The review is awesome and the questions are golden. I didn't expect anyone to notice the featured happenings, but instead expected users would instantly close mm2 and delete the car.
- The dash I initially made a 16:9 (made n tested in 720p), and got converted to 4:3 for compatibility. There's probably kids with only VGA monitors who no other choice than to play old games.
- Firstly, this car has a track tuning with appeal to Project CARS's stock setups, and turned out to very well simulate track suspension. So, its supposed to hate grass. This happens when we do trial n error tests on race tracks and not in cities. Take it for a spin on a track and watch what happens when you roll on those red-white side pavement thingy. That's wut I wanted the car to do, surprisingly it worked well, and it hated grass and curbs for good.
Now this started as a good base for supercars handling (also taking into account BUGATTIMAN253MPH's R8's handling - so wow), I can now make supers conversions with no hassle. The reason you've mentioned "bit more difficult to stop that drifting" is because this thing isn't drifting, it's at the brink of spinning out (wipeouts mebe, dunno wut they're actually called) and what you actually experienced is that.
**You're supposed to let go of the throttle at the turn apex or before attempting the turn, turn as much as you want, then stabilize the car from powersliding using the steering and then use the throttle when you know its stable. No track asphalt is going to keep the wheels on the tarmac whilst constantly throttling, even thru the turns - wipeouts wipeouts, everywhere. You've GOTT to make use of the brakes.
I'm already attempting to make this better, but we're already thankful we came so far even under mm2's physics' limitations.
Hint : Its a hatch, so be it track or road tuning - its supposed to have grip instead. I accidentally discovered this feature.. Try initiating a drift / powerslide by applying the brakes - Criterion Style
. Don't remember how I got this working but MM2 ACUALLY simulated a dangerously Rear biased 'Mastercylinder influenced' braking effect. Isn't anything related to race track n stuff, but was exciting to have as a first (unless its been done before, do tell me, I dunno. I've only been here a year
). *blushes*. Now there never any need to imagine what it feels like to panic brake on highways in the USA.
- Hates grass. Didn't know it had feelings
- I already gave the arcade + realistic tuning appropriate patches thingy (yes, with this car), but it felt boasty or braggy that I call my new handling work as Realistic
. Thanks for reminding me about this, will do in the next pCARS or GRID series ones.
And the tuning / handling that you're using is the older one. The one I submitted Franch in the main archive 5 months ago and stopped caring before I made another vehcarsim. I lived the 5 months under assumption that I already sent him that, whereas I forgot to. I actually never cared about this car after submitting it. Here's that 'sorta' updated / corrected vehcarsim (with help from dummiesboy too, of course) and the L.A.M.E 16:9 dash I first made (non-franched version) - http://www.mediafire.com/download/67wh4 ... legends.ar
- I think I mentioned "use only once" somewhere hidden in the readme, so if one was to even quick brush thru it, it is for sure impossible to grab one's attention. FXANBSS, you're an eye opener. And those kids will eventually grow up, hence don't bother
But something bugs me tho. How do the kids manage to get a 9th PJ when the packs have .info files that limits to listing only 8 PJs
. Spank them for me if you could, thanks. An wait... Host of multiplayer games ?
- Damage textures ? Like the bosses ? Nuh-uh. pCARS and all other gamemodels.ru archives have crappy damage textures, Forza included (has quality damages, but post damages in MM2 it turns out to look like a death race / mad max / post apocalyptic livery). So, I'm able to rip out my own textures from GRID 2 and making diffuse damages that look HQ is possible only with this. The damages in the Bosses is scratch made, and I still pat me in the back for that accomplished result.
And the durability to be realistic : a car in real life hits a lamp post at 40mph, it becomes immovable, and is later rendered useless. Heartbreaking if there's no insurance. So, apply a good insurance first and only the... wait, why am I saying this ? oh, I thought you mentioned realism, so.. oopsie
. You're welcome to edit it anyway you like. Will keep the durability thingy in mind for the future ones too.
Its also surprising how you're expecting addon cars to be anything like "MM2 default cars". MM2 default cars tuning / handling are pure turd.
MM1 : This game with bad physics and awesomely done default car tuning. Team took the tuning to the physics engine's max potential.
MM2 : This game with hella awesome physics engine but with tuning...felt more like pied piper's mice stopped by for a coffee break at Angel Studios, tuned the default cars, took a sh*t and moved along towards realism and ruined mm3.
Break this wall if you can
. You should start your MM2 car reviews thing, probably on YouTube. Loved the feedback. Would love to hear more
@Franch88, @mm2mm1fan, @sajmon14 and @FXANBSS - Thanks y'all, for the replies !!