SuperCar Challenge Vs SSV8C

The Stalker

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Hi Guys,

I've recently seen copies of SCC in Asda for £15. This looks like a very tempting buy to me. I owned Ferrari Challenge when that first came out and to be honest, i wasn't overly impressed. However, I've been reading good things about this game on this here forum and seeing it for £15 has really got me interested in getting it.

What I was wondering though is how it compares to SSV8C. I've been playing this game loads during the last ten days and really rate it as one of the best racers on PS3. I know a lot of you guys here have a copy of SSV8C and was just after a bit of a comparison. I was wondering if I could get some feed back on the following:

Which game has the best;

Online Racing? By this I mean which has the best modes, online stabilty, cleanest racers? Is SCC still well supported on the online front?

AI? I know SCC has had a new patch today which is supposed to make their AI drivers better so maybe it's a bit soon for a definitive answer on this one.

Graphics? Neither games are going to blow GT or Forza out of the water but which has the smoothest frame rate etc?

Physics model? I have heard very good things about the physics on SCC especially the FFB but how does it compare to SSV8C?

Will SCC be enough to tear me away from the awesomeness of SSV8C?

I'll be interested to hear your thoughts on the above and even areas I've not touched on in my post. Thanks Guys.
 
I'm kind of surprised nobody has responded yet but I'm sure others will be along shortly. I have SSV8:NC on order and should receive it in about a week to ten days. (I'm currently living in the states and had to import it).

But I will say this. SCC might more appropriately be called Ferrari Challenge II. I think the publisher (System 3) initially had much bigger plans for Supercar Challenge but a recessed economy and shrinking budget resulted in a game with a much smaller scope than originally hoped for both by the developer (Eutechnyx) and the sim racing community. That said, if you didn't like Ferrari Challenge, you probably won't like Supercar Challenge as the games are quite similar. People tended to run hot and cold around Ferrari Challenge and you either loved it or you hated it with little middle ground. Essentially, SCC was an attempt to smooth over a lot of FC's faults. And to an extent, they did. But more with brush strokes than with a hammer and chisel. So if you use Ferrari Challenge as a basis to compare Supercar Challenge you'll probably find:

Online Racing? SCC has a small but highly "professional" online community. But like anything else in life, you'll find people whose definition of racing ranges. Lobbies still have problems with people who have a Nat3 connection but the racing is much smoother and more stable than Ferrari Challenge with much better in-lobby options.

AI? We'll know soon.

Graphics? In my opinion, SCC is a step down from FC. Hard to believe but it's true. It has a more realistc color pallet but I can't say much else

Physics model? Slightly tweaked over FC but not a huge difference. That said, I think it's probably 2nd only to Prologue on the PS3.
 
SCC and V8SS:NC have in common a few things, much more about the circumstances that surround them than about the way they approach the racing games genre.

Both come from small independent developers.

Both are one-year-later sequels to their predecessors and, therefore, are mostly the same game as before, but with a few known problems/bugs solved and one or two true real improvements.

Both exist because GT5 is still nothing but rumours, trailers and TBAs (when the big predator is asleep, the small ones take over the prairie)

Both exist because the bigger houses don't make sims or even sim wanabees. EA (Shift) can't really make up their minds about switching from arcade to sim, and Codemasters (Grid/Dirt) have gone the wrong way completely.

So, there's room to breathe for these more serious racing games.

But their "seriousness" or their approach to it, is very different. SCC captures the visceral "feel" of driving highly powered cars in tracks, mostky through its physics engine. Weight transfer, understeer, oversteer, it's all well recreated - maybe not as refined as in GT5P, but consistent and challenging.

And this is where SCC excels. Then, I could talk you about the very good online (the best in the pS3 world, by a mile) and a few other "ups", but of course there are a few "downs" also.

V8SS is also a great game, that provides great fun, but with a completely different approach. About online, they should learn a few things from SCC (or just study the best online EVER, firing up a PS2 and checking TRD3 online features and options).

And, of course, the physics are a bit off. Too much grip, to much central turning axis.

But, V8SS is currently the best RACE simulator available on the PS3, second to none in this respect. And, if you add it having the best AI also, you have the most agreable "serious" offline racer.

This is where V8SS excels.
 
Hi Guys,

I've recently seen copies of SCC in Asda for £15. This looks like a very tempting buy to me. I owned Ferrari Challenge when that first came out and to be honest, i wasn't overly impressed. However, I've been reading good things about this game on this here forum and seeing it for £15 has really got me interested in getting it.

What I was wondering though is how it compares to SSV8C. I've been playing this game loads during the last ten days and really rate it as one of the best racers on PS3. I know a lot of you guys here have a copy of SSV8C and was just after a bit of a comparison. I was wondering if I could get some feed back on the following:

Which game has the best;

Online Racing? By this I mean which has the best modes, online stabilty, cleanest racers? Is SCC still well supported on the online front?

AI? I know SCC has had a new patch today which is supposed to make their AI drivers better so maybe it's a bit soon for a definitive answer on this one.

Graphics? Neither games are going to blow GT or Forza out of the water but which has the smoothest frame rate etc?

Physics model? I have heard very good things about the physics on SCC especially the FFB but how does it compare to SSV8C?

Will SCC be enough to tear me away from the awesomeness of SSV8C?

I'll be interested to hear your thoughts on the above and even areas I've not touched on in my post. Thanks Guys.

I Stalker i didn't answer yet because i felt I wasn't the more apropriate person to do so,since I'm a pad user:guilty: but if you go throught this forum pages you will see many people stating that scc's FFB it's the best one on the market but thats just ear-say testemony...

About the things i can judge:

1) Scc had today a new patch-that was probably the last one we'll see-that supposely fixed the not so rare "Rare Net disconnect problem" as for online support regards.From what i could see-I had only two online nights in SSV8NC- BlackBean title is more rich in online features-online champioship,TT,etc,and seems to be more stable(SSV8-1 was).
As to clean racers I guess you get a little of everything in every game but I can tell from my previous experience in SSV8 that I've met few clean racers in this game,most users were kids.As for scc goes like Jeff told you there is a mature and clean(and fast) gamers community that keeps getting back to the game.

2)From the short experience i had today AI was huggely improved,which shouldn't come as a surprise since before the patch it was completly stupid and slow:yuck:

3)As for graphics goes I'm suspect because I like scc's graphics,and in that point I disagree with Jeff because I think they are better than FC-take for instance the interior view of the car with more detail. So i think that scc has better graphics than SSV8NC,but this is very subjective it's just my opinion.

4)As for the physics goes-discarded the FFB issue in which i'm sure more habilitated people will speak up- again i'm suspect since I think thats the aspect that outstands Scc versus other titles,even GT5P, the weight shifts between front and rear and left and right side of the car during breaking and accelarating are unique and the way you feel the car over or understeer is fantastic,but then again this is just a POV of a confessed fan of Eutechenix series.
Hope this impressions can help you make your decision.👍
 
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Hi

Yesterday I played a little of SCC to test the new patch. Haven't been there for a while.

Online racing - they both have lows and downs, but overall SS8:NC has the best online in terms of stability from what I've seen at the moment.

AI - by far, from a completely different league, SSV8:NC. Only tested the AI on SCC yesterday (F348 Challenge at Misano) and improvement is there but not huge different.

Graphics - They are comparable in my opinion. However, I seem to like more SCC's because they'll give you a better and clear view. Cockpit view in SSV8_NC, although nicely done, feels a little bit like driving a tank.

Physics model - I'd say SCC.
 
Thanks for the replies guys. Going by what you all said, I've decided to give SCC a whirl. It's only £15 so if I don't like it, at least it's not cost me full price. I got my copy this morning but the missus is off work sick so she's hogging the plasma screen at the moment.

From what you've all said, if you were to combine the two games together, you'd have a truly killer title on your hands. It seems SSV8NC has the edge in the AI and online modes, but SCC pulls it back with a great physics engine and the ferocious FFB (which I'm dying to try!).

After playing Forza, and it's 8 car races, I'm loving racing against a packed field in SSV8NC and can't wait to try out SCC. I think 16+ cars is a good amount to have on track cos I love fighting through the field.

Right I'm off to try and pack the missus off to bed so I can fire up the PS3. I'll let you know my impressions when I've had a few hours on SCC.
 
A word of caution. In fact ... two words :D

1 - Do not pick a road car, especially a powerful one. For your first try use a race car, not too powerful, but with slicks mounted, like a 348 or 355 Challenge car. Coming from V8SS:NC you'll need the slicks to keep the car on the black stuff.

2 - Even if you follow advice #1, I strongly suggest you empty your mind completely of any V8SS recollection. In SCC you must PLAN your steering, your "throttling", your braking and your shifting. In fact, all your driving inputs must be carefully measured and, with anticipation, planned. Nothing like V8SS where you can pull off with just about any "last-split-second" heavy inputs.

Hope you enjoy yourself, SCC is, in its own way, a great game! :)
 
Test also one of the old cars. i believe that these are the more realistically represented (driving-wise) in the game.
 
From what you've all said, if you were to combine the two games together, you'd have a truly killer title on your hands. It seems SSV8NC has the edge in the AI and online modes, but SCC pulls it back with a great physics engine and the ferocious FFB (which I'm dying to try!).

Thats about right.:tup:It would be like if you can merge Claudia Schiffer with Naomi Campbell:dopey::)-sorry if my top models references are a little surpassed.:dunce:

I'll let you know my impressions when I've had a few hours on SCC.[/
QUOTE]

Please do The Stalker...let's hope you like.Oh,and follow Hun's advice please begin with cars like the 360GT or the 348 or 355...please don't get a first impression of the game driving the Veyron or the CXX or like wise.👍
 
Ok, so I've had a few hours on the game so now to give my impressions of it. Firstly, I'd like to say that I've only really had time to test it out on Arcade Mode just for a quick first impression of the game and I haven't even touched online and wont until I've had chance to get more practice.

Physics Firstly, I have to say that this games physics are completely different from anything I've driven before. You really get the feel of weight transfer whilst playing. It seems a lot less forgiving than SSV8NC but also feels a lot more rewarding when you get it right. I think the physics aspect of the game, even with a few assists on, will be a lot more difficult for people to get used to compared to SSV8NC. Obviously not playing the game before the patch, I can't really say how things have improved in this department. Regarding the FFB, SCC wins out easily here. SSV8NC is just too weak for my liking, whereas SCC really forces you to wrestle with the game (even on low FFB).

AI I think this game really has issues with the AI. Coming from playing SSV8NC (which I feel has some of the best AI on any other driving game I've played) , I think this is a lot more evident. I've only done two circuits so far (Monza and Mugello), but I've found that the cars will just crash into you if you're on the driving line that they're trying to get on to. They seem to just keep rubbing and pushing you until you either give way or somehow manage to get past them.With SSV8NV on the other hand, they seem to give you a lot more room, but still also put up a good battle with you. Back with SCC at Monza, I noticed that the first chicane, most of them will outbrake themselves and go straight on and back out on track ahead of you.

I also found the AI quite hard to beat, even with the dumb moments they have. I even tried dipping down to beginner level but still found them tough to beat when starting from the back of the pack. I'm no N00b when it comes to driving so was surprised at how hard it could be to catch the leaders. Maybe this is just a case of needing to get used to the physics?

Menus Compared to SSV8NC's clean, simple menus, I found SCC to be a bit confusing at times and not very intuitive. There also seems to be fairly long loading times between screens compared with SSV8NC. The pause menu gives plenty of options though which i like, such as adjusting your assist settings etc. By comparison, the pause menu on SSV8NC is a lot more sparse. I like the button configuration settings in SCC more than SSV8NC as you have the option of switching lights on, turning on/off the racing line and having a look left and right with the D-Pad. The last being particularly useful during a race and something I really wish SSV8NC had.

Sounds Both games have good engine sounds, which put GT and Forza in the shade IMO. With both games, the cars sound really rawcus which I love and every car sounds different from the next significantly. Tyre squeals too sound good on both games.

Graphics These two games don't come near the standard of GT/ Forza but I didn't think they would. Both games though look good still. The tracks on SCC look slightly better with things like leaves on the track, and the rain effect is some of the best I've seen in a racer. Obviously it doesn't have the drying line as SSV8NC does. What I liked with SCC was, when driving the DB9 over the gravel, you can see stones flying up through the bonnet vents which made me smile. Nice touch there! With SSV8NC, I like the flame effect out of the exhausts on the over-run. I didn't notice if SSC has this. I also think SSV8NC has better looking damage.

Both games have a lot of different views to choose from. The cockpit modeling in both is good, but my favourite is the dashboard cam on SCC. Usually I can't drive with the in car view as I like to see a lot of the road, but this view is a good balance of inside and outside of the car. SSV8NC's and SCC's bumper cam (which is my chosen view in GT) is no good for me as it's just too low when in a good battle with the car in front.

Car Setup/ Modification The setup in SSV8NC is a lot more in-depth than SCC, giving full tuning of all areas. The only tuning available in SCC seems to be to the suspension settings, unless I've missed something?
I like the livery editor in SCC though, all be it quite basic. Seeing how SSV8NC is purely a race simulator, I never really expected it in this game.

To summarise, both games have some great points and features to them. SSV8NC seems a lot more novice friendly with some great close racing to be had. SCC on the other hand seems a lot more hard core which I love. I've just got to get used to the erratic AI, but I think there is a really solid driving game to be played here. I think what I'm going to have to do is play SSV8NV til I've done with it, then really get stuck into SCC. They're not the kind of games you can play one then jump straight onto the next.
 
Very thoughtful and balanced review, Stalker. 👍 Hopefully in another week (or two) I can add my own two way. It all depends on the (un)royal mail.

Are you sure you downloaded the V1.13 patch for SCC?
 
Very thoughtful and balanced review, Stalker. 👍 Hopefully in another week (or two) I can add my own two way. It all depends on the (un)royal mail.

Are you sure you downloaded the V1.13 patch for SCC?

I didn't start playing the game until Tuesday and if I recall, the patch was out a few days before right? So I'm guessing the one I downloaded should've been the latest one.
 
I didn't start playing the game until Tuesday and if I recall, the patch was out a few days before right? So I'm guessing the one I downloaded should've been the latest one.

Hmmm. Well, be thankful you didn't experience the state of the AI before the last patch. ;)
 
Hmmm. Well, be thankful you didn't experience the state of the AI before the last patch. ;)

I think a lot of it is just going to be down to getting used to the controls so I'm more adept at avoiding the AI's horrendous-at-times driving. Once I get used to their driving style it should be easier to predict what they're going to do each corner.

Regarding the handling JJ, (or anyone else for that matter) did you find it took ages for you to get into? I've got a strong feeling that with this game I'm going to have to start from the ground up with regards to getting the feel for the game. All assists on for a while then gradually turn them off one by one.

SCC certainly feels like it has a lot of potential to be a great game so I'm determined to stick with it. I can see how people who aren't that into driving games wouldn't like this title though due to the steep learning curve.
 
Regarding the handling JJ, (or anyone else for that matter) did you find it took ages for you to get into? I've got a strong feeling that with this game I'm going to have to start from the ground up with regards to getting the feel for the game. All assists on for a while then gradually turn them off one by one.

SCC certainly feels like it has a lot of potential to be a great game so I'm determined to stick with it. I can see how people who aren't that into driving games wouldn't like this title though due to the steep learning curve.

For various reasons, I'm probably the wrong person to ask. But there's no question that FC/SCC takes a very different approach to handling, vehicle dynamics and FFB than many other racing games out there. The sense of weight transfer, the feeling of understeer and oversteer, are arguably exaggerated and distorted compared to driving a real car. And much like the screen blur and incessant shaking one experiences playing Shift, it's another attempt to bring some of the feeling and sensation missing from the lack of centrifugal forces on your body that exist in the real world, but short of a hydrallic rig, you won't feel when sitting in front of your PS3. The lack of those forces and the effect they have on your inner ear, is why driving a racing simulator, no matter how good, will never be quite like the real thing.

There are arguments for and against such methods. Personally, I like the approach Eutechnyx has taken with Supercar Challenge and much like Ferrari Challenge, it provides a very organic driving experience. It's driving by the seat of your pants but the feeling is sensed through your fingers. Some like it, some hate it. Few take the middle ground. So in that sense, I think you're right on target with your initial impressions.

Many sim racers who are used to GT's rather sterile, less tactile, but arguably more realistic steering response, find SCC a rather difficult adjustment, express their displeasure and move on. There was a rather 'pot stirring' post about a year ago by forum regular Biggles, that touched on this very subject, by putting Ferrari Challenge and Prologue together in the ring and weighing their relative pros and cons. The responses it generated, predictably ranged from blasphemous heresy to solid agreement.
 
But there's no question that FC/SCC takes a very different approach to handling, vehicle dynamics and FFB than many other racing games out there. The sense of weight transfer, the feeling of understeer and oversteer, are arguably exaggerated and distorted compared to driving a real car. And much like the screen blur and incessant shaking one experiences playing Shift, it's another attempt to bring some of the feeling and sensation missing from the lack of centrifugal forces on your body that exist in the real world, but short of a hydrallic rig, you won't feel when sitting in front of your PS3

I agree with this view. And althoug I do appreciate the path choosen by eutechnyx to do it I feel they blew it for the most people because they have ultimately exaggerated in it.

I never drove IRL what you would call as a supercar. But I'm pretty much 99,9% convinced that no way it'll handle like this. I am not as that other guy in eutechnyx forums stating that this was crap and Shift and Dirt were the 'real deal' (!), don't get me wrong. But all the cars suffer from extreme underrated braking power and feel like a rock, when it would've been expected that a car as the F430GT2, for example, would have a hell of an agile chassis.

This is why I state that the car that are more close to the real feel (expected) in the game are the some of the classics. But even those have some problems in my opinion.

An example: Why is it as hard to turn a Ferrari Enzo on the game, with a mid-positioned engine, near perfect weight distribution, high performance brakes, carbon-fibre light weight highly agile chassis, as it is (if not harder) to turn the 250 GTO which as a massively weight iron cast v12 on front, with underrated brakes, and an old-school chassis? This doesn't make sense. And the argument of speed that one carries entering the corner also doesn't apply because if you would compare, the Enzo would from 0-100km/h and then back to 0 again almost as fast as the 250GTO would go from 0-100km/h.
 
I never drove IRL what you would call as a supercar. But I'm pretty much 99,9% convinced that no way it'll handle like this.

On a few occasions, I've been lucky enough to have had this pleasure. :sly: One of them was even an early 60s Ferrari, probably valued many times more than my entire net worth. :scared::drool: But whether you've had this rare and unique opportunity or you've just driven your own car or the the most basic cookie-cutter vehicle, I've always maintained that there is a very large gap in handling, feel and vehicle dynamics between driving at jogging speed in a parking lot or even somewhat vigorously on a desolate back road and being able to take the car onto a closed track and really and truly pushing the car for all it's worth. In short, going bananas. Although most of us would like to think they'd be pretty handy in a real car on a real track, and I'm guessing most of us would be, it takes a very special skill to truly exact a cars full potential. And some of the truly high performance cars in this game are probably beyond the capabilities of most of us. There is no doubt in my mind Bullie, that Eutechnyx got it wrong with a few of these cars. And it just feels slightly off somehow.

But I will also say this. During the beta, many people complained how much the McLaren understeered. And Eutechnyx told us that the car already had more grip in the game than the real car was capable of. That statement always struck me particualry hard. Perhaps the difference is just in the transition to understeer and the poise and stance the car has as it goes through this transition. There is no magic wall you cross where a car loses grip. It comes in stages and it fights for it in varying stages. So yes, I agree some of the cars, in some situations, feel a bit funny. But of course it's hard for any of us to know how these cars would really feel, on a track when really pushed to the limit. And I think a common problem that MANY racing sims suffer is that they all have poor LOW speed physics. I suppose mainly becasue developers simply don't concentrate their effort on it for obvious reasons.


I am not as that other guy in eutechnyx forums stating that this was crap and Shift and Dirt were the 'real deal' (!), don't get me wrong.

Him? :dopey: Well, that's what happens when you don't lock the door to the computer room and the kids take over. I heard he's in "Time Out" now. And no cartoons this weekend.



An example: Why is it as hard to turn a Ferrari Enzo on the game, with a mid-positioned engine, near perfect weight distribution, high performance brakes, carbon-fibre light weight highly agile chassis, as it is (if not harder) to turn the 250 GTO which as a massively weight iron cast v12 on front, with underrated brakes, and an old-school chassis?

Ferrari Enzo : 1425-kgs
Ferrari 250 GTO : 1100-kgs

This doesn't tell the whole story but it's a start. The Enzo has more overall grip. It's just that it's so much faster than than the GTO that you probably don't realize how much faster your cornering speeds are. As little as 10-kmh can make a difference when you're approaching the limits of adhesion. The GTO is lighter and therefore more nimble and agile in quick transitions. But it's lack of balance makes it's handling a bit tricky by comparison. And while it did have a large, heavy engine, it is placed well behind the front axle, making it a 'mid engined car' even though that's not the traditional definition of mid engine.
 
An example: Why is it as hard to turn a Ferrari Enzo on the game, with a mid-positioned engine, near perfect weight distribution, high performance brakes, carbon-fibre light weight highly agile chassis, as it is (if not harder) to turn the 250 GTO which as a massively weight iron cast v12 on front, with underrated brakes, and an old-school chassis? This doesn't make sense. And the argument of speed that one carries entering the corner also doesn't apply because if you would compare, the Enzo would from 0-100km/h and then back to 0 again almost as fast as the 250GTO would go from 0-100km/h.

Because the Enzo is no fun to drive IRL, too?

According to Greenawalt, Automagic is accurate enough that it has actually revealed flaws in real-world cars. One of those cars, he claims, is the Ferrari Enzo.

Turn 10 modeled the Enzo shortly after its introduction — and before anyone outside Ferrari had driven it — using data obtained from Maranello. When the car was loaded into the game, its chassis balance was supposedly nightmarish, a mix of low-speed understeer and snap oversteer. "It didn't work below [triple-digit speeds]," Greenawalt says. "We thought, 'This is the Enzo — it can't be this bad.' We just assumed our math model was wrong." Shortly thereafter, several major car magazines drove the car and commented at length on its flawed handling. Greenawalt was nothing if not relieved.
http://jalopnik.com/5480781/inside-forza-motorsport-part-iii-the-physics-of-driving-games

If I remember right, in GT PSP the Enzo has a lot of untersteer, too.
The best thing about this car could be the design and the name. You don't always get what you pay for.
 
Because the Enzo is no fun to drive IRL, too?


http://jalopnik.com/5480781/inside-forza-motorsport-part-iii-the-physics-of-driving-games

If I remember right, in GT PSP the Enzo has a lot of untersteer, too.
The best thing about this car could be the design and the name. You don't always get what you pay for.

Without agreeing or disagreeing, I will only say that despite being 150-bhp down on power, and virtually the same weight, the F430 Scuderia manages to lap Fiorano a full second quicker than the Enzo.

http://www.fastestlaps.com/car458574714c7b2.html

Hmmm. Take from that what you will. As I said, I'm sure the Enzo is an absolute blast to drive on a nice, empty B Road. But probably an all together different animal when really pushed to the limit on a race track.

I know it's been done to death, but we only need to ask this guy how much it understeers when pushed...

 
Without agreeing or disagreeing, I will only say that despite being 150-bhp down on power, and virtually the same weight, the F430 Scuderia manages to lap Fiorano a full second quicker than the Enzo.

http://www.fastestlaps.com/car458574714c7b2.html

Hmmm. Take from that what you will. As I said, I'm sure the Enzo is an absolute blast to drive on a nice, empty B Road. But probably an all together different animal when really pushed to the limit on a race track.

I know it's been done to death, but we only need to ask this guy how much it understeers when pushed...


The question must be in this case "how hard did you brake before entering the corner?". I believe in your opinions (based) about how it handles, but my question is "shouldn't its breaking power by (far) superior to the GTO?" Let's take the Monza first chicane: Where do you hit the brakes in one car and the other?
 
The question must be in this case "how hard did you brake before entering the corner?". I believe in your opinions (based) about how it handles, but my question is "shouldn't its breaking power by (far) superior to the GTO?" Let's take the Monza first chicane: Where do you hit the brakes in one car and the other?

There's an important difference which I explained above. One car is MUCH faster than the other. (I'm guessing) in the Enzo you'd be hitting around 260~270 kmh before the first chicane. In the GTO maybe 205~210 kmh.
 
There's an important difference which I explained above. One car is MUCH faster than the other. (I'm guessing) in the Enzo you'd be hitting around 260~270 kmh before the first chicane. In the GTO maybe 205~210 kmh.

Yes, but you also likely agree that the Enzo would drop down to, let's say, 80km/h from there than the GTO would from 210.
 
What I mean to say is that they may very well have the same initial braking point (220 meters?). I honestly don't remember. But if the Enzo is travelling at 265 kmh, it will obviously take much longer to stop. And the GTO, using technology that's nearly 50 years old, may need just as much distance to stop, even though it has a much slower closing speed, because it's brakes and tires are not as effective. If you would take the Enzo, drive it down the Monza straight at 205 kmh and brake for the first corner, I have no doubt that you could do so at a point much closer to the corner than you could in the GTO.
 
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Since a short while I am the proud owner of both games. Practicing with SCC, and getting back to SSV8NC, shows that I have become much better at SSV8NC by racing in SCC. Now I like SSV8NC even more, and It is because of SCC. If you learn to master SCC, there is a great chance you can play any race game.

It has beens said in this thread before, both games have their strong and weak points, I honestly can't tell which one I like more. They are both on top of my list for now. I honestly doubt GT5 can take over the top, but that is purely based on past experiences with the GT-series. I have had more fun with SSV8NC and SCC in the last period than I have had with GT1-4. I think I buy F1 2010 and WRC (both unique games) sooner than GT5, also because I don't want to stop playing SSV8NC and SCC yet.
 
It's really a shame that you discovered both games rather late and at a time when their on-line communities were drifting away. In a sense Minardi, you missed all the fun. At one point there was a small but enthusiastic community of racers here on GTPlanet that were playing SSV8NC almost every night. But it seemed to come and go all within a matter of months. I even missed the whole Jaaaaag joke! By the time I started playing it, it was dead, except for public lobbies which seemed full of punting, corner cutting idiots.

And right from the beginning, SCC was inundated mainly by Ferrari Challenge fans who were already intimately familiar with the cars and tracks and who quickly discovered the benefits (and loopholes) of on-line tuning, which combined together, gave them such a colossal speed and performance advantage over newbies that it was like racing GT vs P1 with the same car. And that probably intimidated a lot of people who gave up rather quickly.

But as others have pointed out, while Eutechnyx patched SCC several times and corrected a lot of errors, it still suffers from a lot of flaws. From the pad/wheel disparity to the lobby connection problems to the random screen freezes and stuttering to the lack of consistency in setup changes, it was quite frustrating because it did many things very well.

SSV8NC on the other hand has all the ingredients necessary in a true racing game: Free practice, qualifying, race, setup changes, changing weather, tire wear. It's brilliant. But it's let down by the huge deadzone (and I mean HUGE) and the arcade like physics that take away from the the realism that it's features would otherwise add. I think it's actually even less sim-like than the first SSV8 game.

I'm cautiously optimistic about GT5. There's still much we don't know about the final product. And I think, as you and others have stated, many of SCC and to a lesser extent, SSV8 loyalists, really look for something different in a racing game than the average person. And so long as the game has the right options in place and has accurate physics, we could be looking at the real golden age of online racing in the PS3 world when GT5 is released. I'm very excited. And I think that's the big advantage of being a GTPlanet member because it's a big enough community that we will be able to network with 'like minded' players.

I think we've all gone through highs and lows. I can tell you that I followed NFS:Shift from it's early development and changing hands (Ferrari Project - Blimey Games - Slightly Mad Studios, etc). And after listening to Patrick Soderland and seeing early screen shots, I was so hyped and so enthusiastic about Shift. I thought it was going to be the ultimate racing game. But we come to find out that all of the really beautiful screen shots we saw were from the PC version, maxed out to the hilt (the PS3 version was nowhere near that level) and the physics and game play turned from hard core sim in it's early development to some mushy half-arcade, half-sim, half-assed hybrid that does neither well. In some ways, it's worse than grid. But clearly, when EA took over the project, they changed the mission of NFS:Shift and steered it to the masses. And for THIS reason, I'm not very hopeful about F1:2010. I'm afraid we're going to suffer the same kind of Shift like disappointment.

(I still have it on order though) :D

What I really want is a Le Mans / American Le Mans style game with full GT & Prototype class cars, with the graphics of GT5, the physics and FFB from SCC and the options and race experience from SSV8NC. But I have my doubts if we'll ever see such a game on consoles.
 
Like I said before, I am happy to have found this forum. Although I still have to have my first online race with one of you, It allready has given me lots of useful hints and tips, and hope for the future.

I am in the lucky position to have 3 friends who all like racing games, are clean racers and are rather new to the online racing. We all have now our copy of SSV8NC and SCC so we all start with the same lack of experience (in a way). By making the lobby in SSV8NC private,I am sure we can have some nice battles, and even already did. At this moment I almost can't imagine to even have more fun with GT5, but that is hopefully my biased meaning, I hope we will be pleasantly surprised.

I hear what you say about the upcoming F1 2010, let's hope we are wrong.

Bring on the golden age of online PS3 racing ! In the meantime let's enjoy what we have now and get the best out of It.

Hope to meet you soon in my Van Merksteijn Porsche ;-)
 
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