Reviews of SuperCar Challenge

  • Thread starter amar212
  • 166 comments
  • 23,743 views
Well, the AI is ridiculous, isn't it. They just kind of sit there, befuddled, and on the first few corners you can easily pass 3, 4, or 10 cars--even on the harder levels. It's not very realistic.
Bang on mate. SCC's A.I. fails to be even slightly realistic. The only redeeming feature of the A.I. in it;s current state is when you take the inside line of a corner...at least now they don't take you out...but everything else has been ruined.

The worst part for me is the A.I.'s inability to look and feel competitive. Race starts usually see drivers go off-track and, up to the first corner on any track, they seem to brake to get in to a line rather than race each other.

Overall it's terrible.

But I've always had a love-hate relationship with the Ferrari Challenge AI. It was brilliant in the sense that it was dynamic and responded to you. But it wasn't particularly clever. In FC if you are more than 1.5 seconds behind another car, approaching a chicane, the AI will blast through the chicane and take off into the distance at full speed. And unless you hit it "just right" they'll pull away from you like you're standing still. If you were less than 1.5 seconds, they'll plant themselves in the middle of the track, slam on the brakes, right in the middle of the chicane, sometimes coming almost to a standstill, and basically forcing you to hit him. You can't drive around them and there's no way to stop or slow down in time. I found it dirty and ridiculous. And frankly, rather annoying. If real drivers drove like that they would be black flagged. At least on the 2nd corner. It should be about racing, not homicide. So I found it more aggravating than challenging.

But there has to be a compromise in the middle somewhere.
I feel that FC's A.I. is far superior to SCC's. To me the A.I. has been reversed...as in FC's A.I. would take you out if you took the inside line but everywhere else they seemed really competitive. Now SCC's A.I. has the complete opposite effect as described above.

I also think FC's A.I. is still class leading though. For instance the routines would regularly get them to compete for an inside line, blocking the inside line, weaving to stop you from slipstreaming, going in to corners too fast on the outside line and racing with you three-abreast. You knew what to expect in certain situations and could play around the A.I. but in SCC it's just not possible.

In my opinion they should have kept the A.I. in FC and just added the area that's been fixed, where the A.I. don't squeeze/take you out if you're on the inside line. That would be the perfect compromise for me.

The way I look at it is this. Considering the Enzo and the McLaren are road cars on road tires, the fact that they understeer so heavily and blatantly when really pushed into corners is probably more realistic than most people would like to believe. It's probably because sitting in front of a screen you just don't get the same sense of speed. Drive the F599 in GT5 and put on N1 tires and see how it drives. Terminal understeer? You bet. But my issue, among many with the Beta, or let's say, the last edition of the beta, was not so much that the Enzo and McLaren understeered but the fact that the cars seemed so 'heavy' on their suspensions. They took a line and just ploughed. The Enzo in the final release game probably understeers just as heavily. But the chassis seems to react in a much more compliant manner. It's easier to induce oversteer.
Yeah...there have been lots of people saying that the dynamics of the McLaren F1 and Enzo in the BETA ruined the game for them but I didn't get that either. The most prominent issue here is that players expected the front-end of those cars to hug corners at high speeds to the point where they should be on rails, which shouyld never be the case.

I can compare Race Pro's and SCC's DBR9 for instance and both handle in the same manner. Applying full throttle during a corner the back-end will trip out. Apply progressive throttle pressure and the front-end will want to peel out. For some reason it's completely wrong in SCC but, on a personal level, I don't get that feeling. It's just like Race Pro presented with a different engine.

In comparison I expected the McLaren F1 and Enzo to perform like they do even if the physics aren't entirely accurate. Now I'm able to moderate inputs to get both the McLaren F1 and Enzo dancing around tracks nicely. In fact they can be a lot of fun, especially when the car has settled and you powerslide through a corner. It's a nice feeling.

Edit: Oops, forgot to add that I also unlocked the 360 Modena as well. Just like with the 355 Berlinetta, I think this car is much more realistic in terms of handling and vehicle dynamics compared to how the car reacts and handles in FC. It seems to handle lower speed transitions better and it simply feels that there's more happening in the suspension and it's easier to stay on top of it. There isn't a huge change. It's subltle. But I urge those of you with both games to do a back to back comparison and see for yourself.
I did a race with the 360 GT...a 20 lapper around the Mugello short circuit...it was ace. The A.I. still had the issues I mentioned earlier but after a few laps I decided not to risk any awkward situations and managed to grab 1st place with 4 laps to go. More importantly the 360 GT felt marvellous...really racey and controllable.
 
Hi Shaggy,

You're correct. I don't have the McLaren and it isn't one of the cars in your stable with the final release version of Supercar Challenge. I don't remember if it has to be unlocked but it does need to be purchased through in-game credit and it's not one of the cheapest cars. So in that sense it hasn't really been a priority for me and I have not been able to make a proper comparison if it's really different now in the final release or if it's simply a matter of revised FFB mapping. That said, I haven't driven the DB9R more than a few laps to compare it with the Beta and I really should. :embarrassed: But I've just been more concerned with how the cars from Ferrari Challenge stacked up. There are a lot of Ferrari Challenge regulars here who are sitting on the fence if SCC is worth a buy. And my priority has been trying to give them an enthusiastic, but honest comparison.

I'm not really a big fan of the way the McLaren F1 handles and performs (in the Beta). But as with Ferrari Challenge, you'll find different cars handle and react in different ways and we'll gravitate toward certain cars over others. I've never driven a McLaren in real life and I doubt I ever will. I do know that Eutechnyx claims they actually gave that car higher corner limits than the real life version just to make it 'driveable'. Early in the Beta people complained bitterly that it was simply impossible to drive. So if we believe Eutecnhyx, the car you're driving it the Beta is capable of pulling higher lateral G-loads than the real car could manage. But there's more to it than simple numbers. And perhaps System 3 simply got it wrong and the car in the game just 'feels' wrong. This is the way I felt about the 550M/575M in Ferrari Challenge. But the McLaren is so powerful and builds speed so quickly that I suspect you're just simply driving much faster than you realize. But keep something in mind. The car was designed 15 years ago. And it was designed to be a very fast, very capable...road car. Granted there were racing versions. But the car in the game is designed to handle and mirror the performance characteristics of the actual road car with mid 90s era road tires.

Much of this is purely subjective. But you did make one statement:



And I can tell you without any doubt, this is false. The DB9R in the game is modeled around the Le Mans winning GT1 Aston Martin. It may look like a street going DB9 but it isn't. It's a pure bread racing car with racing slicks. Just like in the game, a real DB9R would absolutely trounce a road going McLaren F1 around Spa. Not even close. For that matter, a DB9R would also also handily blow by the Veyron. Maybe not in a straight line but the braking performance and corner abilities are on another level completely. Don't fool yourself into thinking that because the McLaren has >600hp that it can run neck and neck with the DB9R. Over a lap, it wouldn't even be close.


BTW, I posted this before, but here's a good example:


I'm sure Eddie thought the Enzo shouldn't understeer like that too. ;)

Interesting, that crash resembled perfectly what the McLaren F1 and Enzo actually handle like in the game! Yes that's a very valid point about the DB9R, I often forget i'm driving the racing machine as opposed to the normal DB9 car, so that does make perfect sense regarding that. Still it begs the question, why bother making certain cars completely undrivable if it's only in the interests of 'realism'? This is a game with simulation pretentions, but it's not a multi million pound simulator - ultimately it's still a game and is meant for enjoyment. Perhaps I'm looking too much into the handling of these two cars, but when you consider that 2 thirds of the cars they give you in the beta are truly awful to drive, it doesn't exactly fill you with confidence for the full product. Anyway, even despite this, I imagine the way these cars handle in the game is still pretty wide of the mark, but I think you already agree with me on that point anyway so I won't labour it.
 
@ Vincent: To be honest, the state of the AI matters very little to me right now. It will probably bother me much more as time goes by. In general terms, I think it's a good idea for racing games to make you go through a reasonable process before you can just jump in and play on-line. You should have to prove that you have the necessary skills to effectively race live opponents, least you have lobbies full of ten year olds playing bumper cars. But being already familiar with many of the cars and tracks from Ferrari Challenge, the process of building credits is somewhat laborious. So for the time being, if the AI wants to jump out of my way and allow me to earn some quick credits, than so be it. In about 2 months or less, when I have all the cars unlocked, I'll probably be moaning about it and wishing they put up more of a fight and lamenting their ridiculous driving off the track at the start. ;) But by then, I suspect it will be patched and corrected.

I guess my biggest gripe with the AI in Ferrari Challenge is that it was impossible to have a 'clean' race. You always ended up making contact and nearly always because the AI was trying to brake check you. And the AI was able to brake and slow down seemingly much faster than you so it seemed a bit unfair. And if you were able to slow down in time, they suddenly hit the gas and rocketed away from you at a speed you couldn't match. It's nonsense. And in order to win races in FC you had to accept that you were going to smash into the other cars or completely change your driving style. I guess when it comes down to it, I simply prefer to race on-line. You can follow somebody for several laps, and if you're closely matched, you have to push yourself everywhere--giving maximum effort through every corner, every chicane, every braking zone. And finally, you may be able to lull them into making a mistake. Or muscle pass them on pure pace. That's the way it should be. You just can't get that from the AI.

The 360GT is on my list. But I have to admit, I didn't much care for this car in FC. It was 'fun' alright. I guess 'too fun' was how I'd put it. I didn't think it was realistic. And for the exact opposite reason than in my whole back and forth discussion with Shaggy_Alonso. I think the 360GT (at least in FC) was an arcade machine. The car gripped like a vice. It was so stable, so tight, so controllable, so forgving, even at the absolute limit, that it was impossible to believe it was in any way, realistic. I think to an extent, even the F355 Challenge was a bit like this. But it was a bit looser--a bit more unpredictable. And that element of uncertainty made it a much more fun car to drive. And at any rate, it was, IMO, THE best sounding car in the game. Sacrilege, I know, that of all these Ferraris I didn't pick one with a V12. I can't WAIT to unlock this car.
 
@ Vincent: To be honest, the state of the AI matters very little to me right now. It will probably bother me much more as time goes by. In general terms, I think it's a good idea for racing games to make you go through a reasonable process before you can just jump in and play on-line. You should have to prove that you have the necessary skills to effectively race live opponents, least you have lobbies full of ten year olds playing bumper cars. But being already familiar with many of the cars and tracks from Ferrari Challenge, the process of building credits is somewhat laborious. So for the time being, if the AI wants to jump out of my way and allow me to earn some quick credits, than so be it. In about 2 months or less, when I have all the cars unlocked, I'll probably be moaning about it and wishing they put up more of a fight and lamenting their ridiculous driving off the track at the start. ;) But by then, I suspect it will be patched and corrected.
Yah...you'll accrue credits quicker than two months mind. I acquired 43 cars within a week and now I'm waiting for the F50 GT to be price-adjusted in the patch. Monies waiting.

I did cheat though...I spammed Quick Race > Homestead Oval > 1 lap race, Full Grid, Legend. You earn 5,250 (Perfect Score) every 30 seconds in a F333 SP.

I guess my biggest gripe with the AI in Ferrari Challenge is that it was impossible to have a 'clean' race. You always ended up making contact and nearly always because the AI was trying to brake check you. And the AI was able to brake and slow down seemingly much faster than you so it seemed a bit unfair. And if you were able to slow down in time, they suddenly hit the gas and rocketed away from you at a speed you couldn't match. It's nonsense. And in order to win races in FC you had to accept that you were going to smash into the other cars or completely change your driving style. I guess when it comes down to it, I simply prefer to race on-line. You can follow somebody for several laps, and if you're closely matched, you have to push yourself everywhere--giving maximum effort through every corner, every chicane, every braking zone. And finally, you may be able to lull them into making a mistake. Or muscle pass them on pure pace. That's the way it should be. You just can't get that from the AI.
Yeah the A.I. wasn't always clean but I likened that to TOCA racing like the BTCC...some contact was acceptable, especially if you knew the risks once you made your move.

I've had this discussion with others not on this forum and I can only say that maybe it's the way I raced in FC. I seemed to play the game rather than race against it...if you get what I mean. I knew how the A.I. is going to react so I always had an exit plan, just in case.

I dunno fella...I just gelled with FC's A.I. a hell of a lot more than SCC's and got a lot more enjoyment out of it to the point I would spam Monza/Mugello and others with any car and enjoyed watching the A.I. in replays adjust to my position on track. I'm not a PC gamer but on console it was easily the best experience out there. It all felt very satisfying.


The 360GT is on my list. But I have to admit, I didn't much care for this car in FC. It was 'fun' alright. I guess 'too fun' was how I'd put it. I didn't think it was realistic. And for the exact opposite reason than in my whole back and forth discussion with Shaggy_Alonso. I think the 360GT (at least in FC) was an arcade machine. The car gripped like a vice. It was so stable, so tight, so controllable, so forgving, even at the absolute limit, that it was impossible to believe it was in any way, realistic. I think to an extent, even the F355 Challenge was a bit like this. But it was a bit looser--a bit more unpredictable. And that element of uncertainty made it a much more fun car to drive. And at any rate, it was, IMO, THE best sounding car in the game. Sacrilege, I know, that of all these Ferraris I didn't pick one with a V12. I can't WAIT to unlock this car.
I can't say how the 360 GT does actually handle as I've never driven one but it feels great. It's not on rails but it is very controllable and lots of fun pushing it to the limits. Hope the iteration in SCC is better for ya.
 
Vincent--how would you compare the 355 Challenge and 360 GT, back to back with their counterparts in FC vs SCC? Do you notice any difference? Do they feel the same, worse better and how?
 
Vincent--how would you compare the 355 Challenge and 360 GT, back to back with their counterparts in FC vs SCC? Do you notice any difference? Do they feel the same, worse better and how?
I've never liked the 355 in either game...as in I always preferred to race with other GT/LM spec cars but I certainly think the 360 GT is better in SCC. The front-end doesn't seem to hang out as much and the car generally feels more responsive, slightly tighter but still twitchy.

I'd need to replay FC's version of both cars to get in to the deep stuff fella.

EDIT: Damn...I realise that it's probably the normal 355 I don't like. Gonna try the 355 Challenge in SCC.
 
Last edited:
... but I certainly think the 360 GT is better in SCC. The front-end doesn't seem to hang out as much and the car generally feels more responsive, slightly tighter but still twitchy.

I'd need to replay FC's version of both cars to get in to the deep stuff fella.

Very interesting. As for the 355 and the deep stuff, well get to it. ;) :lol:

Judging by the times on the leaderboard, the 360GT in SCC is really a ball of fire. I remember thinking it odd that the top times on the leaderboard in Ferrari Challenge were, generally speaking, slightly quicker with the F430 Challenge compared to the F430GT2. Which in reality is nonsense. I remember looking up laptimes at tracks where the LMS or ALMS and Ferrari Challenge series both run and in general, the GT2 was about 4-7 seconds per lap quicker. Keeping in mind that the guys in the Ferrari Challenge series aren't professionals and probably a bit off the pace.

But kidding aside, if you have a chance to run the 355 Challenge cars back to back between SCC & FC I'd be very curious to hear your impressions.


EDIT: Well, the 355 Challenge is what we raced with Biggles, Ardius and Hun200kmh a few weeks back. But if you have them both, try the 355 Berlinetta back to back in FC and SCC. I personally think the car in SCC is much more realistic feeling.
 
Last edited:
Well i've decided to give it a shot, so I've ordered SCC and it should arrive by thursday. Hopefully it'll be great and we'll build a nice little community like the one FC has, with former FC drivers jumping ship as well.
 
Well i've decided to give it a shot, so I've ordered SCC and it should arrive by thursday. Hopefully it'll be great and we'll build a nice little community like the one FC has, with former FC drivers jumping ship as well.

Great to hear! 👍 (Just stay away from the McLaren and you'll love it) ;)
 
Has anyone tried online racing yet in the final build? I created a room a couple nights ago but no one came in... didnt look around either because I figured no one was online... ?
 
Everytime I've checked, day or night, there have been at least 7-8 lobbies open. But I think the problem is, thousands of people downloaded the public beta (or demo if you want to call it that) and only have access to those three cars: The DB9R, the Enzo and the McLaren. It's usually only 1 or maybe 2 lobbies that are racing a different car or different tracks other than Spa and Nurburgring. And until I unlock a few other cars, I wasn't going to bother going on-line. I've spent a lot of time in the Beta and I'm sick to death of racing those three cars, even though I love Spa. It's almost as monotonous as running rounds of Fuji or Suzuka in GT5P. :sly:

Plus, SCC faces another issue. And it's an uphill battle against bad timing. NFS:Shift coming out today. I can already tell you I'll be playing Shift tonight and not SCC. But give it a few weeks. I'm sure you'll see a greater variety of people on-line in SCC. And once a few more people jump on the bandwagon (Hun200kmh, Biggles...come on guys...the water's great), I'll start to organize some on-line events like I did with FC.
 
Everytime I've checked, day or night, there have been at least 7-8 lobbies open. But I think the problem is, thousands of people downloaded the public beta (or demo if you want to call it that) and only have access to those three cars: The DB9R, the Enzo and the McLaren. It's usually only 1 or maybe 2 lobbies that are racing a different car or different tracks other than Spa and Nurburgring. And until I unlock a few other cars, I wasn't going to bother going on-line. I've spent a lot of time in the Beta and I'm sick to death of racing those three cars, even though I love Spa. It's almost as monotonous as running rounds of Fuji or Suzuka in GT5P. :sly:

Plus, SCC faces another issue. And it's an uphill battle against bad timing. NFS:Shift coming out today. I can already tell you I'll be playing Shift tonight and not SCC. But give it a few weeks. I'm sure you'll see a greater variety of people on-line in SCC. And once a few more people jump on the bandwagon (Hun200kmh, Biggles...come on guys...the water's great), I'll start to organize some on-line events like I did with FC.

I see, that explains a lot.. :) And I can honestly say I'll be playing NFS:Shift as well because it comes out here on Friday... :lol: So maybe I'll see you around on there :sly: Otherwise I will definately join in some organised races with you and others when you get around to arranging one for SCC 👍
 
Whoohoo! It arrived, very impressive considering I only ordered it on monday evening with standard free delivery 👍

I'll get as much game play in as I can this afternoon before I have to clear out my PS3 - there is an African children's choir coming to our town and my folks volunteered to let three of the kids and their chaperone stay with us while they're here. God bless them, we're not allowed to give them sweets or let them watch TV or play the PS3 needless to say as they're so unused to it back home. They're staying till friday so it's not great timing with the arrival of my game (how ungrateful do I sound? :lol:).

I'll be sure to post my initial impressions on the game later on though :)
 
Well, I only got maybe one and a half hours playing SCC but so far i''m definitely not regretful for having bought it :)

So far most of my observations are very positive:

1. The handling is great! I've mostly been driving the DBR9 to compare it with the one in the beta and although the handling isn't drastically different, it definitely feels a little smoother and gives you more confidence with your turn-ins and putting the power down. The beta version feels like this car, only it's as if the mechanics set up your suspension all wrong. I was immediately able to equal my PB at Spa despite using a higher level of TC, which only hinders me coming out of the slower corners - the car feels more compliant but still requires skill to control it. It's a lovely feeling, emerging from a slow corner - e.g. Luffield at Silverstone or the hairpin at Montreal - with a smooth progression of the throttle and then correcting the oversteer a tad at the exit once you have your foot planted - ace 👍 Technically the same thing applies to GT5P, but it just feels different and much less satisfying - there's less fun factor in trying to drive in a realistic manner. I do find the car handling realistic but a tad dull in GT5P compared to this. When Biggles talks about FC having a more 'seat of your pants' feeling than GT5P, I can completely relate to that with SCC. You still can't throw these things around like you can in a game like Grid, but that's the point isn't it? It's ultimately so much more rewarding. When I first played the beta I felt a bit lost with regards as to how to drive these machines and I felt more comfortable using the sixaxis. But even after my limited driving time at the full version, I now can't imagine driving without my G25, it's really immersive. I can't wait to get to a reasonable standard at this and then race online with other people of a similar level, I imagine it to be thoroughly engrossing.

Also, I did the tutorial at Monza with the Mazerati MC12 and found this car to handle more like the Macca I complained so much about, but I can appreciate this a lot more. I also understand what Vincent said about power sliding through a corner once the car is settled, it feels meaty and satisfying. It's akin to wrestling with a Lion - it's both scary and exciting (not that i've ever wrestled one, or driven a Maserati IRL before for that matter :dunce: ). In comparison, the McLaren in the beta felt more just like playing a broken instrument, hopeless IMO. But i've yet to try it in the full version, so here's hoping.

2. The track selection is fantastic IMO and has many of my favourites, including Hockenheim 👍. I've never driven Mont Tremblant before (is it fictitious? Never heard of it before) but it's a wonderful sweeping circuit. Why is Redwood Park not just listed as Montreal or Circuit Gilles Villeneuve? I've never heard it being called Redwood Park before, is it to do with a licencing issue or something?

3. The sound, as I was already aware of, is superb. It adds so much to the experience.

4. The much maligned AI doesn't seem that bad to me. For sure, they do daft things and often at race start it does appear that the entire field has lent their cars to their grannies for the day - tip toeing around, going off the track without being forced and crashing into each other. But when they don't stupidly stray off track onto the grass, they do give you the feeling that you're actually racing against them. They are aggressive, and often move to the middle of the track in the braking zones if you're close behind them, blocking the overtake. It makes a refreshing change being able to try moves against the AI around the outside. Fixing their problems I imagine would be a lot simpler than say, trying to program AI that already stays on the track following the racing line, to suddenly be a lot more aggressive. I wonder is there any chance it could be upgraded in a patch? But of course, as with everyting in the game, I'm still very inexperienced so I might become progressively more annoyed by this.

5. Thus far, my only big gripe about this game is that several of the circuits seem to be poorly modelled. The background art that Jeff has complained about doesn't bother me especially as I'm not usually looking at it, but the tracks themselves and the area around them are often quite inaccurate. Spa and Montreal aren't bad, but Silverstone, Nurburgring and to an extent, Monza, look wrong. Plus the dimensions of the tracks seem a bit off. Is it just me or do the tracks sometimes not seem quite narrow? Hanger straight at Silverstone feels a lot shorter than what it actually is. There have been times when i think i'm approaching the Abbey chicane when i'm in fact approaching Vale. The same sort of thing happens at Nurburgring. That could just be a question of perception, but there's no doubt that some of the tracks don't look accurate at all.

6. The graphics and presentation aren't outstanding, but I really didn't buy the game for either of these two things so I don't consider them big negative points. I know from the demo though that the wet weather driving is superb, probably even better than in F1 CE.

7. The damage seems to be almost purely superficial and pretty limited, which is a pity because in that sense it is like GT5P in that you can bash into other cars and use them as braking aids without having to worry too much. But again, I didn't buy the game for spectacular damage effects.

8. Oops, almost forgot to mention, the replays are excellent. I find them fascinating to watch. Seeing all of your hard work in the cockpit translate into the on-track action is rewarding and it looks very fast. Though the graphics obviously aren't up to GT5 standard, the way the cars move on the track looks very realistic IMO - the way they look so planted, the way the nose dips slightly as the car brakes, the way they ride the kerbs - it all flows very nicely. It's funny, in Grid's replays they're obviously trying pretty hard to impress you, but I don't find them anywhere near as interesting to watch as the ones in SCC 👍 I think the very fact that i've even taken the time to mention the replays is a ringing endorsement in itself as I usually don't bother with them.

All in all, very pleased with the game, and i'd urge the FC pros to give SCC a chance :sly:

Unfortunately i've been ejected from my room because of these people coming to stay so I won't get to play again till friday.
 
Last edited:
Great write up Shaggy. And I'm really happy you like the game so far. I'm always a bit nervous giving suggestions as opinions vary widely. But I think, just like with FC, not everybody truly appreciates SCC. But once you get the hang of it, it's a great model. And I can tell you, we've had some pretty epic battles with FC and I expect them to continue.

Yes, I think calling it Circuit Gilles Villeneuve is just a marketing issue. I've never heard the term Redwood Park used outside of this game. I don't think there are even any redwood trees on Ile Notre-Dame. :lol:

And I guess this will answer your other question. It's real. And it's spectacular--probably tied for my favorite track in FC/SCC.


But yes, Eutechnyx did take a creative license with some of the tracks.
 
There is a horrifying flaw that I've come across.

Time Trial: This has got to do with the way the timing starts at the beginning of the first lap of any session, just as the computer releases control to the user. Drive around to the second lap, and attempt to cross the line at the same speed and acceleration as the previous time round - you'll notice that the "split" time quickly rises to around -0.5 seconds, and levels off immediately (the split time grows for that instant as if the car is parked still). My take on it is that there is a problem with where the timing for the first lap begins from.

This is a pretty serious problem because it totally ruins the time trials - to get the fastest lap you have to end the session each time and go back in; lapping continuously is just throwing away that time which can be gained on the very first lap of the session. And then second part of the problem is that even with an update, consideration would have to be taken to remove all of the old lap times from the database, because if this problem was fixed, some times would be impossible to beat.

Anybody else notice this problem?
 
Wow, it's now clear to me that North America does boast some really great circuits judging by this game. Bernie Ecclestone has said that he is trying to get the US GP on the calender again but has said that they won't be going back to Indy for it. Who knows, maybe one of the ones in SCC will host the next one?

Mont Tremblant would be incredible in an F1 car, though I doubt the FIA would ever sanction a race there as it just looks too high speed for F1 (I do also realise the slight technicality in that it is actually in Canada ;))

There is a horrifying flaw that I've come across.

Time Trial: This has got to do with the way the timing starts at the beginning of the first lap of any session, just as the computer releases control to the user. Drive around to the second lap, and attempt to cross the line at the same speed and acceleration as the previous time round - you'll notice that the "split" time quickly rises to around -0.5 seconds, and levels off immediately (the split time grows for that instant as if the car is parked still). My take on it is that there is a problem with where the timing for the first lap begins from.

This is a pretty serious problem because it totally ruins the time trials - to get the fastest lap you have to end the session each time and go back in; lapping continuously is just throwing away that time which can be gained on the very first lap of the session. And then second part of the problem is that even with an update, consideration would have to be taken to remove all of the old lap times from the database, because if this problem was fixed, some times would be impossible to beat.

Anybody else notice this problem?

I haven't done enough time trialing to notice. Have you experienced this at more than one circuit? Could it not be a bug that only affects one or two circuits, or is it universal? Either way that is pretty bad, but posting this sort of feedback will probably lead to them correcting it in a patch. It's hardly a big fix.
 
Last edited:
Wow, it's now clear to me that North America does boast some really great circuits judging by this game. Bernie Ecclestone has said that he is trying to get the US GP on the calender again but has said that they won't be going back to Indy for it. Who knows, maybe one of the ones in SCC will host the next one?

Mont Tremblant would be incredible in an F1 car, though I doubt the FIA would ever sanction a race there as it just looks too high speed for F1 (I do also realise the slight technicality in that it is actually in Canada ;))

:) Well, actually....once upon a time...




And more recently, Champcar had it on their schedule (in the alternative configuration) until 2007:




In fact, even the F1 Clienti (private owners of Ferrari F1 cars) had a go. Oooohh that sound:




Now does this make you think of Ferrari Challenge? Ahhhhh. (Check out the leaderboards in SCC and see who holds the record with this car). ;)



Anyway, I don't want to drag this so far off topic. But I doubt we'll see F1 return to the US anytime soon. And it's all politics, money, The FOM & the CVC. But enjoy the race from Abu Dhabi. :)
 
Last edited:
There is a horrifying flaw that I've come across.

Time Trial: This has got to do with the way the timing starts at the beginning of the first lap of any session, just as the computer releases control to the user. Drive around to the second lap, and attempt to cross the line at the same speed and acceleration as the previous time round - you'll notice that the "split" time quickly rises to around -0.5 seconds, and levels off immediately (the split time grows for that instant as if the car is parked still). My take on it is that there is a problem with where the timing for the first lap begins from.

This is a pretty serious problem because it totally ruins the time trials - to get the fastest lap you have to end the session each time and go back in; lapping continuously is just throwing away that time which can be gained on the very first lap of the session. And then second part of the problem is that even with an update, consideration would have to be taken to remove all of the old lap times from the database, because if this problem was fixed, some times would be impossible to beat.

Anybody else notice this problem?

I haven't notice this myself but will check it out when I have a chance. Eutechnyx is pretty good about addressing these things. I suggest you make a post on the Eutechnyx forum in the bugs section: Here:

http://forums.eutechnyx.com/index.php/board,42.0.html
 
Hello guys,

As a rather new forum member here, directed to this forum when looking for info on SSV8NC, I have a few questions about this game which I couldn't find in the review topic. First I would like you to know that I am rather new to the on line racing, but not so new to race games, going back to Formula 1 on the 1040 ST and even raced on the MSX. Like most of you owned a PS1, 2 and nowadays 3 with steering wheel (G25). SInce a while I race on line with my brother with SSV8NC which I think is an excellent game, It has his flaws, but nothing can compare the racing feel It gives you, at least, I haven't experienced a better game myself yet. Sadly enough, there is not much on line activity with SSV8NC, and to have good races you really need to make It a private session. Which we do, quite a lot, but reading here made me take a look at SCC too. I am looking for the game, and will find It, but I am curious about a few things. I read there are no pit stops. But can you practice and qualify before a race. If so, is that also possible on line ? What I miss in the on line mode of SSV8NC is qualify, or custom start position. How is that with SCC ? Thanks in advance.
 
There's no quali as such, but what has been done in organized events is setup a 2 lap race with collisions off. The second lap of that race is (unless you mess it up) the "quali" lap, because the next race (the real deal) has its grid order set to "fastest lap", and that means the grid is organized by the laptimes achieved by the players in the previous race.
 
Ah, that sounds fair, and a very clever sollution. If an AI car is faster, will that be placed before you ? Because what you say could also be used for SSV8, however human racers are always placed in front of AI. Would be better If It's mixed with AI.

And is there practice and qualify off line ?
 
Ah, that sounds fair, and a very clever sollution. If an AI car is faster, will that be placed before you ? Because what you say could also be used for SSV8, however human racers are always placed in front of AI. Would be better If It's mixed with AI.

And is there practice and qualify off line ?

Hi Minardi, nice to see that you found your way in here.

In SCC it's not possible to get AI drivers into online races. To be honest, it's not a major loss in SCC, because AI in SCC is totally rubbish. Btw, that way of qualify use is not possible in SSV8NC. It doesn't allow you to mix up starting positions based on fastest lap (in our organized league, we had to do always 1 lap race after qualify to get positions correct). Unless it's different with AI cars. But iirc options in SSV8NC were last race result, reverse last race result, points situation, reverse points situation. And even among those there was some differences between single race and championship.

What do you mean with practice and qualify offline? If you mean like if you can setup an online session that somehow all the racers would practice, but still offline, then no. But naturally you can practice offline as much as you want. And unlike SSV8NC, in SCC grip levels are the same on- and offline, so you can practice for events offline too.

Edit: Maybe you meant offline events? No, they don't have practice. Some of them have qualify, one fast lap. I think these are in the challenge series.

I just have to add, that if you think that SSV8NC has the best feel that comes to driving, SCC will knock your socks off :) This is the area were SCC in my opinion really shines compared to SSV8NC, the feel what you get when you are driving. In my opinion it's the best on PS3, even topping GT5P.
 
Vompatti; Yes, I meant practice and qualify for off line events, sorry that I wasn't clear. I just hated that with playing Shift (and Grid), your starting position was random, either off- or online. That is what made/makes me happy with SSV8NC, only to find out that online there is no qualify. The reversed grid works, but when we race It's just the two of us. Therefore I am happy to race with AI online too, and that is what I am a little afraid of with SCC. To end up buying this game and to find out that there is not much onlince activity, which means we can only race with 2 cars on the grid. On a random evening, in SSV8NC there are maybe 2 races/time attacks happening. How is that with SCC, is there a better chance to find competition ?

However look forward to 'feel' this game anyway !
 
that is what I am a little afraid of with SCC. To end up buying this game and to find out that there is not much onlince activity, which means we can only race with 2 cars on the grid. On a random evening, in SSV8NC there are maybe 2 races/time attacks happening. How is that with SCC, is there a better chance to find competition ?

To be honest, I don't know :embarrassed:

I drive quite rarely online, mainly because when I drive, I drive with the guys from gtplanet. And they are some sort of vampires, they only race at nights :D

But I guess that the situation is quite same as it is with SSV8NC, there isn't that many lobbies open. Though the good thing is, that (I think) that there is a lot more drivers, who are willing to join to drive if there is lobby open. For example when I log on to PSN, if I see that some of the guys are driving, I'll join them. So I think that the "potential" to get people on to server is bigger. So if you have SCC players on your PSN friends list, you'll probably have bigger chance to get people drive with you than you have in SSV8NC. And then there is of course organized online events, those SSV8NC doesn't have basically at all. SCC have some, and they are great fun and gather a nice group of players.

So if you get it for cheap (I remember my copy was under 20€), I suggest that go for it. But I don't suggest to pay full price for a copy :)
 
Oke, thank you for the info. I have seen a copy of 23 Euro, which Is a good price. Hope to get back on topic soon and add my point of view to this game (a little late, I know). Look forward to some online racing !
 
SCC online activity has always been quite light. Even after the release, most of the lobbies were made up from the demo version. SCC really shines, as Vompatti was suggesting, when you add a load of GTP players to your PSN list, and get involved in races with us. There are a few other clean non-GTP players also.

(I was just making this point in another thread!) An important point I have to make is to really give SCC a chance. The graphics may not be great (although they're not bad at all - you forget about it after a while). There are a few bugs which may be annoying. But the quality of the physics out-do every PS3 game (apart from GT5P, some may argue). So if you join in with some GTP players online, some really good races can be had.

A further point I must make is that SCC is great if you enjoy challenging yourself to setting leaderboard laptimes in time trials, especially if online activity is a bit low on some occasions.

I just hated that with playing Shift (and Grid)...

Hah. I won't get started on Shift and GRID...although I will just say that SCC is one of the few PS3 games where cars actually handle like cars. Shift and GRID are just fantasy racing games; Shift in particular - gives users a "feel good" factor with that constant chugging away of the performance points, and a feeling they are a very skilled, "Precision" driver, whereas if you throw a real car into a corner like can be done in Shift, you're going into the wall.
 
Last edited:
I know a lot of people will argue this, but I wasn't impressed with GT5p. I remember being blown away with the experience on the PS1, but I lost more and more interest with the release of the next titles. I have high hopes for GT5 though, but that's another topic.

Yes, It was the time attack online mode of SSV8NC that made me realise how fun It is to just set lap times and compare them. And SSV8NC's time attack in fact is not that great at all. You need to be with 2 players at least (Can you get a time up the leaderboard when driving alone with SCC ?), and you have to sit out the whole time attack period, leave 1 sec. before and your time is not registered. So a definite YES, I can get joy out of setting leaderboard laptimes.

Totally agree with what you say about Shift. So happy to have found this forum. I will get SCC, however I just convinced 2 of my friends to get SSV8NC so It will be some busy nights and though decisions to make; SSV8, SCC, family, other hobbies, you all know what I mean :-)
 

Latest Posts

Back