Cars are built from 3d components

  • Thread starter Slurm
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I'd like to know what game was the first to fit the Nords, and I guess it's not very old accourding to the track lenght. I've been searching about the Sega photomode, and I haven't found anything more than the replay studio. I guess it has true photographic adjustments...


Salu2.alexwrc

I guess none of you ever played PGR2, that was the first game in which i ever drove on the Ring.
 
Grand Prix Legends had the full Nurburgring ages longer than any of those games. 1998.

It also had the full Spa Francorchamps, so it beats a lot of racing games there as well. :sly: Hopefully PD will give us both the older and longer circuit as well as the new one, because it rocks so hard. Most fun you could ever have in a high speed car in a racing game.

Sorry for the off-topic part, :indiff: But just had to mention it.:)
 
- Used Cars
Street Rod (Amiga, Atari ST, Commodore 64, DOS; 1989).

- (multiple) endurance events
Depends on what you mean by "endurance." A long race? A race that's supposed to mimic a real-world endurance event, even if it doesn't last as long? A race that goes on for a predetermined amount of time?

- realistic tuner parts with real names with realistic effects. Top speed is not A+ from A- but you only see your HP increase realsticly
Shutokou Battle 2 (SNES; 1995) showed your horsepower and torque curves on a graph and everything. I don't remember if Shutokou Battle '94 did that too, and there might be an older game.

Also, I don't know if it showed horsepower numbers, but Street Rod had realistic tuner parts. You even had to install them yourself by screwing and unscrewing bolts, etc. with the click of a mouse.

And I'm sure somebody is going to remember some craptacular 16bit game that had a feature similiar to something I posted. as i just remembered Days of Thunder on the SNES had tire wear and fuel use.omg..it beat GT :rolleyes:
1. 16-bit games aren't craptacular. I'll take a polished SNES/Genesis/Neo Geo game over a rushed/incomplete 360/PS3/Wii game any day of the week. And most games were more polished back then, because they were easier to make.

2. In order for an idea or feature to be new, it has to be new. Otherwise you wouldn't call it new. You'd call it old, but updated or improved. There's a difference between innovation and evolution.
 
Sorry, I'm not sure what your specifically replying to, do the same thing as what?
 
Shutokou Battle 2 (SNES; 1995) showed your horsepower and torque curves on a graph and everything. I don't remember if Shutokou Battle '94 did that too, and there might be an older game.
Lotus 2: RECS (Genesis port of Lotus III) had horsepower, torque, top speed and acceleration charts in 1993. Ayrton Senna's Super Monaco Grand Prix 2 had horsepower and torque charts in 1992.
 
1. 16-bit games aren't craptacular. I'll take a polished SNES/Genesis/Neo Geo game over a rushed/incomplete 360/PS3/Wii game any day of the week. And most games were more polished back then, because they were easier to make.


Totally. I still play Mario Bros. I haven't touched Ford Racing 3 in 6 months.
 
Well there is one Game that none of you have brought up.
I can't remember the full name of the game so i'll have to hunt it down but it was on the SNES.
the partial name of it was TOP GEAR: ? or Top Gear 2: ?
It had like 12+, maybe way more than that racing at once.
However it was the split-screen multiplayer function that made it good.
2 players would race against each other and the rest of the field, and whoever got first got first place prize money, the other human driver would take second and get second place prize money,etc,etc.
The cash allowed you to upgrade your car/ purchase other/better?/ cars.
It used real race cars to i believe.
At the time the handling was decent as well, not to arcade-like.
There is another game that came out way back called Rock n Roll racing that allowed for winning cash and upgrading ones car.
Of course then there are the motocross 2 PSone and racing construction set C64 games that allowed for a simple create your own track feature.
 
Not much, really.

Are you guys referring exclusively to console games? Geoff Crammond's F1GP (1991 I believe) had all sorts of adjustments and performance charts 10x better than the ones shown on GT4, which included ride height on every individual wheel and a large number of other things never before seen with such detail in any game before.

And it had slipstream.

And it had mechanical failures.

And it had damage.

And it had weather.


But if you're just talking about console games, forget everything I wrote above.
 
Sorry, I'm not sure what your specifically replying to, do the same thing as what?

You know, do 3D components and stuff like that.
Why, doesn't anybody remember the simulation tires for GT2 and 3? I actually raced in those tires in GT2 and let me tell you, I'm a controller type of guy and with those sim tires, you defefentely have to use a wheel.
 
The simulation tires are also in GT4, just renamed to N3
And the racing body was just 2 versions of the car, so actually 2 different models.
Here you have 1 car model and PD can change the different car components.
 
You know, do 3D components and stuff like that.
Why, doesn't anybody remember the simulation tires for GT2 and 3? I actually raced in those tires in GT2 and let me tell you, I'm a controller type of guy and with those sim tires, you defefentely have to use a wheel.
Oh right, no in GT1 and GT2 the racing modification was a whole new car model. It wasn't like Kaz wan't GT5 to be, where each part of the body can be changed individually and seperately to the other parts.

As for the simulation tyre's, I think everyone remembers them. I used a pad for them in GT2 and GT3, I used a pad and a wheel for them in GT4. In GT4 they still suffered the same grip transition problems as the other tyre's in the game.
 
i think there's a fair chance that the bonnet is a separate component too, in gthd the tuned version of the suzuki suddenly picks up a black bonnet.
 
Everything is, the wings, the bonnet, the boot, the doors, the bumpers.
 

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