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 jbodin
 
 

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 Joined: 26 Jan 2002
 Posts: 308
PostPosted: Tue Jun 17, 04:03 Reply to topicReply with quote
I've now officially released Version 1.0 of the TIR Hardcore Physics Patch. Here's the scoop (from the readme file):

Quote:
CHANGES FROM THE ADVANCED PHYSICS PATCH:

You should have the latest official patch from Razorworks installed (currently version 1.3) in order to take advantage of all the physics tweaks. The majority of these tweaks should work with the earlier patch and the unpatched versions, but I haven't tested it with anything other than the 1.3 patch. This patch will also work with the demo, but you will have to rename the demo directory to "TIR" first.

All cars and tracks should now be unlocked if you use this patch withthe full version of Total Immersion Racing.

This patch features all the improvements from the "Advanced Physics Patch," but it takes things a step further by incorporating more realistic vehicle mass values (per recommendations made by Razorworks). Your laptimes will be more realistic, and a bit slower than before.

This patch will also reset the lap record information -- now instead of forcing you to beat the Razorworks "benchmark" lap records, the lap record information will now gather YOUR best lap times as you go.

The AI has been tweaked to slow the AI cars down a bit, making them more "raceable" with the new "Hardcore" physics values. The "target" times for new team "test drive offers" in career mode have been tweaked as well, making career progression do-able even with the "Hardcore"
physics settings.

AI qualifying times have been tweaked -- this will make qualifying a more realistic experience, and will further enhance gameplay in career mode. The AI will still out-qualify you at some tracks, but at others it is possible to qualify towards the front, or even grab the occasional pole position. Modified setups should offer even better qualifying results.

Career progression should now be possible -- Test Drive "target" times have been tweaked, so it should now be possible to "earn" cars and advance up the career ladder.


You can download the TIR Hardcore Physics Patch from my TIR patch site:

https://irlheat.bhmotorsports.com/TIR/

Enjoy!

Cool
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 Raven93
 
 

    Joined: 14 Jun 2003
 Posts: 22
PostPosted: Tue Jun 17, 17:08 Reply to topicReply with quote
Greetings:

After test driving the new hardcore physics patch, I'd say it's a step in the right direction, but needs work. Nowhere near enough grip. Sound not right for loss of traction. Brakes off.

When I was younger, I owned a 1962 Triumph TR4 for a couple of years. One of my favorite tricks with the car was to pull a sixty mile per hour U-turn. Scared the hell out of my buddies, ha ha! You needed a good two-lane road with level, paved shoulders. You would then swing to the right shoulder at sixty miles per hour and crank the wheel hard left, while keeping the throttle down. When you next dared to glance at the speedo, you'd be exiting the left shoulder, headed in the opposite direction, still showing sixty miles per hour if you did it right. That was on Toyo street tires.

Later on, I owned a 1987 Mustang GT, 5.0 liter, fuel injection, 5-speed. With Goodyear Z-rated Gatorbacks, the car was like it was glued to the road, as long as conditions were dry (it was like a hog on ice skates on a wet road). I pushed that car through turns at speeds that would make you want to throw up.

Still later, while living in Africa, I had a 1995 BMW 325i with a power chip in the computer. Cruising the highways at 220 KPH (around 135 MPH) was effortless and comfortable, again on Z-rated street tires. On a decent road, you didn't need to lift for the curves. That car was glued down.

The point is, those were all street cars. I've been testing with the BMW M3 in the game. It represents a formidable, professionally prepared BMW M3 with the suspension tweaked to a gnat's a**, aerodynamic enhancements, and soft compound racing tires. I should be able to hammer it through those turns. As it is, I could have outrun it on the track in any of the three street cars mentioned above, and I know it. A street M3 is a formidable road weapon. A competition M3 should be a truly awe-inspiring machine. That car, in the game, should be able to corner at sickening speeds, and should only break loose when very obviously pushed beyond rational limits. The car should lean hard, the skirts should scrape the pavement, but it should cling to the ground still, until you exceed common sense and self-preservation. Right now, it's far too "slippery".

Sound? Soft compound racing tires have a lower pitched, rasping sound instead of the squeal of street tires. Then, if they do break lose and you spin, sort of a combination loud rasping/deep squall.

Brakes? We're talking racing brakes. Huge calipers and discs with carbon fiber pads and all. The stock setting in the game is too much, the hardcore setting is too little. Try around 1250-1400 maybe in myconfig.cfg.

You're headed in the right direction, but it needs more fine tuning.

Cheers!

Rick...
 

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 olimac
 
 

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 Joined: 04 Nov 2004
 Posts: 11
PostPosted: Thu Dec 02, 19:05 Reply to topicReply with quote
Hello just purchased the game and would like to know if there are any web sites that have addons such as cars or tracks for this game other than the ones already included
 

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 olimac
 
 

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 Joined: 04 Nov 2004
 Posts: 11
PostPosted: Thu Dec 02, 19:36 Reply to topicReply with quote
I forgot to ask something else. Will the hardcore physics patch cover the other tow physics patch available, or do I have to install all 3 of them?
 

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