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Bratking


Joined: 01 Apr 2004
Posts: 305
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Posted: Fri Apr 02, 01:30 |
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What racing sim would you recommend if you want more mechanical detail? For example the ability to tune engines and subsystems. Perhaps even replace worn out parts? A physics engine that simulates engine and brake temp, tyre wear and perhaps dynamic demolition of the cars chassis and parts. Any racing sim to this date that have achieved that kind of detail?
Last edited by Bratking on Thu Apr 22, 14:54; edited 1 time in total |
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Bratking


Joined: 01 Apr 2004
Posts: 305
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Posted: Fri Apr 02, 14:47 |
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Bratking


Joined: 01 Apr 2004
Posts: 305
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Posted: Wed Aug 25, 12:51 |
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Well Street Legal Racing Redline by Invictus looks to be the most detailed regarding mechanical detail. You should try it out  |
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Bratking


Joined: 01 Apr 2004
Posts: 305
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Posted: Wed Aug 25, 12:53 |
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Thanks for the tip! I will check it out 
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Sensekhmet


Joined: 20 May 2003
Posts: 1041
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Posted: Wed Aug 25, 14:36 |
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However the game is so buggy that I can't imagine a PC that would run it smoothly (mine fails to do it even after all patches).
_________________
"It is better to enter a corner slower, but on the right gear and with both hands on the steering wheel"
Sobieslaw Zasada, European Rally Champion, 1966, 1967, 1971, factory driver for Steyr Puch, Mercedes Benz, BMW and Porsche. |
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Bratking


Joined: 01 Apr 2004
Posts: 305
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Posted: Wed Aug 25, 21:15 |
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Not really so because I had major lag with the initial version and the physics model also had a few major bugs causing crashes and sluggish gameplay. Version 2.1.8 works just fine and with a decent fps. I would however not recommend turning up view distance more then whats recomended by default.
For me, Street Legal Redline is not about the graphics but the amazing detail and playability. Its a winning concept and I personally would love to see a third SL with a new or improved engine. No other game uses a more advanced vertex and polygon demolishing system directly linked to the physics engine. Most games and sims have very limited vertex distortion system making cars rock hard leaving crashes look unrealistic. Look at a car rolling in RBR for example. Not so in SL Redline because you can literally bend the entire car chassis with parts around a tree if you manage to slide into one fast enough. Impressive piece of coding actually and considering how much is simulated on your cars regarding handling and performance some lag is to be expected with a slower CPU.
Did you know Invictus put together Street Legal in 6 months? To me that sounds like some experimental project that was released as a low budget game. If you ask me, Id say they succeeded big time. No other developer have given you so much freedom regarding car customisation. If Street Legal Redline was to make it online that would be something big for Invictus but I dont think they realise its potential.
The deal in SL is to build up your reputation as a street racer. You can do this by freely exploring the city searching for some competition to race. You can race for prestige or money during the day. At night the local street racing clubs gather for some more serious racing. Night races are always 1/4 mile drags.
Cops are also modelled for the fun of it and they dont take too kindly on illegal street racing. You can get fined for speeding, running red lights and using illegal car parts. Getting caught also mean you loose respect and prestige in the clubs.
A few screens from SL Redline:
Lining up
https://img.photobucket.com/albums/v347/bratwurst/a_race.jpg
One of my projects
https://img.photobucket.com/albums/v347/bratwurst/b_mycar.jpg
Under the hood, a 6.5l smallblock with 484hk without NOS
https://img.photobucket.com/albums/v347/bratwurst/c_V8.jpg
Unparalleled engine detail. Here Im gradually removing a few main components. Some that are adjustable allowing changes such as fuel mixture, methanol injection, rpm limits, NOS injection and turbo settings
https://img.photobucket.com/albums/v347/bratwurst/d_engine.jpg
You can easily view your engines performance and see any negative or positive changes from your work in the garage
https://img.photobucket.com/albums/v347/bratwurst/e_graph.jpg
Only necessary stuff in my trunk 
https://img.photobucket.com/albums/v347/bratwurst/f_nos.jpg
Removed my 12.0x21 rim and 265/40 R21 tyre
https://img.photobucket.com/albums/v347/bratwurst/g_rimoff.jpg
Naturally you can paint your cars, put on decals and even customise the body
https://img.photobucket.com/albums/v347/bratwurst/h_paint.jpg
Night cruising
https://img.photobucket.com/albums/v347/bratwurst/i_cruising.jpg
High speed cornering
https://img.photobucket.com/albums/v347/bratwurst/j_driving.jpg
From 100mph to 0 into a tree
https://img.photobucket.com/albums/v347/bratwurst/k_wreck.jpg
A realistic but somewhat frustrating touch is that you cant save your carrier manually. It saves automatically when you exit. This prevents cheating tactics like loading just after you managed to total your most promising car. The obvious point: dont always drive recklessly but take good care of the cars that you own in Street Legals virtual universe.
The final race is particularly satisfying because of the unpredictable AI. Some races get more aggressive then others and a race can easily transform into a hilarious road war where car parts fly sky high and you struggle to keep your car alive to the finish.
Tested on 2.4 P4 512ram 9800pro 256.
The main trailer for SL Redline says it all:
sl_redline_trailer_high.wmv
You can find it here:
www.3dgamers.com/games/streetlegal2/
Lean mean V8 street machine
https://img.photobucket.com/albums/v347/bratwurst/l_grill.jpg
Cheers // Bratking |
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Bratking


Joined: 01 Apr 2004
Posts: 305
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Posted: Wed Jan 12, 23:32 |
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