Suzuki Cappacino RM Racing 4-17

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ADR_TOXIC
I want to start up some RM racing with the suzuki Cappacino full mods if anyone is interested friend me

ADR_TOXIC

ill start up a race when i get enough people
 
im not good at organizing leagues myself but if you want we can try to create one cause i love racing these cars
 
Cappuccino Cup: 2nd Serving? I'll drink to that! :D
 
I might be interested too. Been driving my Cup O' Joe in the seasonal events recently and thought they'd make a fun league!

If you're not interested in making it a formal league, maybe it would be better to just get a good group together and whenever at least 4 or 5 of us can get together we'll run some races for fun. We could make private lounges with Cappucinno in the title and anybody from the group can join, but keep the riff-raff of the public rooms away. 👍
 
hey guys add my PSN i have great internet and wanted to host these

ADR_TOXIC

we can get together with friends and start up a race
 
I'm interested - But I haven't gotten the RM car yet!
I'm new to the game.

How do you get the RM version? Is it in the used dealership? The one in the dealership doesn't say RM on it.
 
I havn't spent much time driving my Cap RM yet, but that car certainly looks like it would be a blast in some one-make races. It really depends on the scheduling if I can commit to a league, but I'd love to get together for some races and go from there. (plus, I MUST jump on any chance I have to pull another 'inside pass' on CAMikaze) :P
 
I'm interested - But I haven't gotten the RM car yet!
I'm new to the game.

How do you get the RM version? Is it in the used dealership? The one in the dealership doesn't say RM on it.

Go to the Suzuki dealership and make sure you buy the '95 version though

Im interested in this too so ill throw my name on the list
 
Cami, long time (maybe a month or whenever the Capps RM ended) You ought think about joining our 450 room. Clean racing and very close. 10-16 drivers on course, 5-6 races per night all up to vote...its great fun.

Anyway, ADR_TOXIC, are you actively looking for a series host? Would you merely be following GTP OLR? Cami and I partook in the first Capps RM series...we could quite easily lift those rules for this potential series. I've linked below the OP from that series...I innvite you to take a look and see if its all kosher.

Capps RM Season 1
 
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Go to the Suzuki dealership and make sure you buy the '95 version though

Im interested in this too so ill throw my name on the list

Thanks! I got one.
I didn't understand that it doesn't say it's race modifiable!

I'm not a very good racer, but I would like to participate if possible.
 
The rules/format from the orginal Capp RM series look pretty good, but I personally am not a fan of having penalties on. They are good in theory and if they worked properly I'd love to use them, but all too often the person who gets punted receives the penalty while the person who did the punting gets off with no penalty. It's backwards and frustrating. Everything else looked good though.

A couple questions I have; how many laps would we run and would there be mandatory pit stops? It looked like the first series ran races around a 20-30 minutes long, that sounds like a pretty good length.
 
Stigs, the penalties were mostly to prevent shortcuts. The Cap is so slow that it was hard to punt someone from behind.

We used racing softs and the tires held up very well. There was no mandatory pit stops and no one ever pitted. I like having pit stops, so that may mean we need to go with racing hard or below.
 
The rules/format from the orginal Capp RM series look pretty good, but I personally am not a fan of having penalties on. They are good in theory and if they worked properly I'd love to use them, but all too often the person who gets punted receives the penalty while the person who did the punting gets off with no penalty. It's backwards and frustrating. Everything else looked good though.

I agree, with everything stigshero said. All those guidelines & rules looked good to me. But I too have had my doubts about the in-game penalty system. It should be less of a problem in a one make race though, where everyone's going to have the same weight, with downforce at the max likely... And likely most ppl interested in racing this car are not the competitive-at-any-price type nutballs. LOL (Those types seem to avoid one-make races where they can't get a mechanical edge.)

I find the penalty system to be much more flawed in pp restricted races as opposed to hp/weight restricted races, since in a pp restricted race you have people with lower hp/lighter, racing with higher hp/heavier. And the heavier have the advantage to bully easily & sneakily... and also have a bigger time braking and more likely to bunting even just by accident.
Although I still worry about people who are more aggressive than me (which is everyone! haha), I'd be less concerned in a one-make race with racing tires.
 
About the penalties: low penalty level is not a bad idea: in my experience, it only gives penalties for corner cutting, not for car contacts.
 
I see your point about the slower cars not resulting in contact penalties. I hope that's the case. I wish they had seperate options for contact penalties and short cut penalties and you could turn one or both of them on/off. But as mentioned above, the people attracted to this kind of racing would most likely race sensibly and punting/corner-cutting won't be an issue. I'm fine with them on or off, it was just my opinion. The only time I've ever received a penalty in a league race was when somebody else crashed into me, and it's happened several times so it's left a bad taste in my mouth.

I'm a fan of pitstops, they give me a chance to rest my arms and feet and add a touch of realism. But they're really only worthwhile if the races are 25-30 minutes or longer. If the race is shorter than that you barely have time to get your tires warmed up before you have to pit. Racing hards would help with that. Since these are "Race Modded" cars I don't think we should go with any kind of sports tires, but again, just my opinion.
 
I also dislike the penalties. The undeserving driver often ends up receiving the penalty, and ghost cars are super annoying. It's been my experience that most league racers are generally clean, and let's face it, accidents happen. With saved replays it's easy enough to catch anyone intentionally short cutting or driving overly aggressive. And even low penalty effects with hard enough contact.
 
What tires are you guys using? This has been my favorite car for years longer than GT5 has been out and I'd love to be in a grid full of them. :cheers:
 
Since these are "Race Modded" cars I don't think we should go with any kind of sports tires, but again, just my opinion.

Are we going to all be on the same exact tires?

I'm not super-opposed to sports tires. But I'm of the mind that since they're race m'd cars, putting slicks on them would be half the fun.
As far as I'm concerned the only time one ought to be speeding around on regular city commuter tires (ie: ironically named "comfort" tires), is if armageddon has happened and deformed mutants are chasing you & that's what's on the vehicle you happen to get a hold of during a mad panic. ;)
I'll put up with comfort tires in some vehicles for a particular type of race, but the idea of putting comfort softs on a race modified car would just be too much!

I wish they had seperate options for contact penalties and short cut penalties and you could turn one or both of them on/off.

I've thought that same thing! Game doesn't seem smart enough to determine the difference though between someone actually taking an off-track short cut, as opposed to someone being jettisoned off the track because someone else gave them a good whack. LOL

The only time I've ever received a penalty in a league race was when somebody else crashed into me, and it's happened several times so it's left a bad taste in my mouth.

Oh I remember the first time in an online game when I got the message "shortcut penalty" after someone (possibly deliberately or at least through reckless disregard for any sort of driving line or skilled cornering), thrust me off the track twisting into the wrong direction! I was thinking SOME SHORTCUT! I watched the replay & the guy had a bit of spin out just before that, so he gunned it to the corner to catch up with me, rushed at me, hit my back end, using my car as a mechanism for brake & steering through the turn pretty much, and never went off the track himself, & didn't get a penalty.
I can't help thinking that many people pride themselves on knowing how to game the in-game penalty mechanism.
I'll remember that for a long time. LOL. So please forgive me if I'm twice shy!
 
Ghosting of cars that are a lap down is another issues I have with the penalty system. That's just ridiculous. I really like the idea of lapped traffic being an issue that the lead lap cars have to deal with. It can cause some real excitement as people battle for position towards the end of a race.

Again, just my opinion based on what I've experience. But it's also been my experience that people involved with league racing are generally more respectful of the rules and try their best to race clean. Especially once we all get to know each other, you're always more careful around people you consider to be "friends" as opposed to random strangers in a public room. So my general opinion is that penalties should be off until bad driving deems them necessary.
 
Looking at the post history, it doesn't seem that the OP has been involved in this discussion for a few days. So is this thing going to take off? I'd be up for helping organize this with the others who expressed interest if the OP isn't interested in hosting it. Seems like we have a couple guys here that are experienced with these kinds of cars/races so we should be able to get something off the ground. :)
 
Stigs, the penalties were mostly to prevent shortcuts. The Cap is so slow that it was hard to punt someone from behind.

Right...In the eight races I did the previous session, only once did I have to deal with someone punting me on purpose. These cars are slow enough to allow multiple competitive lines in the corners, so penalties were on to curtail shorties. (Although we could use a steward to police-watch replay)

Our biggest problem was the grid being set up in a way that had no relation to the actual practice lap times. Even when no one left the practice, not even to enter the pit, was the grid right. The best we we found around this was to get everyones practice times and start the race. Then quit the race. Wehn everyone re-enters the track, we'd align ourselves on the track in the correct order and start the race again. As long as no one starts a timed lap...the game will recognize the order the cars are on the track as the correct starting order. Make sense?

Also, when we had more than 10 cars on track, which was 4/5 races in my session, we had a HUGE problem with only some of the cars starting while other remained looking at a black screen for up to 30 seconds.
 
From what I've seen, your starting method was probably the cause of the black screen issue. The black screen at the starts results when the game is trying to figure out where everyone is. So if everybody is on track and doing hot laps it's harder for the game to figure out. The best procedure is to have everybody in the pits when the "start" button is pushed, and everybody stay there until the countdown is finished. Then, because everybody is stationary and in the same general location, it's easier for the game to figure everything out.

I've not encountered the starting grid miscalculations that you mentioned, at least not that I'm aware of. In the league races I've participated in, the room is usually open for practice for some period of time before qualifying and the race starts. Once qualifying is to start, the host "resets the track" (change some setting on the track options so that the lounge reloads the track) and this clears out all the times that have been set. Then everybody does qualifying laps for the set amount of time, after which all drivers return to the pits so the race can be started. When following this procedure the drivers are usually started in the correct order on the grid.

Another option that could address this is to have a short qualifying race before the actual race. Do 4 or 5 laps to determine the starting order, then when the race is started it should line us up in the order we finished. Or you can also do "reverse order of last race results" which makes the guys who are fastest have to work their way back to the front. I'm a fan of that, but some people aren't.
 
ok guys im trying to get the creator of the other series on board as im not really good enough at organizing the races myself but im going to get online and race some Cappuccinos add me if you want to test and tune and jiust have fun while we work on getting this GREAT!!!! series started

ADR_TOXIC
 
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