![]() |
|
|
||||||
| Colin McRae Rally 3 - The Game Discuss anything you like about Colin McRae Rally 3 |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Senior Member
Join Date: Jan 2002
Posts: 157
|
I was reading the "Leftfot braking"-tread and saw thedode's post. He said that he would like to hear other suggestions about driving techinques.
So here is what I would like to see in CMR3: * Pendulum turn. You know when the drivers before a turn getting into a pendulum. Turns from side to side and then turns sharp, getting power from the pendulum. I have heard that it's found in Rally Trophy. * Hairpin turn. In CMR2, you could take the hairpin very easy without using the handbrake. So in CMR3 I would like to see more effect by pulling the handbrake. * Turbo presure. To get grip fast and pull away from the turn, you must have a high rew on the engine, to keep up the turbo. So when having a low rew you should feel the car have less acceleration. * Return swing. I don't know really what is causing the return swing. I found it first in Driver for PSX, when I was losting grip and balance and trying to keep the car straight. Somebody follow up this. And also about the note system. USe the whole for CMR3. With the plus and minus. Everything.
__________________
I want CMR04 more like a SIM! And will drive it on PS2 or on PC first. CMR3 on PC and PS2. CMR2 on PC. -------------------------------- The easiest turn is the hairpin. It's fun! http://tracks-for-racer.m4driving.sm |
|
|
|
|
|
#2 (permalink) |
|
Guest
Posts: n/a
|
Well you can actually perform a flick (pendulum) in CMR 2. You can also take hairpins without a handbrake pretty efectively in real life too. Lastly, turbo revs are dependent on how much the throttle is open, not on the engine's revs. Besides, with the huge amounts of torque rally cars have, you can accelerate very well from very low revs too. As for the notes, I think what they lack is the good timing. In CMR 2 you have to go slower, because by the time Nicky is done speaking, you have already stopped rolling.
|
|
|
|
#3 (permalink) |
|
Guest
Posts: n/a
|
Of course, I am in no way implying that CMR 2's physics and car handling are perfect. They be very much improved, but they are still quite realistic up to a point.
The two things that mostly annoy me with car handling are: 1. The way steering inputs are interpreted. Here you turn in, turn opposite lock, and keep going like that until you come out of the turn. And all of this in full throttle. In reality, as you know, you have to play with the wheel and throttle some times to come out smoothly. 2. The way cars react to jumps. No matter how you go over a jump, its not possible to lose control. Also, cars always seem to go in the air level, while they shoul land front, or rear, or even only the left or right wheels first, depending on your controls before the jump. Finally, when you land, cars just... land and stay on the ground, no rebound or sth. Jumps in Rally Masters should be taken as an example. Oh... I will play CMR 3 on my PC. And I also want it to be a sim! Oh, and a good crashing model, hitting the back end in a tree during a fast bend, should make you spin some times for example. |
|
|
|
#4 (permalink) |
|
Guest
Posts: n/a
|
Oops, what did I say? Turbo revs are dependent on engine revs too, but in road cars once you lift off, the turbo revs drop. This, however, does not apply to rally cars.
I would also like a better automatic transmission system. In CMR 2 if you lifted off or braked in mid-air, or if the wheels locked up, the gearbox would downshift into even 1st gear at some points!! Imagine that happening at 160 kmh! I know that not many ppl use auto gearboxes, but with a keyboard, you sometimes dont have a choice (with my control setup, I have to let go of the brakes to downshift - or use the Alt key to downshift and crash the game ). And if you downshift prematurely, you should also be prone to lose control.
|
|
|
|
#5 (permalink) |
|
Guest
Posts: n/a
|
Tommi I agree with everything you have said. Honestly I've never tried the pendulum turns in cmr2 (I was going to then my wheel broke
) but my only problem with making you use the handbrake for hairpins is that where do you map the handbrake to for those of us with wheels and pedals? Many people only have paddles for shifting (Mircrosft's Sidewinders, Logitech Wingman's and Thrustmaster base Ferrari model) so where are they going to map it to, a button? Let me just tell you right now that a button would be HORRIBLE as a handbrake! The jumps is a huge issue with me. Especially since if you crank the wheels when you land you can roll the car or break a wheel off in real life, but of course that never happens in cmr2. What is good is that jump-braking (braking as you go over a jump) works in cmr2 unlike some games. This is realistic, and in real life allows for added grip on landing! |
|
|
|
#6 (permalink) |
|
Junior Member
Join Date: Jan 2002
Posts: 5
|
You want pendulum turns & good hairpin techniques,
bouncy jumps, well just visit us on www.HOTLAPS.DE CMR2 The best site to compete on when you havnt got time to play network or online! The only way to realize just how good cmr2 is, is if you use a good analog wheel & peds, with a bumper view. Using a keyboard or joypad gives most people the wrong impression.
__________________
There should be more pubs in the forrest to accomadate the moose community during the Swedish Rally! |
|
|
|
|
|
#7 (permalink) |
|
Guest
Posts: n/a
|
i don't know how we got onto the subject of turbo's but i think the bad old day's of turbo lag with factory cars of the mid eighties etc are long behind us so all this talk of turbo revs etc does'nt really apply given these days we have ball bearing turbochargers ,A/R ratio's on turbine housings matched to the engines to give good performance down low or run twin turbo set ups sequentially to give the best of both worlds and factory blow-off valves to relieve any boost pressure when the butterfly is shut
well thats road cars and as we all know rally teams utilize hybrid turbo's and have anti-lag set up's so this is definitely not a problem here |
|
|
|
#8 (permalink) |
|
Guest
Posts: n/a
|
Well turbo-lag is still present, it just doesnt reach the astronomical times of 4-5 seconds that gr. B cars had, like the Quattro S1. And of course anti-lag systems keep the turbos' revs up by sending fuel into the engine, which isnt burnt and which then ignites in the exhaust port, sending flames out. But that doesnt apply when starting moving from a halt, it only applies when you lift-off and then open the throttle again, and of course for short amounts of time. You can't lift-off, wait 10 secs, go full throttle and expect the turbo to be in full revs for example.
|
|
|
|
#9 (permalink) |
|
Senior Member
Join Date: Jan 2002
Posts: 157
|
I have a handbrake-lever on my wheel.
I have a Gamers Gear wheel. A very good wheel. But if it have had 3 axels. So I could get left foot braking, but maybe Codemasters can fix that. So us with 2 axelwheels can leftfoot brake.
__________________
I want CMR04 more like a SIM! And will drive it on PS2 or on PC first. CMR3 on PC and PS2. CMR2 on PC. -------------------------------- The easiest turn is the hairpin. It's fun! http://tracks-for-racer.m4driving.sm |
|
|
|
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|