Ok Ok. This topic has become all muddled up with both features and
opinions of cars and tracks.
I know that some of the older cars from the Alpha don't sound quite
realistic, but frankly none of the default cars' sounds perfectly
loop. This is no offense to anyone; it's just the way things are. I
know that, for example, the Chopper doesn't quite sound like a real
bike, but the other two motorcycles sound exactly real either. The
only car that seems to be out of balance is the "diesel truck?" It is
very slow and had terrible stearing, compared to the other cars. The
"American V8" sounds great to me, and it is fairly comparable with the
"Classic." The "German Cruiser" too sounds pretty good and is a
mid-range car. I'd like to see those three added, at least, the
"Chopper," "American V8," and "German Cruiser." The "Rally Car,"
"Formula 1 car," and "Diesel Truck" are all slightly out of balance,
but would still be interesting additions, just to broaden multi-player
with little hassle.
Outside of the Alpha cars, the "Californian Street Racer" hasn't been
mentioned yet, whether positively or negatively. I know that that
vehicle is well-balanced and generally a good sounding car.
To be honest, I say the more cars the merrier. I'd happily submit my
better cars for approval, but I don't like blowing my own horn so to
speak. I love the game a lot, and only want people to have a huge
As for the other stuff that's got mixed in, such as opinions on cars,
I'm going to start a new thread.
On 11/29/08, Christopher Bartlett <[EMAIL PROTECTED]> wrote:
> One thing that would help me in car and track design would be some notion of
> what the units of measure are. How long is a straight-away that is 30,000
> units long? How much turning is in a hard turn vs. a regular turn? What
> does a maximum velocity of 26,000 translate to in real world terms? I find
> that when laying out a track, it is very difficult to visualize the final
> layout since I don't know how curvy a curve really is.
> Chris Bartlett
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