That maneuver probably helps pointing the nose more than anything... like reversing positions. I think modern missiles only need the target generally in front of you to work.
Anyway, if fighters are forced to make high G turns the pilot's done something wrong, because he should have found the target farther away and shot it down already, OR he shouldn't have gotten missiles on his tail.
Now the RedBull air race is where pilots regularly pull 9G's. They've truly got nerves of steel. http://www.redbullairrace.com/
Give me a rally stage and I'll turn every car into a rally car! So where's the rally pack???:rally_dri I really like the RB4. It just doesn't have many places to shine.
I hope S3, when it comes out (still far away), will kill every personal computer currently available on the highest settings. Of course the coding's got to be efficient so it won't kill PC's by lousy efficiency, but by the quality of contents.
If S3 can't enable/support features that we all know will come true in a few years time, I've no interest to pay for it. If it comes out after GT5 I'll expect it to give better graphics and ask for better hardware than GT5. Honestly, who wants to be stuck with the current graphics and sounds 5 years later?
I've lost ideas about your wheel situation... Honestly it works pretty much out of the box on my G25, even with the H-shifter and clutch properly assigned.
And then you crashed way too badly all at once. Try crashing into something less severely and you'll see damage. You sometimes see other cars wreck, too.
Did you try pressing "right" on the main menu? Or clicking on some words on the right side? I agree it's probably not the best interface for the mouse, but using up/down/left/right/enter/esc can't be that difficult IMO.
Those of you who have unresponsive steering or weird FF, do you have multiple controllers connected? I think all the recent NFS have difficulties taking your wheel as a "wheel type" controller (i.e. no damping/filtering, proper feedback) if you have more than one controller connected. The game then defaults to processing your input like it came from a gamepad - not good.
When I played the response was quite linear and immediate. Also I could get a force drop-off if I steered too much and understeered.
mrodgers:
Please don't complain there's no damage if you have it turned off.
Hey, I'm pleasantly purprised! This game actually has better FF than ISI (with G25)! I only wish they had properly supported large rotation wheels so I don't have to limit it to 240 degrees. Some of the vibrations do feel too strong and I'd like to tune them down if possible. But the underlying force is very nice. There's not any annoying steering damping, either.
Performance wise it doesn't seem to run much slower than Carbon, but the graphics is 10 times better. Perhaps I just like this new style.
The speed run feels appropriately fast, although the fast USA stages in RBR still feel faster and more dangerous. The grip race is a little lifeless thanks to all the aids that stay on no matter what. And why does ABS flash when I'm cornering, on the gas?
Basically, speed run isn't quite RBR and grip race isn't quite LFS. It's got its own style and I like it very much.
It's because
a) You're decelerating quickly enough with a locked rear wheel.
b) The front brake doesn't make the rear come back in. It takes load off the rear.
c) You can easily get a low-side if the front slides.
I think, without a surface slippery enough and strength great enough to break traction, locking the rear is probably the only method to get the rear out.
Guys, it's definitely locked rear tyre in the first vid. No, you don't need worn out tyres or anything special. Neither is leg movement needed, though a strong rear brake IS. Just make a turn then lock rear brakes after turn in. It's just like handbrake drifting. Almost as soon as you let go of the rear brake, the rear tyre bites and you continue as usual.
I know this because I do this very often... But the campus roads are too wide and each "drift" like this reduces speed a great deal. So in the end I just get tired having to accelerate after every corner LOL. In the first vid anyway he usually does it going downhill, where the braking (load) from the rear is light and you get momentum going downhill, so the drifts last a while longer.
Hmm... I was always under the impression that it's the lawyers that want to get work by telling people sue other people. After a while people get used to suing for even trivial matters.
Here, only a locked 8% percent of examinees get lawyer licenses every year so we don't have too many lawyers, and hence, unneeded lawsuits. I don't know. I could be purely speculating and totally wrong. But I think having too many lawyers is a bad thing.
But hey, my girlfriend's trying to become a lawyer. So carry on suing or I'll sue you!
Back on topic... During the time I typed this post, the demo download went from 66% to 80% wheeeeee!!!! Worthplaying is fast
Unreal Tournament 3 seems really well optimized for PC. The demo runs quite smoothly on my (aged, aging) Athlon 2500+. And from an AnandTech article its performance scales up 60% when going dual core. Nice programming I'd say.
I only know MOH Airborne used the UT3 engine, but doesn't seem so optimized. And COD4 won't even start on my computer.
The situation is not so different here, either. But from age 20 up people begin to laugh at NFS, so perhaps hang out with older guys?
About sound... I've read an interview about DOOM. They said the handgun must sound like a shotgun, and the shotgun should sound like a cannon. From a mass appeal point of view, I think they had a point. Technically, I find the sound system in recent NFS quite advanced for the reverb modeling.
Let's see if the somewhat more realistic Pro Street changes some minds...
I drop it to 240 :P It only makes the seesawing less tiresome.
Oh, and you can't start from standstill in 2nd gear! The car only shakes abit. Also if you steer left then slowly accelerate, the car goes right first then left Did I mention to catch a slide you absolutely have to go to opposite lock? Yes, to the lock or no recovery....
Actually I find the earlier versions Underground 1 & 2 much more drivable than Most Wanted or Carbon. They felt like there were 4 independent tyres and you didn't have to burn out every start, duh... It almost seems like they're done by two separate teams. Really, the Mustang in Underground 2 is quite believable. Only the FWD are a bit strange when they hold drifts and donuts
I find that if you go into too big a slide and are countersteering heavily, after catching it and just before being snapped back to the other way, it helps to stab the throttle momentarily.
Like said, catching the XFG is quite easy, as easy as flooring the throttle 90% of the time. Try driving/sliding/catching a RWD instead.
I've seen some videos of the RedBull air racing, you know, where they race aerobatic planes on a pylon course. I find the pilots still try to keep the eyes more or less level to the horizon even during 90° banked turns. It's much like motorcyclists who try to keep head level when leaning.
Of course they couldn't do that at the top of a loop!
I'd like to take RBR as an example. For me it is every bit as accurate a number crunching program as LFS, but carries that extra bit of roughness. Of course its roads are much rougher in nature... But even pure tarmac offers a very visceral experience there.
I find RBR's sound really makes it shine, especially the suspension sounds. You can hear very clearly the strong compressions or bottoming out. Also the collision sounds are excellent, as they recorded the sounds smashing up a real old car. Every collision sounds as it should. The transmission/gear change sounds give great impressions of metals banging metals. The turbo whine reminds you the brutal power, too. I remember the echo is properly modeled by using virtual/echoing walls of variable width.
The damage modeling is also top-notch. From experiences of damaging the car, you paint a mental picture about what to expect running into a tree. It is not there when normally driving, but you feel it.
The overall graphics is a lot more detailed. I think if LFS modeled individual curb bumps it'd look a lot more menacing. The shading across different surfaces also contributes to their, well, substance. LFS should probably start using shaders. Oh, and the dynamic reflections (that update every frame) helps with the sense of speed, which (the reflection) is absent in all of LFS and ISI sims and Papy sims...
I agree with what's said about tracks needing more bumps. Not only tracks, but also trackside surfaces. I'm not too worried though, as simulations always start very clean but get dirty as you simulate more and more things.