).

I think the SLR, and possible also the CCX and maybe even the Veyron are just a cars that Eutechnyx got 'wrong' in this game. Similar to how they kind of botched the feel of the 550M/575M in Ferrari Challenge. But keep in mind that most of us were driving those cars on the stock setup and they'd likely feel a bit different with a little negative camber up front, negative toe in the rear and maybe a ride height adjustment. But you're right, they understeer heavily and as a result, aren't particularly entertaining or enjoyable. One thing SCC is lacking here is audible accompaniment to understeer and locking brakes.

To think you could have done something to rid us of Burka Som Sistema Feat when you were growing up and didn't. 👎:grumpy:

;)
 
To think you could have done something to rid us of Burka Som Sistema Feat when you were growing up and didn't. 👎:grumpy:

;)

:bowdown: a thousand times I beg for your forgiveness...

to redeem myself I'll give you a decent taste of proper 100% pure portuguese music

 
I like the FFB of SCC. But what Shift reproduces better in my opinion is the feedback given to you at the wheel/controller of regular straight running. It doesn't "vibrates" only when you step on curbs, grass, or correctors, it transmits the feel from of tyre/road contact at all times, enhancing it when you drive over something like the above mentioned. In my opinion, it gives more realistic feeling (from that) of the actual weight of the car.

Yes, that's it. Shift, in a general sense, feels more like driving a real car than any other game I've tried. In addition to the other things mentioned, you can also feel the braking through the FFB, where in GT5P & FC/SCC the car is completely "smooth" under heavy braking. Shift also has very nice clutch implementation.

In Shift, it's like they set out to make a full-on sim, & then added the "super-grip" which undermines everything else about the physics. FC (& I assume SCC) doesn't feel as realistic overall as Shift, but unlike Shift, the physics are consistent & logical & therefore reward consistent & logical driving, which is what makes it a good sim. This is also true of GT5P, but IMO GT5P is lacking weight-transfer & is too light on the FFB.

It would be nice if SCC were a big step up from FC, but it seems obvious that, if anything, it was produced with a lower budget than FC, so no matter how many re-iterations of the game we get, it doesn't seem likely that we're going to get a better-looking, more polished game than FC. On the other hand, it seems to me, that if EA saw fit to produce a version of Shift with uncompromising physics - & the basic material is already there IMO - they could do it pretty easily.
 
...the only trouble is that damn fake "grip", which almost seems like an after-thought & undermines the entire physics modelling. It's SO frustrating that Shift comes so close to being a great sim, & then fails completely due to that one critical screw-up.

That grip issue sounds just like that awful GRID thing - motorsport simuation for idiots.

I wouldn't say they screwed up NFS; I'd say that's exactly how they wanted the grip and physics.

There is a divide of course between real sim-heads, and the mass market. However it is possible to fuse the two into one game. Toca RD3 did it. And it worked so well that it allowed/encouraged people to cross over from 'sim' to 'pro-sim', and likewise. Some people who would be reluctant to have the full physics maybe discovered it's not so bad, and very challenging. And some, including myself, found that fantastic close and serious racing can be had when the physics are made a bit easier.

Where does Supercar fit in - fixed in the middle. In terms of seriousness, it's completely on the serious side (as opposed to other games above). But the physics are really just in between. It's almost a challenging handling game. But they pasted this oversteer auto-correction on for Ferrari Challenge, and it's continued into SCC - possibly so heavily embedded in their physics engine that they can't remove it. Wheel users don't experience this I believe. It doesn't make pad users faster - just means you will very rarely lose a car with a pad, which is an advantage of course.
 
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In Shift, it's like they set out to make a full-on sim, & then added the "super-grip" which undermines everything else about the physics

I'm putting my neck out here, taking the risk of saying something completely out of this world but its my opinion... can be (wrongly) biased due to my poor experience in sim driving and not that much experienced real driver either.

I drive in real life for about 10 years now. I had so far 3 car of my own and all were front-wheel driven, and none was what you could call a sport-ish car, considering the must powerfull one had (have) only 109BHP - although my late 1.25 fiesta w/ 75BHP was quite amusing to drive in city. Agile little thing :dopey:...

I've only driven 2 RWD cars so far. One delivers "astonishing" 31BHP from a 3 litre engine at 2,000rpm (:dunce:), while the other has a more convincing 150BHP (or so) from a straight 6 2.3 litre engine. The later one I droved it (and occasionally do...) on a "racing" drive stile "a gincana" type of thing.

Having that said... I feel more close to reality what I've read many describing as the "super-grip thing" of Shift rather then the pronounced understeer one will find at SCC (I never played FC before, so I can make a comparison between this and SCC).

Let me explain before you guys start sharping those knifes to skin me alive...

When I'm driving that car I mentioned in real-life, if I enter on a corner with a speed higher than appropriated (not seriously too fast of course) the car will obviously understeer, but not the same way that you'll find in SCC where, if above certain speed, that will simply not turn even if you steer all the way on the wheel. It seems that the car acts more like if it had its front wheels locked under heavy braking. The car should obviously understeer and eventually come out of track but there would be, I believe, always a slighty turning motion towards the inside of the curve of the front from the steering.

As for the "super-grip thing", the reason why I found it closer to reality in Shift is that, in that real life car the loss of grip is something progressive and not suddenly as occurs in many occasions in SCC. Yes shifts my exaggerate on the grip, mas you can "feel" if it is increasing or decreasing, and adjust throttle/braking accordingly. On SCC on the other hand that is less noticeable.

I may add that the car with which I'm comparing for this analysis runs standard street tires and has no driving assist what-so-ever (no power steering, no ABS, no traction control, no ESP, nothing...). Also I remind its a rear wheel driven car with a front engine, and you could compare perhaps with the 250GTO, since their contemporary, although obviously performance and power are from different leagues.

I'm not sure if I'm making my point clear enough so you would understand... but if any doubts... be my guest and shoot (the questions... not me...)
 
That grip issue sounds just like that awful GRID thing - motorsport simuation for idiots.[/quote]

I've only played Grid briefly from the demo and their completely different in my opinion. Grid cars turned like if there was an imaginary axis in the center of the car and the whole vehicule turns round that spot in an irrealistic way... (remember those curves you would make with your toys cars while playing in childhood?)


Wheel users don't experience this I believe. It doesn't make pad users faster - just means you will very rarely lose a car with a pad, which is an advantage of course.

This could be one of those things where there are no two opinions alike, or caused by I'm a lousy sim-driver (which I'd gladly accept I am).

I play both with wheel (DFP) and the pad. This week I've been playing you guys at night always on pad (I have the wheel kept in a box, so every time I feel playing I had to mount the whole thing and stole my kid's bedroom table to put it on the living room... a pain in the ***)

I oftenly loose control of the car, specially if I don't know it too well or the track (yes, thats it... I don't have flat tires every lap as you'd imagine... :crazy:). Why? Precisely because of what I say on my last post. I don't get that feedback I'd expected from the grip loss progressively to adjust the speed accordingly smoothly. So either I'm too cautious and slow entering the corners or, in opposition, too fast and end up checking the advertise boards... I have (I admit it can be just me) difficulty in getting communication from the car/track to fix a race line/braking points that I'm comfortable enough so I could draw consistent lap times. Not talking of fast ones (if so, the better) but at least consistent ones.
 
I oftenly loose control of the car, specially if I don't know it too well or the track (yes, thats it... I don't have flat tires every lap as you'd imagine... :crazy:). Why? Precisely because of what I say on my last post. I don't get that feedback I'd expected from the grip loss progressively to adjust the speed accordingly smoothly. So either I'm too cautious and slow entering the corners or, in opposition, too fast and end up checking the advertise boards... I have (I admit it can be just me) difficulty in getting communication from the car/track to fix a race line/braking points that I'm comfortable enough so I could draw consistent lap times. Not talking of fast ones (if so, the better) but at least consistent ones.

Are you taking about when you're using a pad, or a wheel? (A wheel I would have thought. But it's just you had that paragraph right after saying you are using a pad.)
 
Are you taking about when you're using a pad, or a wheel? (A wheel I would have thought. But it's just you had that paragraph right after saying you are using a pad.)

I was refering the pad (as I've said I've been playing lately exclusively with pad). But the same happen with the wheel.
 
I was refering the pad (as I've said I've been playing lately exclusively with pad). But the same happen with the wheel.

Well maybe I can add some pad feedback. As has been mentioned before, the lack of tyre noise is a bit of an issue. With non-slick tyre cars (most of the cars in this game), there should be trye noise when sliding, understeering etc. Without that it can be hard to feel what is the right speed around corners.

Something I've thought about a lot is sound while racing. I can't do it without sound. For me when using a pad, the eyes are showing what is possible and the ears are directing the control of the car, especially in wet conditions - try getting good traction out of a corner when you can't hear the engine. So for cornering, being able to hear more tyre noise is important.
 
I agreed with your that tyre noise is important to the overall perception you'd have of the driving experience. But what I miss the most, and what I was focusing on my post(s) was the physics.
 
Driving a road car on street tires, even in a spirited manor is very far removed from the type of driving one would do when pushing a car on a track to the limits of grip and adhesion. And I don't speak from a well of knowledge. I've done some autocrossing, some track time at a few different circuits (always in a road car) and attended a two day high performance driving school. It's not much. But I can tell you this. When you really push yourself and your vehicle to the limit under closed conditions, it's a very different experience than hustling around on a desolate mountain road. You begin to quickly realize just what your vehicle is truly capable of (or isn't) and cars that may feel just great and quite sporty on a tight, twisty road, can suddenly feel out of place and rather unsettled on a track.

So comparisons with our road cars are in many cases, largely academic. When one considers that we're often pushing to our limits in our racing sims, and from time to time, throwing our virtual cars off the road repeatedly in an effort to gain those precious few 10ths, those sensations of grip, loss of grip, oversteer, understeer, threshold braking, and extreme weight transfer are never felt in the same extreme way when we're driving our road cars (or mini van in Biggles' case ;))

And perhaps more importantly, even for wheel users, we will never be able to have the same sensory input one derives from driving a real car. The lateral forces on your body, the peripheral perspective, the sights, the smells, all of these and more contribute to the overall experience and help us drive our cars. For most people, it's much easier to find, let's say, the limit of cornering grip in a real car than it is in a racing sim. Because all of the additional stimuli that we experience in the real world, form together and help in this process. And as such, game designers purposely engineer certain aids into their games, whether that be the oversteer correction, exaggerated force feedback to feel oversteer or understeer, visually shaking the screen to exaggerate the sense of speed, etc, to help convey these things that are otherwise missing while sitting in front of your TV.

And each designer takes a different approach. And what we feel is realistic or not realistic is often times down to our own personal opinion. But when you strip ALL of that away and are left with how the car interacts and responds on the road, just the base physics modeling, you have what's really the heart and soul of any racing game. That's what REALLY matters. And in this, I think Shift simply falls short. And I can't get past it. And no matter how much I like and enjoy it's other fine attributes, I'm left wanting. And grumbling.

I wish SCC had the visual richness of Shift. And maybe a few additional tracks over Ferrari Challenge. But what is does, it does VERY well. And in my opinion the tweaks made to the physics modeling of this game compared to Ferrari Challenge, subtle though they may be, are well thought out and worth the price of admission. Even, dare I say it, the FULL price of admission. And I have no regrets about buying it.

Is it more 'realistic' than Shift? In how the cars react and respond, I think so, yes. In how it feels? I guess that's down to personal opinion.
 
I like SCC and I'll probably keep playing more than I do with Shift (I've bought 2 weeks ago and I've only see the disc once yet. It's still inside PS3!).

I have to add that my real life experience envolves driving the car on road and track, although not as you mentioned in a push to the limit situation, and I give you that is different as mentioned.

However, even I accept your opinion, I must not neglect what I've stated above: considering the physics side of it only, shift gives me a more progressive feel of grip loss than SCC and, I'd imagine only although I'm fairy convinced of it, in real life, in a pushing the limits situation, you'd feel that also in a progressive manner and not as suddenly as in SCC.
 
I tried the demo of Shift and I just thought the handling felt stupid. Plus I hate the way everything seems to 'shake'. I think they did this to make it seem more visceral or something, but it just seems off to me. I think just by looking at a video of someone doing a lap in Shift and then someone doing a lap in SCC you can easily tell which game handles better.

+1:tup:

Also funny to see almost all my psn friends are now back from NFS to GT5P while I'm still stuck with SCC:)
 
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