Cap'n Jack
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- South of the South
- GoldMineGutted
I like the look of the V8 Supercar screenies.
Well, we'd have to convince my mum to put the router in my room.ultrabeatI can't wait to kick Jack's online aussie ass from here to next week
BMW318_DRIFTERI'll help with that! If anyones mum could turn into a transformer, she'd automatically be a milf and megacool.
BMW318_DRIFTERThis game looks awesome. I'll pre order it when I can. Still have to finish the 1st and 2nd ones that I hardly touched the story mode of.
I was thinking of Lemur, but it can be Lemar if you like.ultrabeatBut do you mean Lemur or Lemar
De BollePlayed the PC version of DTM Race Driver 2. Compared to GT4 I'd say the handling of the cars was a lot easier and simplified, but still fun. The AI was acceptable, certainly better than GT4 (couldn't be worse now could it..).
The selection of tracks (Brands Hatch, Kyalami for instance!!) and types of cars was a big plus. You could not race each car on each track however, unless you downloaded a patch for it.
Of course the story line was complete bollocks. Let's hope they drop this in RD3.
I think I will pass on the PC version as my PC could barely run RD2 at an reasonable graphics level. Looking at the damage pics in this thread, you would need a state of the art PC, and mine isn't anymore..![]()
Welcome back to another Revved Up - with the PSP versions of both the ToCA Race Driver and Colin McRae Rally franchises now on the shelves and flying into the hands of waiting PSP owners, its time to turn our attention back to ToCA Race Driver 3, and this time were looking at the damage engine.
Racing without damage just isnt proper racing. Theres a lot less incentive to drive well and it can all become very boring very quickly. Of course, a damage system shouldnt be so sensitive or punishing that the slightest mistake sees your car collapse around you like a badly-built self-assembly sofa either.
So what we always aim to do with our games is create a damage engine that shows realistic damage, and in recent games to the extent that its possible to totally destroy the car, but scaled so that a little bumping isnt going to ruin your race totally.
So whats new for this version of the game? Basically, were ramping up the detail of the damage system in a way that means its an integral part of the physics. The various components and systems of the car have their proper effects on the behaviour of the car, and the effects of damage on those systems isnt handled in a canned manner, it changes the variables going through the code. A damaged radiator will lead to overheating, but restrained driving can alleviate the problem a little. Of course, slowing down may mean your tyres lose their heat, which can bring you other problems. As you burn fuel, the centre of gravity of the car will change as the tank empties. Bodywork damage on cars reliant on downforce will rob you of speed, and cause your tyres to wear more rapidly.
Its all about immersion really - giving the player as much to think about over the course of a race as a real driver.
So the damage system is based around parts of a car and how well theyre performing at a given time - which also forms a good basis for an upgrade system, when you think about it. Upgrades act a bit like reverse damage, and certain parts of your car will perform at a higher level - but this has a trade-off, such as if your cooling system isnt up to coping with the power put out by your up-rated engine.
Anyway - enough talk for now. To see some high-res images of the games damage system in action,
click HERE to download them from the Codemasters website.
ls2_297DAMAGE!!!! V8 SUPERCARS!!!! BATHURST!!! hope its compatable with the DFP.. i imagine it would... me driving Mark Skaifes HRT Commodore over the top of the mountian wid a DFP... one can only wait!!