hmmm
roadripper.
Maybe the high performance car though this is really a bit to fast for a 
turning track.
the porch 911 would be a realistic thing to put in.
I can't think of the rest though.
Railracer maybe only because I tested the real game and I like the car.
At 11:23 p.m. 30/11/2008, you wrote:
>We've actually requested people to send in their best car, which we then may 
>include in the game.
>Now, to have some interesting discussion going, which of the currently 
>available custom vehicles would you like to see in the game, if you could 
>choose any of them?
>----- Original Message ----- 
>From: "Dakotah Rickard" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" <gamers@audyssey.org>
>Sent: Sunday, November 30, 2008 3:01 AM
>Subject: Re: [Audyssey] Top Speed 2.1 suggestions/ideas.
>
>
>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
>multi-player aspect.
>
>As for the other stuff that's got mixed in, such as opinions on cars,
>I'm going to start a new thread.
>
>Signed:
>Dakotah Rickard
>
>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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>
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