Flotch's 999 setup for the FZ at South City is nice and sticky, but cooks the rear right very easily.
Here's one by Hyperactive that's a little different (more pressure and camber) but easily lasts longer, and another by (Mabe?) that I don't remember seeing at Inferno.
I mean the character of the track, of the bends is similarly sleepy. I don't mean to put down Fuji, but it's just too bland, sort of like Westhill. Westhill manages to be fun despite that lazy-ish layout, but Fuji doesn't.. To me anyway.
Creativesurgeon, you need to see it to believe it.. try it in GT4 or something
Single player collision launches are flukes unless you repeat the necessary conditions just right.
The best source of launches by far are the red and white barriers. Offline contact with the AI should yield as little launches as from other physics objects.. like the rare repulsion bugs from sharp curbs.
I have DSL internet from the @#*-end of the world and, more often than not, get no irregular collisions..
Can of worms, yes, if people expect it to be feasible (i.e. customize handicaps to make all three cars even over a certain set of tracks, race lengths etc) without any effort. But we would find a few effective rules of thumbs soon enough, I think.
The settings wouldn't vary that much.. I don't think any car would be wearing much more than the FZR is now, and the FZR as is can easily cope with (sometimes the positionabe ballast is actually helpful) the extra weight.
At best it would mean public servers where no one car is overly advantaged/disadvantaged, at worst those servers with unplayable handicaps would get no traffic at all. There's plenty of those already.
In any case we are already much better off than we used to be. The biggest criticism I would make is that the turbos are still not great.
The LRF class would next best benefit from handicaps. It would be a shame to see the LX6 lose power, though. An updated (e.g. 2006) RAC and slightly modified (lighter/stronger?) FZ would be preferable. [/ot]
I would make it serverside too. Public servers not following any particular scheme would use the present overall handicap settings, but league admins could change them to fit the particular track(s) and race length(s) and/or pitstop rules their league runs.
Apologies to Azaazaa for the lag. I'll be on a new internet connection by the next round. That does sound like crappy luck... I know what that's like.
I made pole comfortably (carrying 40% fuel ), made a small mistake or two in the first lap while Vain ran away with first place (although at first he was pushing hard enough to leave skidmarks from pretty stiff racelines), and then got bored lapping alone at pretty much the same pace as 1st and 3d place.
Made more mistakes almost dozing off (it was already 11pm down here) in the second half of the race, allowing Ghost past. I tried getting back to my best pace but just couldn't concentrate.. Lococost almost caught me
Great race, better than any public stuff!
Congrats Vain.
In the mean time you can go to the track selection screen and see the track configurations in their numerical order there, or by pressing F8 while on track and online.
If cone collisions are client-side, then ping doesn't matter and there should be nothing odd about the cones' behavior... I would wager the server's extrapolation, if collisions were server-side, would make for a lot more mistaken collisions.