The Myth Of Car Damage

  • Thread starter Kent
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i think there is no need for damage. apart from eating up graphical resources [use them for more ai cars instead], it is pointless because, after all, we all will be racing for times and clean laps. and as some people here already said, whats the point of damage in that case? and if you are racing to spread chaos and destruction :) get another game.

5 second penalty is great. you get it once, forget about good time for a lap. and also, at least for me, it is a great teaching tool - thanks to it my driving improved a lot comparing to gt3 where i knew that i can just hit the wall and bounce off with greater speed than i could ever achieve staying on the track.

off-topic: instead of working on car damage, pd should really work on some AI. 'cos there is none in this game, i reckon AI cars are half scripted with very little AI put into them.
 
MasterGT--pandora's box indeed it would be. I guess that was the point of my rather lengthy post--any surface collision damage would be so woefully inadequate as to make the effort worthless. IRL, DNF is as often the result of some mechanical breakdown as it is from actual collision damage. And that is strictly from a racing point of view. Not even counting all the programming issues and effective physics modeling of damaged cars.
 
I've never wanted damage in GT and don't think I ever will. I'm paying good (fake) money for these cars, and I don't want to mess them up. That would be depressing :( Plus, this game really isn't an actual racing "career" game, or whatever, so there's no need for damage as you generally don't have to worry about maintainance costs (other than a car wash and oil changes) and other things that would come with damage. They'd have to completely overhaul the whole premise of the game if they put in damage, and I like it just fine the way it has been since GT1. Yes, it would look cool, but I can just play Burnout 3 if I want to see a car get destroyed in spectacular fashion.
 
JTSnooks
I've never wanted damage in GT and don't think I ever will. I'm paying good (fake) money for these cars, and I don't want to mess them up. That would be depressing :( Plus, this game really isn't an actual racing "career" game, or whatever, so there's no need for damage as you generally don't have to worry about maintainance costs (other than a car wash and oil changes) and other things that would come with damage. They'd have to completely overhaul the whole premise of the game if they put in damage, and I like it just fine the way it has been since GT1. Yes, it would look cool, but I can just play Burnout 3 if I want to see a car get destroyed in spectacular fashion.

Has anyone play Steel Battlion on Xbox with the massive controller. If anyone has then they know what damage is. There IS a eject button on it. Is for you to escape before the VT gets destroyed. Or game over!

I don't want to restart every race because of unknown damage cause by ai or some sort of sys. random effect.
 
IMO,

The ultimate situation would be:

1. Better AI if damage modeling is done. Others have mentioned this and it has to be addressed first.

2. As ThirdEye said, an optional toggle for damage. So if you're going to run an enduro your first time through the game, you don't get smacked on the next to last lap and lose. However, if you want to run a two lap manufacturer challenge, you should be able to turn it on.

3. IF this toggle existed and IF the AI was corrected, full-scale realistic damage should be the key.

4. An option to repair/restore damaged cars to their former glory. PD has started down this road with the 'refresh' function. Cost would vary accordingly with race damage.

All this would make for a truly amazing game with even MORE replayability. Casual gamers could leave damage off all the time, or toggle it on for shorter races. Hardcore fans, or those running through the game for a second time could have a hell of a challenge on their hands if they had damage on for EVERY race. Now THAT is a challenge.

IF done correctly, and IF toggle-able, it'd add an amazing extra variable to an already amazing game.

Short of it? I'm all for it, if implemented correctly.

-E
 
BMW_M3_GTR
None of the makers would let PD wreck there cars just for a game. There fore CAR DAMAGE WONT BE ADDED CAUSE ALL THE COMPANYS WOULD SAY THEY CANT USE THERE CARS.

I've heard this statement before, but it doesn't really make sense. There are plenty of rally games that simulate and display car damage during races. If those manufacturers are willing to show their cars getting beat up, I don't see why others would protest.

I think the biggest limiting factor is the capabilities of the platform and the time required. Adding damage models for every car in the game would probably quadruple the number of man-hours required for graphics development time. Plus, they're already pushing the envelope of what the PS2 can handle. The fact that open-cockpit cars can't compete in multi-car races because of polygon limitations is proof of that.
 
+3yo home dawgs
u should see my red car
it is sooo awesome
yet
it got very badly injured in a fight with a pontiac sunfire
it made me veryy upset
my phatass rims were ruined
RUINED!!!
 
foolkiller79
So I agree, all or nothing and considering the nature of the fans and the complexities it would require I am betting on nothing.

:nuclearbomb:

That's it!

I couldn't have said it better myself. 👍

:bowdown:

This is an excellent statement.

I like the way gt is now and I suppose the original purpose of this thread was to hopefully sway people away from un-realistic demands of realism. :sly:

However, I've gotta say, you are all impressing me greatly thanks to the overall quality of replies. 👍 :cheers:
 
Honestly, I don't think the majority of the GT fans would enjoy a real damage simulation. If people complain as much about the 5 second penalty as they do, they would curse GT5 into oblivion with an even somewhat realistic damage model in place. Personally, I would love to see damage simulated most importantly in the car handling aspect of it. If you keep on losing races, you eventually learn to drive correctly and appreciate the challenge even more...

10 Examples:

1) If you hit another car, your car becomes unstable and this increaces with speed of impact.
2) If you get nudged from the rear left or right, your tail will slide out and possibly into a free spin.
3) Rumble strip damage (as stated earlier)
4) Speed traps trap you, gravel pits stop you or stick you etc.
5) There should be flips, rolls, spins, air lifts with improper aerodynamic settings, etc.
6) If damage is not visible there should be a car model damage meter that highlights damaged areas in red or gives you a summary of damage done when an accident occurs.
7) Gas, fuel consumption, tire wear, are of course a continued must with the addition of engine and transmission damage.
8) Damage simulation does not have tires that grip beyond reality as an option.
9) Like someone stated earlier, AI would need a major overhaul to drive defensively, intelligently, and carefully to avoid unecessary crashes, damage etc.
10) And finally severe crashes should completely end the race, a complete and total loss, DNF, reset, comprende?

There is so much to take into consideration, this is only a fragment of the realism that could be implemented. But I dont think it should be taken too far. The goal is to find that happy ending point where realism is just too much for virtual reality. Can we find that happy medium? I am in doubt....
 
jake11375
There is so much to take into consideration, this is only a fragment of the realism that could be implemented. But I dont think it should be taken too far. The goal is to find that happy ending point where realism is just too much for virtual reality. Can we find that happy medium? I am in doubt....

Exactly why there should be a toggle for damage.

All of this is probably pipe dream anyway, but since the new game with be on the new platform, hey, why not ask for more than is humanly possible. :)
 
Kent
Hello,


So,
I ask all of you...
Do you want more realism in these games?
Do you want this realism to be selective or do you want it to be all encompassing?


Good point, If im doing a 24hr race, and I'm on the last hour, all of a sudden my tire wears out, or if i crash, lose speed, performance, etc. yea I would be kind of frustrated. Something like this really happend to the Toyota GT1 at the 24hr of Lemans back in '99.

It was leading the race in its last 2 laps or so I think, with the BMW V12 LMR behind it. One of its tires were badly damaged when it ran over some kind of debris from a car collision.If it werent for that, the GT1 definitly would've won.The BMW LMR ended up winning the race.
The GT1 should've really won this race, and wouldve joined the 787b as the only Japanese car to win the 24hrs of Lemans.

Anyway, Im ok with the realism in GT4, but not 100% realism to the extreme.As long as its a good game.
 
If I wanted my car smashed up, I'd play NFS: Hot Pursuit 2. That's why I bough t a copy. If I feel like smashing a car, I'll take out GT and pop in HP2. If I feel like racing a clean line and trying to drive quickly, efficiently, and consistently... I'll put in GT.

Burnout 3 is a good substitute for HP2 btw...
 
Here's what I would like to see as options for simulating the effects of damage to different levels of realism:

1) None. No damage at all. The way it is now.

2) 5 second penalty. Just like we've got now.

3) Black flag. Hit another car, skp part of the circuit, or ride a wall and you have to come in for a stop and go penalty.

4) Blown tires. Slight contact has a chance of causing a blown tire. Heavy contact always blows the facing tire. Running off the track surface or hard over curbs has a chance of blowing tires (just touching the dirt a little here and there is very unlikely to make a flat, but it could happen). If you blow a tire, you will be obviously forced to pit, so it's like the stop and go penalty above... _plus_ you have to limp to the pits, too.

5) Visible damage - Mild: Black flag and blown tires plus... contact does visible body damage to cars. Suspension can become bent producing a change in static camber and toe settings up to a relatively small level so that the car will still be drivable, but handle poorly. Downshift overrevs can mess up the engine and reduce its power (and make it make creepy noises). Pitstops do not repair damage. Overall, the car can be crippled and made slower, but never actually forced to retire.

6) Visible damage - Realistic: As the mild version, but damage modelling is not toned down or limitted. Heavy contact will simply put the car out of commission. Light contacts can break suspension parts and leave wheels flopping uselessly. Downshift overrevs can reduce engine power or blow it if they're bad enough. Pit stops can not repair damage.


Even though damage modelling during the race may be modelled realistically, repairs should not be entirely realistic. In particular, it should not be possible to damage a car beyond repair (your mechanics are so good, they can clone the car from the DNA found in the few dime sized scraps of metal that were left of it). But the car should stay in its damaged state until you pay to repair it (repairs are all or nothing). This way, you can never actually lose your baby, but you might have to do without it for a while if you're short on cash.

Races run in modes with persistent damage should pay out considerably more cash for the win in order to offset the costs of repairs (and reward players that can get through without hitting anything).

Players should have to buy tires! Using up softies and blowing tires should hit you in the pocket book. RL tires (even race tires) aren't nearly as expensive as they are in the game... I think they're priced to pay for several sets of that tire up front. And then they pretend that stack of tires never runs out.


All of the damage levels should be available in arcade and multiplayer modes (and any damage should not be persistent between races in this case). More professional races in the simulation mode should introduce more realistic damage simulations.


Ultimately, PD can not just toss damage into the game because it would turn the whole formula on its ear. They have to experiment with putting it in first at the edges... just the very professional race levels first... and see how players respond to it.


However, consideriing all the whining about just the 5 second penalty... I think PD is getting a clear message that 99% of their players couldn't handle anything like realistic damage. If they can't handle a minor 5 second penalty for heavy contact that would have put the car out of the race...


Personally, I'd most prefer that PD went with the #4 level above... blown tires. It doesn't reduce the number of car models possible in the game like visible damage would. And yet it simulates many of the effects of real damage quite well... but not going so far as to actually put a car out of commission... therefore, limitting frustration on long endurance races.


As for AI... well, I already commented on another thread that collisions with the AI are more often the player's fault than the AI's fault... as much as folks think the AI aught to run off the road to get out of their way when they perform a dive bomb pass...

The AI does seem to have the smarts necessary to avoid contact, but it's intentionally set for a high level of aggression and willingness to brush against opponents. Probably because PD realizes that 99.9% of the players out there just ram the AI cars out of the way, so they're set to be aggressive right back so they can at least provide some challenge.

I think the AI may also adjust its level of aggression according to how much you have been ramming the AI cars. Indeed, I think the folks that complain the most about being rammed off the road by the AI may be the victims of revenge... because they do seem to be the same folks that talk about how they ram the AI cars as their normal habit. I believe PD even claimed the AI cars would do this, did they not?


Anyway... if you think it's really so easy to avoid rear ending you and that the AI aught to be able to do it... try playing multiplayer with your friends and _try_ not to hit eachother as you race. See if you can do it. For most people, it's an eye opener. Most will discover that the way they drive and try to pass is erratic and dangerous, and it makes it impossible for the other car to avoid the collision.

- Skant
 
HID45
Best mix of realism vs playability in terms of car damage must have been in NFS: Porsche 2000/Unlimited/Unleashed. I loved that game and especially the damage modelling. If You crash, there is visual damage and the handling changes accordingly. One can still finish a race after one crash but do it more often and the car will become almost impossible to drive and slow as a snail. Repairing cost money. Sometimes it costs LOT of money if the car is expensive and damages extensive (wow, it rhymes!). That kind of damage modelling I would like to see in GT5.


I agree, NFS:PU had a pretty much perfect amount of damage modelling; in fact, there were a lot of things about that game that were excellent (too bad EA apparently abandoned the physics/damage/etc. from that game in their next NFS games, it was way better than any of their others - though it is also the reason there are no REAL porsches in GT games). GT could definitely use something similar - having to pay for repairs, which become more expensive with higher-priced cars, is a good deterrent to poor driving techniques. At the same time, as far as I remember, your car never actually got completely killed in NFS:PU - you could limp your car around the track (albeit VERY slowly if you have been careless) and finish a race even if you screwed up big time.

If you have a PC, and can find a copy, I highly recomend picking it up - it isn't GT, but it is damn good (and, dare I say it, better in several respects). And I think anyone who has played it would agree that GT could benefit from a similar damage model (with the caveat that it requires a somewhat more intelligent AI and better collision physics in order to work well).
 
Skant, you are always a light. I especially like the idea of having to buy new tires when the ones you're using wear out. That has long been some thing the bugged me just a little--so expensive, and they never wear out. But this is turning into "how to make GT5 more realistic." I guess that is the basic problem with damage--you have to make the game more realistic for it in the MANY MANY ways we've discussed to have any real effect besides "looking cool, dude!" And as we've already mentioned, get burnout if that's what you're looking for. And I'd rather have all these other "more realistic" changes than damage anyway.
 
VyPeR
Something like this really happend to the Toyota GT1 at the 24hr of Lemans back in '99.

It was leading the race in its last 2 laps or so I think, with the BMW V12 LMR behind it. One of its tires were badly damaged when it ran over some kind of debris from a car collision.If it werent for that, the GT1 definitly would've won.The BMW LMR ended up winning the race.
The GT1 should've really won this race, and wouldve joined the 787b as the only Japanese car to win the 24hrs of Lemans.

The GT-One could never have joined the 787B as the only Japanese car to win Le Mans, because if it had won, there would have been more than 1 Japanese car to win Le Mans, hence the term " only" would be rendered useless. :crazy:

Well if they're gonna do damage - do it properly. GT2's damage mode was rather dodgy (i.e car pullling to one side)... GT4's 5 sec penalty is unbelievably badly executed. Although i agree with most of the realism aspects, they should NEVER implement it without an option to turn it off. Can you imagine the frustration?? Games aren't supposed to cause you stress problems, which you would get if your car just couldnt finish an enduro on the nth attempt, through no fault of your own.
 
RenesisEvo
Although i agree with most of the realism aspects, they should NEVER implement it without an option to turn it off. Can you imagine the frustration?? Games aren't supposed to cause you stress problems, which you would get if your car just couldnt finish an enduro on the nth attempt, through no fault of your own.

No doubt. Do it right and give the option to toggle. I'm all about realism. I'm a huge baseball fan, and the OOTP series does it right.

You may lose a key player to injury right before the playoffs. It happens. However, you can turn injuries off if you can't stand playing that way.

Here's to hoping the GT series eventually evolves to such a point.

-E
 
I agree with munkero, keep the list long and pretty, there are plenty other games to satisfy my need for damage.
 
I think the best of bost worlds would be if you were able to switch of damage if you see fit. Personally, I could care less about seeing damage on the cars, as its not really going to be an earth shattering change in the gameplay. Gameplay is first and foremost for me, and in this case, damage is not an integral part in my opinion.
 
So many post in one day.. WOW, When the game first was delayed i remmember some one posting a video of crashes.. The bumper was hanging off and there was a dent in the car. Where was that when i got the game.. Oh well.. good thing they didn't put it in because i hit the walls alot when drifting + losing control.
-TD
 
I think there should be a clutch or at least a clutch option in GT5, because I think it would be really cool to be able to drift with a quick clutch kick. Also, revving to 7000rpm and then dumping the clutch would be pretty cool too. ;) I also think that in GT5 there should be some damage. In Need For Speed: Hot Pursuit 2, the damage is somewhat realistic. There should be options where you can turn off certain damages, or set the "damage level." It would be cool to do a free-run where there is no damage, and you could rev to your heart's content, but then again, it would be cool to see really what happens to clutch kick every single corner in the Nürburgring.

wrx sti0402
 
I at least want an option for realistic damage, arcade damage or none at all.

Realistic damage shouldn't mean that you can damage something by driving over a curbstone, or because of having a wheel in the sand. Having a frontal crash with 100mph should finish the race for you. Of course it'd suck in a 24 hour race in the final lap, but that's how it is in real life, and as the real driving simulator you should be able to play it like that. All other bumping into things damage should damage the car as much as it would in real life as well. Just like I think that once a car is totalled it has to be dumped at a scrapyard. This means prize money will have to be slightly higher, especially in the lower ranks. This means people will have to think twice about winning the race by ramming the lead car and risking to lose their precious Le Mans car.


Of course this should only be applied if the AI is improved a lot. You don't want to wreck your car because of the computer ramming you and happily continuing the race.
 
I don't like car damage. Never really minded car damage to begin with. Old-fashioned me didn't care if you can damage your car to the point where it can't be driven again. I think Code_Kev made a sarcastic remark months ago saying "ooh, I don't want my pretty car to be ruined." Well, some think that if GT is ever going to be a REAL real driving simulator, damage is needed because no one slams a wall at 200 mph and goes unscathed. Gran Turismo games don't have rollovers, and believe it or not, I don't consider that as actual car damage. Now I've kept hearing about PD not making a good enough car damage modelling system for each and every car. Something like the 3D Grand Theft Auto series games have an intricate system of car damage. Cops in Vice City had spike strips that popped your tires. You can compete in destruction derbies, oval racing, figure-eight tracks, and not to mention the illegal street races in San Andreas. PD kind of has to think about how to accurately produce car damage and make it so that it's possible to enact every moment of every car when it ends up in collision. For those who like to rip PD for "crummy AI," As soon as you get rammed from behind after spinning out, his/her car should look like crap after the hit, right?

Oh, and another thing, if you state "everyone wants car damage," not all people do. Everyone means that every last human being who owns a PS2 want the same thing. But people are different. Not everyone wants the same thing the rest of the world does. So what are we to do with them? So, I wouldn't say EVERYONE wants the same thing here.

If PD can come up with an accurate damage model, the next question will be if PD can work with auto manufacturers and apply the damage modelling. So, for this to work, it's a two-stage operation. If it doesn't work, oh well.
 
to answer the thread: not too realistic plz. the game has to remain just that, a game. too much realism would kill it.

HI KENT
 
JAmes reckons:

Graphics supposedly getting worse with damage? Less cars? Lets just assume PS3 will be fine with damgage to a very realistic degree with many cars... So I'll assume damage is purely a gameplay design issue in the next gen (whether its fun etc).

The ultimate (for me):

Full realistic damage, so the car just wraps around a tree and is a complete write-off. Hardcore damage. For this to work, the AI MUST have a strong sense of self preservation (we'll probably be racing online for GT5 so humans will be careful of their cars hopefully... and this negates the AI issue to some degree). However actually crashing badly shouldn't be any more common than it is in real life racing (quite rare). How to achieve this is easy I reckon. Just make sure the handling gives good feedback so you don't get unfairly surprised at what the car does, excellent control (good driving wheels etc), smart AI that gets out of the way to avoid crashes (even TOCA 1 on PS1 would swerve off the track if you tried to do head-ons with it..), and most importantly track design where you can see the damn edge of the track and can properly judge corner radiuses etc. ie good vision, minimal blind corners, no stupid dark tracks at night (PGR2/NFS I'm looking at you). Serious car racing should be done with good visibility ideally.

Make it easy to drive sensibly and not get damaged (AI doesn't actively smash you like Forza), but if you push REAL hard it gets way more risky (like IRL) and if you do crash, you know it was YOUR fault and the car is damaged to the proper degree (a lot). You can use smashed cars for parts, etc- good idea.

It would be fun (perhaps) to have to take your car to the "GT auto wreckers" where it gets smashed into a tiny metal cube and you get some money for the scrap metal and parts (PD would never get Ferrari under this arrangement HEHE :) ). I can see this being done very cutely ala the car wash/oil change screens in GT4!

Maybe have some kind of insurance you can buy that gets way less expensive if your careful and don't write off many cars and vice-versa... this would be a good way around the player potentially losing too much cash if the smashed car was really expensive. It would be a fun risk to choose to not buy the insurance, hoping to improve your earnings etc!

Cars that are not write-offs and just have minor damage will have to be taken to the "GT auto panel beaters" and get fixed for free if you have insurance but for a certain fee otherwise.

This whole system would make the crappy cheap second-hand cars much more appealing (a good thing!) as they would not cost much to buy so damage wouldn't worry the player as much. Insurance would be cheaper etc. So hotting up cheap cars to stupid degrees to compete against faster cars would be a good idea!! (you keep the expensive mods in the event of a write-off remember) There's actually a valid gameplay point to the old cars then, not just nostalgia!!

Also there would be a point to the insanely big garage in GT, and overall massive numbers of cars in the game you end up owning (many not even driven) - a bad driver would write-off a good number of them, and hence NEED them all! Except the 80's volvo that would be indestructible for a joke. A bad player would NEED that many skylines. Smash. Crash. Scrape! Oh no not another one gone to the big car afterlife in the sky. Oh dear. I stress though a GOOD player and serious sim-racer should be able to avoid write-offs and only get minor scrapes, dents if they are battling for position etc.

I stress I don't want it to be burnout 3, but if you want to write-off a skyline you should be able to. It should literally decrease the number of skylines in the game, so that it is actually possible to write them all off so that they are completely gone. YES! I am talking about a FINITE number of cars of the same model in the game. So you can buy all the Aston Martin DB9s (say 10 of them in the game) and have to be really careful with them (this would make you treasure your nice cars so much more, making the player feel much more like they actually OWN the car and want to look after it...). GT can feel like each car isn't special as you can just endlessly buy more. You should be able to buy all the skylines for example and just write them all off. This is a more common car so there would be more of them naturally (60 or something). So the more exotic cars would ACTUALLY be more rare and therefore get the red carpet treatment from players! YES! I would like the player to actually say "well maybe I won't take the Maybach rallying dear.. I think I won't risk it.".

OK so I know most of you wouldn't like my idea of finite numbers of cars of the same model that can all get wrote-off.. BUT here's the fix to your worries. Say you smashed all the skylines, after a certain (very substantial) number of game days, there would slowly appear additional skylines in the Nissan dealer as new ones are shipped to the dealer (so that it wasn't possible to NEVER be able to race a skyline again). It would be like Nissan literally had to make more of them for you.

This philosophy carries through to old cars that aren't made anymore slowly reappearing in the used cars section, but really old rare ones like a merc gullwing, if you crash that you should only get maybe one more...merc can't just make more of them! It would make you feel closer to your cars and treasure them more, as well as letting you get your own back on models you don't like!

More likely system PD will use:
PGR2 style cosmetic damage that just gets repaired automatically (fee taken from earnings). Minimal change to GT style gameplay.
Or Colin McRae style damage where damage stays damaged (and affects the actual performance of the car) for the life of the car unless you fix it. In GT they would never make it so that a car got so damaged it was completely undrivable though, otherwise the trademark GT style gameplay would be affected too much.

Lets assume PD have no balls to significantly change the way GT plays, and they will do the easiest way of implementing damage that Kaz is happy with. Probably just cosmetic with or without some form of limited mechanical damage due to many manufacturers, licensing etc.

Oh well I like my idea better.
 
JohnBM01
Sorry to go off-topic, but define "too realistic."

you couldnt realistically controll a real car to any real degree with a ds2. too realistic would be making the car behave EXACTLY like RL. too many people would be saying the game is too dificult etc. and only those with wheels would buy it... it would detract from what gt4 is, a game.
it calls itself a simulator but in escence its is only a game and nothing more (a v/good one tho)
 
smellysocks12
I at least want an option for realistic damage, arcade damage or none at all.

Realistic damage shouldn't mean that you can damage something by driving over a curbstone, or because of having a wheel in the sand. Having a frontal crash with 100mph should finish the race for you. Of course it'd suck in a 24 hour race in the final lap, but that's how it is in real life, and as the real driving simulator you should be able to play it like that. All other bumping into things damage should damage the car as much as it would in real life as well. Just like I think that once a car is totalled it has to be dumped at a scrapyard. This means prize money will have to be slightly higher, especially in the lower ranks. This means people will have to think twice about winning the race by ramming the lead car and risking to lose their precious Le Mans car.


Of course this should only be applied if the AI is improved a lot. You don't want to wreck your car because of the computer ramming you and happily continuing the race.

Having a frontal crash at 100mph would/could kill you, Nice option after that you would start the game again under a different name! as you are 6 feet under, all thoses licences again now that would focus you all on driving like the real world.

Like the idea of damage but just a visual indicator on the screen, A1 needs improvement.
 
My heart tells me FULL Realistic damage with impact phisics, like the car turning over and braking up as it bleads of speed.. The heavier the car the more momentum etc.. This would be extremley impressive. But something needs to be done about those long races... Maybe an option to restore the car mid race by losing 1000s of A spec points.. Its got to hurt your %progress through the game if you use this option though, so maybe they need to bind the Aspec points together with the %progress somehow...

And please please please improve the AI, in most races they drive like a bunch of Nannies :-(
 
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