TOCA 3. you know. the ps2 version.

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KSaiyu
Then how can I know where someone is if they're in that blind spot?
You can see the cars infront and behind no problem, so if you see one dissapear as it's coming up on you or as your coming up on it, you know it's next to you. If you don't know, then you wern't paying attention to your surroundings. But like I said, this discussion is dragging and it's not doing the thread any favours so let's just stick to our own ways and let it be.
 
ultrabeat
L4S, it's worth getting to the end just for the last tier championship!

Williams F1 cars of different generations! (But no Walrus front ones:()
Just started that one. Well, started and then un-started. I need to practice with the FW18; that thing is a handful :eek:
 
ozyran
Wow, this game may very well replace Gran Turismo 4 as my favorite racing game, after first glance. ... GT4 set a high standard, and even with all the depth to this game it might well still be lacking. I'll review this one later.
You get ToCA 3 because you want to fill some of GT's holes: no on-line and no damage, and all of the tracks and cars GT never had.

Cheers,

MasterGT
 
This is a general reminder for those of you who may not know this.

You cannot finish the PS2 version of ToCA 3 100%.

The game will crash when doing some of the "Bonus Williams F1 Team Challenge" and the "Bonus WilliamsF1 Team Shield" Time Trials. When you get 53 or more Cups, then you can test this yourself. I will be able to test this personally after I get about 33 more cups.

Codemasters has been aware of this for months and, apparently, is charging for a fixed version of the game. (This is second-hand info though).

In the meantime, Codemasters needs to be pushed to publish a completable game, the way PD owned up to their GT2 problems. When you have proven this for yourself, then I suggest you contact CM, in a civil and polite but firm way. There are already two threads about this on their forum.

Cheers,

MasterGT
 
There is nothing in the manual describing what to do for setting up a ToCA 3 LAN, so I bought a second game and gave it a shot. It' wasn't all that difficult to figure out. You need a router (if you want to get multiple ToCA players on-line) or switch will do (if you are only LANning), plus the right cabling.

You need to have a network config file for each player, but DNAS will restrict which console will allow you to use which mem-card with it. Once the Config File is made, enter "Network" mode and create a session, just as you would while on-line. All the other consoles have to do is just "join" the LAN session and the familiar on-line lobby appears.

ToCA 3 doesn't have the same thorough IP control GT4 has, though.

The interesting thing is that you can get multiple players on-line through the same router. We experienced no lag with two players on-line at once (nor would I expect to see any with two players from the same location), but we don't know yet when the player count affects lag. Maybe some day I'll pick up a third game or will have a guest with one and will be able to test three on-line at once.

If your consoles are in different rooms, chat microphones work well.

So, if you have a ToCA group of friends, try going on-line together or forming a LAN.

Cheers,

MasterGT
 
Both games are good. Get ToCA 3 for on-line play, better sound, and if you want damage. Get GT4 for everything else.

Cheers,

MasterGT
 
I bought this game the day it came out and there's somethign I've always wanted to know. Whats the point of the different colour of the opponents on the track map? Most of them are white but some of them are brownish and sometimes bright yellow in colour.
 
Yellow-Gold=1st in championship.
Bright White-Silver=2nd in championship.
Brown-Bronze=3rd in championship.
 
ok guys, today i went to buy that game, but before that i went for lunch, and guess what, when i took the game and i wanted to pay...aaa, i spent all that money for the dinner...so tomorrow it will be mine then ...:D
 
Really struggling with the off-road events, especially ones with higher power cars/vehicles. I'm stuck on the Nissan off Road challenge in World Tour.

The biggest problem with this game is the lack of consistency in the difficulty of getting Time Trials, in the Formula BMW at Brands Hatch GP, you need to beat a 1:16, best I can get is a 1:19 that's a near perfect lap!
 
A bunch of ToCA 3 players are dusting off our version 2 discs.

If anyone is interested, we probably will be setting up a weekly event, especially with the cars and tracks not in version 3.

Cheers,

MasterGT
 
Really struggling with the off-road events, especially ones with higher power cars/vehicles. I'm stuck on the Nissan off Road challenge in World Tour.

The biggest problem with this game is the lack of consistency in the difficulty of getting Time Trials, in the Formula BMW at Brands Hatch GP, you need to beat a 1:16, best I can get is a 1:19 that's a near perfect lap!

I have a theory on this, if you've played online, i think it takes the best time from anyone you've played on the track, and sets that as the best time, but I'm not sure.
 
What is holding you back?

If you don't have a Network Adapter, you can buy one used for next to nothing.

If you don't have broadband, to play later games, you can use ToCA 2, which allows connecting through dial-up.

Problem solved!

MasterGT
 
Now I can post: This game is really fun! The cars wheels fall off and the engines DIE!! :D
 
It was really hard to kill an engine though. I mean once it started smoking it could go at any time. But it took like, what, a minute and a half of full throttle of f the rev limiter at neutral to get it smoking?

I know this from lots of testing on the F1 cars :dopey: Mixed F1 (80s/90s/modern) at Adelaide is lots of fun.

Maybe I'm just too critical of the damage, I'm sort of a masochist and wouldn't mind realism if it meant an engine or other mechanical part randomly letting go for no reason; I have to try too hard to wreck in this game! (unless it's getting a tire off an open-wheeler, which absolutely kills your momentum strangely...try getting all 4 off, it's a challenge!) :dunce:
 
can some one explain to me how to off the what ever it is slowing me down mid coner!

i have handeling, sand traps and damage turned off

but i floor it in the conners and it should send me off the track.

oh im using a steering wheel
 
Offline it is very easy, but come online and have a race in a pro-sim room if you want a much bigger challenge.
 
anyone find TOCA 3(on the PS2 at least) a little on the easy side?
Ha! If you want competition, then get it from real people, online.
It's tough winning, now.

Pro-Sim handling, depending on the car, can make it much more difficult. You must set it to P-S each time you turn on a console version.

Cheers,

MasterGT
 
i would be up for some online gaming :)

on another note i was playing today doing it at the hardest level doing full distance at bathurst (161 laps) go to 3 laps to go and someone was coming out of the pits and rammed me of making me disqulified :mad: not happy
 
Pro sim handling all the way

Also make sure your story mode game is set to hard difficulty, on normall the ai are so slow I can beat them never going above 3/4 throttle......haha.
 
PD won't get even one GT4 console on-line for us. :yuck:

Recently, I got our 3rd ToCA 3 game disc and got all three consoles on-line through one DSL router. There was no obvious lag problem, and two of us were using headsets. I'll get a 3rd headset soon, since this probably won't cause any other problems.

Our Internet service usually gives us about 1450/400Kbps, so if any of you are thinking about doing this, it does work. You all could be in one room or in separate rooms. ToCA 2 should allow even more on-line at once and you could get ToCA 2 and ToCA 3 players on-line at the same, too.

Cheers,

MasterGT

 
If any females want to start racing with ToCA, we're starting a Powder Puff group of wives, daughters, girlfriends, sisters, etc. Their first real race will be Thanksgiving weekend, so there is still time to practice and learn the game.

They are having as much fun as we do. :sly:

Cheers,

MasterGT
 
You know I was thinking about this center rotation point thing again alot while I was in the shower, I don't know why, I just was......anyways, to understand let me give you this visualization....... Imagine yourself from a birds eye view looking straight down at a car as it comes to the turn, it's a right hand turn, the car will understeer and respond slowly to the steering inputs due to the front tires being overloaded by turning the wheel too sharply, as the car slows down and begins to grip it will neutralize the understeer untill the car beins to go sideways due to a literall case of oversteer, then the driver will balance the car out and make the mistake of letting the rears suddenly regain traction sending the car into a spin to the left coming to a stop in the other lane facing the opposite direction.

Now think of how the car was rotating during all of this. The car will rotate at the EXACT MIDDLE as the car is understeering and even when it gets to a complete neutral state, will still be rotating in the exact center betwen the front and rear wheels. HOWEVER, once the car begins to oversteer the point of rotation will quickly make it's way forward. A tiny bit loose will have the point of rotation 3/4 of the way between the front and rear wheels toward the front. This is where the car is cornering the best, just a shade loose, anyways, the point of rotation will quickly make it's way to the exact front of car between the front wheels and will stay their as the car is drifting, however once the mistake of overcorrecting has occoured the point of rotation quickly moves to the rear of the car untill the front wheels grab more than the rears again and the car starts sliding the other way, moving the point of rotation to the front of the car again untill it stops.....then, obviously there is no point anymore.

This has 100% to do with the position and direction of the momentum of the car and that has alot to do with the grip levels at each tire. Momentum is created by grip level indifferences and grip level indifferences are created by momentum. All of this is very dynamic.

GT4 Does this all perfectly, As does EPR, all of the codemasters games fail miserably, this is why they float, this is why they have glitches and unrealistic things happen in them.
 
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