Every Extend Extra! Extra! (News Thread)

a “quiet period” - not even specified to have been negotiated or mandated by potential investors, just “agreed” among… some parties, potentially just among intellivision people, with no even ballpark timeline given - reads to me like the exact plausible excuse someone in their position would be looking for, to disappear into the sea while the heat dies down, and fans cant question it or you jeopardize their future

if you support us you’ll support our silence

could be more there tho, havent been following that shitshow

they’re gonna poof

no point working on a vaporware project if nobody is remaining to invest in you

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i wonder when they’ll put the PS1 games on Steam

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Let me take a look at Gran Turismo’s online manual to understand how to play a video game.

:neko:

I think this is what I’ve always needed to understand how to tune cars in racing sims though. I think this is adapted from some old limited edition exclusive manual for GT6. I wish physical game manuals were still a thing!

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the thing that I think really throws people is that you are exerting a lot more force on the car in a racing sim than you likely ever do in your real car on a public road and you cant feel any of it.

What really drove home contact patch deformation for me was when I took my 240z out for the first time. It has no power steering or dampening of any kind and at the time had very high sidewall tires so you could physically feel the twisting of the rubber as you enter a corner.

if you want a good primer on racing technique Id suggest reading Bob Bondurant’s On High Performance Driving.

Its got some good info and diagrams with old racing stories mixed in.

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I’ve never really been that interested in cars so it’s weird that I spent an hour in bed at 12am looking up videos on slip angles because there’s something I still don’t quite understand about the diagram*. And now I’m like “oh, this relates to how a car can oversteer or understeer? That sounds neat, let me see how that works. And there sure are a lot more terms I could keep looking into”. One of the videos was also recommending a book (one called 'Going Faster" by Skip Barber I think?). It’s weird to think how racing games are so detailed that the intricacies of real life racing that you can study in books are accounted for and simulated.

Obviously the end road of all of this is that I’m going to end up actually buying GT7 at some point. I wish racing wheels didn’t cost a fortune! I hear the dualsense trigger effects for GT7 are quite good, though.

*Is the Direction of Travel the direction the car is already traveling, or is it the direction the tire will be pushing the car to travel? I think I’m being confused because the Direction of Travel looks like it’s pointing straight forward, which would mean the car would just move straight forward as if the wheels were straight. But that doesn’t make sense. So I’m thinking about this the wrong way and I can’t re-orient myself.

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it’s the direction the car would travel, in the absence of other forces (where its momemtum wants it to go). the cornering force will deflect its momentum and make it change direction (to the right, probably somewhere around the centre line of the wheel)

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Not a thing I would enjoy playing but wonderful and wonderfully accurate!

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cute character sprites :slight_smile:

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It was either the GT or the GT2 manual that had a discussion of traction and how each tire has a finite amount that is taken up by any acceleration force, and I remembered this passage when I started learning to drive, and it still informs decisions I make while driving

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GT2, I remember reading the manual as we left the Target parking lot after I bought it as a kid. Also remember it discussing racing lines, in-and-out cornering and so on. I’ve definitely held on to that knowledge

Such a fucking great game, thank you so much @DaleNixon for taking us back through it

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ENTHUSIA has a diagram that tells you about the forces applied to a specific wheel, and if a wheel is about to lose traction, a red rectangle tells you you are overdoing it (paired with FFB a pretty good method to teach you the limits of a specific model).

The yellow dot moves according to the forces applied to the car, so you can really learn when you are throwing your car around too much, i.e. how to be more gentle when transferring weight while shifting direction.

:twinklestar:

Also, what i really like is that the monstrous rear wheels of the EB110 are reflected in that diagram, these nerds at Konami went all in… :servbotsalute:

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Was it actually GT3? I looked up the old manuals and didn’t see anything in the first two games, but GT3 has a section titled" Skip Barber Strategy" that seems to discuss the things you and km mention. Very cool!

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I played this the other day, it’s pretty neat. Space Invaders adapted to a holographic device. It’s really made for four players and I was playing it on my own, but still got a kick out of it. I found the levels with “free flight” to be the most effective use of the device, where you can change your altitude. Maybe they should make a Zaxxon for this? It’s currently on display at my local arcade.

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April 7th.

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:bloodbong:

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christ

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Lmao

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