jbodin
Joined: 26 Jan 2002
Posts: 291
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Posted: Wed Apr 23, 18:10 |
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After playing around with the TIR demo for a few nights, I have to say that it feels almost exactly like SCGT2 to me. The demo can be hacked to incorporate some of the tweaks that can be used with the full version, and so far, here's what I've done to make the demo more playable:
1) I've incorporated a fix for the "sticky" grass and dirt (we had to do this when SCGT first came out, IIRC).
2) I've installed some "hardcore" physics settings to make the grip levels more realistic (we had to do this with SCGT originally, as well).
3) I have modified the volume levels and the sound files for the tire squeal to provide better feedback on wheelspin and grip levels (which was something we didn't have to do for SCGT).
With these changes, the demo feels a LOT like SCGT2 would feel if ISI were to undertake such a project. Overall, the TIR physics engine feels a lot like an ISI product in general, and graphically it's superior to anything ISI has done so far (out of the box, with no third-party graphic mods, that is). The AI reminds me a lot of the AI in SCGT -- there isn't much "I" in the "AI" overall, but the AI cars do slap and bang in a competitive manner, they drive both defensively and aggressively, and they will bulldoze you out of the way if you're not careful -- overall, though, the AI seems like it can be challenging and entertaining, at the very least.
The overall lack of a damage model means there are no consequences for being overly aggressive, which is a drawback from a realism perspective, but in this respect, TIR isn't much worse than SCGT was when it first arrived on the scene. SCGT at least provided us unseen damage, and later visible damage was made available . . . unfortunately, I don't think we'll ever see damage in TIR.
In general, though, the physics modeling in TIR seems to be much more sophisticated than SCGT -- the physics engine runs at a higher frequency than either TIR or Viper Racing, and it seems to model more aspects of the chassis geometry than either of these sims. If I had to rate it, I would say that while TIR may not be operating at the same level as F1 2002 physics-wise, it definitely seems to be up to the F1 2000 or F1 2001 level, and it far surpasses SCGT or Viper Racing.
If there's any interest, I would be willing to make the mods that I have incorporated into the demo version available as an all-in-one package -- it would be simple to put together a self-installer that would be easy for everybody to use.
FYI, the mods that I have incorporated are things that have been posted here by others -- I haven't reinvented the wheel, and I haven't come up with something new and revolutionary on my own . . . all I've done is pick and choose between other people's various tweaks, and I've come up with a combination that captures a lot of the "feel" and excitement that I first experienced with SCGT and Viper Racing.
TIR is definitely not GPL, but I think it is the best commercial sports car sim we've seen yet . . . Codemasters' Pro Race Driver just can't compare, physics-wise, and it's a huge disappointment in comparison to TIR.
If anybody would be interested in a self-installer for the mods that I've incorporated into the demo, let me know -- note that these mods SHOULD also work with the full version as well, so if there is any interest, and if we can arrive at a consensus for what feels "right," we may be able to establish some sort of a standard "hardcore" set of tweaks. I know that an independent "hardcore" physics mod is already available from the BHMS site, but the big difference between what currently exists and what I have done is that I have also increased the tire sounds, which REALLY helps you to understand what is going on, physics-wise, and THAT has made a big difference in my overall perception of TIR's physics model.
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