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Review: GTR: FIA GT Racing
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Page 2
Weight transfer is mostly felt
in the tires, which in a way makes sense considering that
modern racing cars are sprung very stiffly. I suspect that
most of the actual suspension work is done by the tires; lowering
the tire pressures helps settling the car, but reduces the
amount of input I get from the car. I found that adjusting
the default setups according to these following general guidelines,
helped me improving the handling of the car, at least to the
extent that I can play with the car on the slip-angle just
a little bit:
- Decrease tire pressure front and
rear by about 5 - 10 psi, if possible make front and rear
about the same values. This will also help combat that ballony
feeling from the tires which to me feels like a suspension
which is not properly damped. You might think its great
and if so, don't adjust the tire pressures.
- Lower the front anti-roll bar to
about 100
- Add caster to the front wheels
so that the caster is about 7 - 8 degrees
- Try lowering the spring values
at the rear if the car snaps away at the rear
- Move the brake balance slightly
towards the rear if you continously lock up the front wheels
under braking
You might
also want to experiment with the visual effect simulating
world movement and g-forces to find values that work for you.
The most important handling characteristic
of any racing car should be how well it corners. Confidence-inspiring
stability, especially in cars utilizing aerodynamic downforce
should be paramount to any driver. The biggest leap in terms
of lowering lap-times in motor racing comes from the cars
being able to take corners much faster than before aero. In
this sense I find the confidence-inspiring handling through
corners if I'm at the correct speed, otherwise I find the
cars anything but confidence-inspiring! Perhaps I'm just not
"an aero-sensitive" driver. Driving with no traction control,
no ABS and no auto-clutch, at first I found very little information
in terms of clues given through steering, by audio or visual
means, to tell me if I was in danger of exceeding the limits.
With more practice I find it gets slightly easier to interpret
the clues that are there in the game. Understeer is communicated
very well to the driver, but I still can't really feel the
rear-wheels spinning (from applying too much throttle) until
it is too late and I'm facing the traffic. This is probably
very realistic as I keep hearing that modern, high downforce
car have lousy mechanical grip. For now, I admit defeat and
am still learning to drive without traction control, as I'm
hopelessly old-fashioned (looking forward to trying GT Legends!).
Trailbraking into a corner (staying on the brakes while steering
into a corner) seems almost impossible with these cars, so
braking and turning at the same time is not a good idea. Some
cars I find can be controlled a bit by braking in the corners
though. If I emulate ABS by quickly getting off the brake,
steer a bit, brake a bit again etc., it is possible to break
the rear-end away just enough to enter a brief slide, but
it is nowhere near a full-blown drift or a powerslide, and
it seems to be a risky strategy for going fast.
It's important to realize that I'm most definitely not asking
for GPL-style all-out drifts, but merely observing that I
find it quite hard to drive the car consistently and confidently
just within the slip-angle. Again, I'm just an average driver
and not particularly gifted. To sum my impressions up: For
my liking, the cars are all more or less understeery into
and through the corners on the limit and to me it feels like
this aspect is overmodeld. This leads to a constant fight
to manage an enduring understeer condition. So far I have
not been able to make a setup that satisfactorily changes
the balance towards more neutral or slightly oversteering
handling because when I apply the few trick I have learned
from driving other sims, the car snaps violently away when
it goes. If you have a good setup to achieve this, please
be in touch!
Some of the cars, Saleen, Lotus, BMW
lend themselves more to driving them with the throttle than
others.
Force Feedback
Force Feedback is generally very good
with bumps in the road and curbs being presented to the driver
in excellent fashion through the steering wheel. With more
seat-time other subtle forces announce themselves like feeling
what both ends of the car are up to. I would like a few more
clues in the force feedback letting me know what the rear-end
of the car is doing.
Sound
Well, the sounds are outstanding and
probably the best I've heard in a long time out of the box.
I'm having a hard time imagining anyone from the community
who can improve upon the sounds in a "realistic sound mod",
as the default sounds really are superb. Even with a basic
stereo setup working off the onboard AC97 soundcard I have
at my disposal, I can find little fault with the sounds.
Pressed hard, I wouldn't mind a bit more "beef" to the sounds
of especially the Saleens and the Porsches. But that might
be my soundcard and not the actual sound-samples that are
used.
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