Now they won't let them start in F1 and later we'll discover that this brave hero of an engineer single-handedly built a competitive F1 car in his spare time from nothing but aluminium swarf and duct-tape.
I propose a different set of rules:
1. CTF mode is played in two teams
2. Each team has a home-area, likely to be placed on opposing sides of a track or carpark.
3. The flag can spawn anywhere on the track in a given distance from both home areas.
The flag is not visible, but it's location is indicated to all drivers using arrows on screen.
(Thou shall not camp the flag's spawn site!)
The arrow indicators indicate wether you should turn right, turn left, go ahead or turn around to find the flag.
4. The car to first come close (~5m?) to the new flag picks it up.
The arrow indicators for all drivers will now indicate the position of the flag-bearer as well as his username.
(In CTF you should have the usernames over the cars visible.)
The arrow indicator the the flag-bearer will now point him in the direction of his home area.
5. The flag can only be lost by leaving the track or by coming to a standstill.
6. Once the flag reaches a team's home area the team scores a point and the flag respawns.
Note that in this rule-set the "home area" would likely be occupied by opposing cars that try to stop you from reaching "home".
Vain
P.S.: This is potentially as awesome as Batman competing in a surf-off against the Joker in yellow swimming trunks!
I'm really tempted to have a go at this.
I know it's a stretch from your specifications, but on the job I've made good experience with Panasonic Toughbooks.
Being able just forget about the fact that you're dealing with sensitive electronics is worth a lot when you're lying under a car and reading some sensors while adjusting something mechanical.
I guess you can take this post as a hint to add "robustness" to your selection of assessment-categories.
Are you sure they are shutter glasses? Do they have batteries?
I'm pretty firm on the assumption that you've got normal plastic glasses with two perpendicular polarization filters on them. Since your monitor emits non-polarized light there is no way any sort of special rendering could create a 3d impression.
I am Hitler's Jesus, the one who'll steal the superrobot destined to change all Poland!
That does look like the draft of a cheesy WW2 shooter, doesn't it?
I'm all open for criticism and I also think there's something not perfect about GT5, but do you realize that in the GT5 TimeTrial the traction control is activated?
Well, do you see what you did there?
Now it's Batman, in yellow swimming trunks, in a surf-off with the Joker, wearing a freakin Santa cap.
Shame on you! Poor Bruce....
For reference: My statements above about how I enjoy GT5 were done without having spun the stock Nissan more than 5 times before getting to a low 1:51 laptime.
(I got it sideways often enough ( ) until I started driving more conservatively, when my laptimes went down a lot.)
Perhaps that explains our different impressions.
Tomorrow I'll try some Time Trial Drifting to see what you're talking about.
"The passengers of flight N-3-5-0-Z to Gravelpit Intl. may now board at gate G-T-5."
Which gears produce the most noise mostly depends on the specific gears. You can modify the differential(/final drive ratio) and get a dominant gear whine that rises with velocity, or modify the gearbox and get a noise that rises with the revs.
Which gears produce the most sound really depends on the individual gears and the acoustic efficiency of the pairings, so it can be widely different for different cars.
It's pretty funny that some people say this does in no way compare to real cars on real tracks and some people do feel that this does reflect real life experience on real tracks...
Did everyone remember to switch the steering setting to 'Simulation'? The G25 runs on 'Arcade' by default. It's somewhere in the wheel settings.
I gave the standard car a quick spin on the G25 and I'm pretty happy.
There really is no lack of grip - the 'Normal Street'-tyres on the standard car pull about 0.9 to 1.0 g, which is rather exact.
The car is pretty lively, partly due to the fact that they simulated a few effects that can't be 'felt' in front of a TV, like visual rattling when the ABS engages.
Force feedback was solid. I still have to decide wether I like some nounces, but overall there's a lot of feedback from the wheel and it tells you pretty well what happens with the car.
By the way I'm pretty sure that there are 'canned effects' working in the background. I'd be surprised if the FFB was taken directly from the simulation. However it feels very good. It compares very well to my trackday experience.
Verdict: This is definitely quite a notch better than GT5:P.
I do hope they reduced grip.
In GT5:P the standard tyres pull something like 1.3g lateral acceleration. And no, a Lancia Delta is no fun with that sort of grip.
Try driving the M3 on the medium road tyres. That's fun.
Well, I'm looking forward to it. Let's see what comes out of this.
Here are some hopefully simple thoughts:
- Optimizing for maximum speed reduces acceleration, optimizing acceleration reduces maximum speed
- If the track was an incredibly long straight the ideal solution would be very close to maximum speed. You'll make up for what you lose in acceleration if the straight is long enough.
- If the track was a series of extremely short straights the ideal solution would lean towards strong acceleration. You get an advantage at the start of acceleration and don't suffer the drawback because the straights are so short.
- We conclude that at the highest speed on the track you should be beyond peak power for good acceleration on your way to highest velocity.
- And very, very likely you should be below the rev limiter to achieve an acceptable speed.
If you want to solve it mathematically calculate covered distance by time for a given power output. You'll see that for every given distance there is a best starting acceleration. The longer the specified distance the lower the starting acceleration. Thus the arguments as above.
Kids will be playing first person shooters in augmented reality by pointing their mobile phone's cameras at each other. And they will do it everywhere. And we will complain about it.