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Review: TOCA Race Driver 3
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Damage physics
The damage physics seem to be somewhat
unevenly distributed across the different cups and series.
In the Stock Cars on the ovals I suffered very little damage
from slamming into the wall with the side of the car. There
was little in the way of visual damage and the handling of
the car was not impaired. In fact I proceeded to drive my
fastest lap after hitting the wall. Crashing head-on into
the pit-lane wall killed the car of course, but the visual
damage was underwhelming. The visual damage seems more impressive
in the Nissan Off-roaders, the type of cars used in the Paris-Dakar
Rally. Fenders and panels are bent, and doors hanging on by
their hinges slam shut and open as you accelerate or decelerate,
once you've ruined the door lock.
These cars I could not roll over,
in spite of a very pronounced tendency for them to go up on
two wheels in sharp turns. I did manage to roll an Indy Car
however. As a result the car lost the frontwing, kept the
rearwing, and suffered a bit of suspension damage which meant
that it didnt track right after that excursion.
Crashing a DTM car at the top of Spas
Eau Rouge, the visual damage was not severe although the car
didnt drive very well for the rest of the race. Then
I proceeded to write-off a Ford in the Bathurst race and a
Group N rally car, and these latter cars did suffer some quite
severe visual and physical damage.
All other considerations aside; The
damage in TOCA Race Driver 3 is not bad, as tires, suspension,
mechanical components and bodywork are all susceptible to
abuse and damage which will manifest itself in the visuals
and in the handling of the car. If only it was more evenly
developed all across the different racing series, and far
more unforgiving.

AI
The AI according to Codemasters are
tuned for fighting for positions and for aggressive driving.
And this they are. In fact they are so aggressive that they
dont shy away from attempting to drive over you if they
happen to be nearby. It seems that they very quickly will
develop a grudge, if you accidentally bump into them. As a
consequence they just drive into you and push you in front
of them, or lock wheels with you without any consideration
or regard for what this might mean to their own finishing
result. Theyd much rather try to push you off the road.
Apparently the AI drivers never get penalized for overaggressive
driving. The human driver does. This leads to some frustration
along the way as the racing becomes more intense and the cars
more difficult to control.
Telemetry
The telemetry screen consists of one
solitary screen and I have to say that I have not felt the
need at any time to look at it.
Set ups
Basic set up adjustments are possible.
You can change brake-balance, rideheight, stiffness of the
suspension, toe, camber and downforce, amongst other things.
However it is not possible to make
independent adjustments to either side of the car as you would
need to when building a proper set up for oval tracks. Asymmetrical
set ups are just not an option in RD3.
You may need to adjust your setups
to gain the last hundredths of a second to be ultra competitive,
there may be a benefit on tracks like Indianapolis Motor Speedway
by taking off the rear roll-bar, but in general the cars are
extremely fast and grippy with the default setups A tuning
option is also available in certain championships. You can
either accept the suggested upgrades at the start of the championship
or go into the individual tuning sub-menus, deciding which
upgrades to apply. Some of these upgrades make sense, like
increasing braking strength with a brake kit, but others look
a bit odd: How is installing a racing seat going to increase
structural stability I wonder?
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