as possible) why Grand Prix Legends is so much more
realistic than any other driving sim? What things does this
new Papyrus engine model that games like Nascar Racing 2
or Ubisoft's F1 Racing Simulation do not model?
Thomas
Thomas
After a few laps in this sim, I know why they added wings to the cars.
>Thomas
> Thomas
Where'd you get the 12/288 figure? I'm trying to write up a review
of sorts, so I need to be accurate. Is this stuff in the manual?
Thomas
> > Could someone explain to me (in as non-technical a language
> > as possible) why Grand Prix Legends is so much more
> > realistic than any other driving sim? What things does this
> > new Papyrus engine model that games like Nascar Racing 2
> > or Ubisoft's F1 Racing Simulation do not model?
> > Thomas
Thomas.
> After a few laps in this sim, I know why they added wings to the cars.
> >Could someone explain to me (in as non-technical a language
> >as possible) why Grand Prix Legends is so much more
> >realistic than any other driving sim? What things does this
> >new Papyrus engine model that games like Nascar Racing 2
> >or Ubisoft's F1 Racing Simulation do not model?
> >Thomas
Eldred
Dave Ewing
Rgds,
Mark R.
On 25 Nov 1998 19:02:52 GMT, "Thomas Everett"
>Where'd you get the 12/288 figure? I'm trying to write up a review
>of sorts, so I need to be accurate. Is this stuff in the manual?
>Thomas
>> well in nontechy techtalk n2 physics is based on a few items like speed,
>> grip, input force, where gpl is using way more things like each tire
>> modeled seperately, each suspension seperate, etc etc. For example in n2
>> the total tire traction for the whole car is computed where in gpl each
>> tire is seperate and when you turn in a corner the traction available to
>> each tire changes, you can imagine the difference. I think the total
>> items modeled went from 6 to 15 or something like that. Each of these
>> were updated 12 times a second in n2 and now 288 times a second in gpl.
>> so in simple terms it is simple wayyy more complex.
>> > Could someone explain to me (in as non-technical a language
>> > as possible) why Grand Prix Legends is so much more
>> > realistic than any other driving sim? What things does this
>> > new Papyrus engine model that games like Nascar Racing 2
>> > or Ubisoft's F1 Racing Simulation do not model?
>> > Thomas
>> I've killed myself, other drivers, and even SPECTATORS so many times, I
>lost
>> count. Although I'm doing BETTER, I still keep getting punted by that DAMN
>J.
>> Rindt...I just about to DELETE him from the game...
>I told you that Jochen Rindt was a menace! (see previous thread - "GPL:
>Jochen Rindt is a menace").
>Dave Ewing
Eldred
...Who finally WON a 6-lap race at Monza, with ten 'reversed-AI' opponents!
Ok, so I would have finished 10th with a full field, but at this point, I don't
CARE!<g> Woo-Hoo!!!
>Thomas.
>> In N2, the physics model is only 2 axis, left/right & front/rear. GPL
>adds
>> the up/down axis, which completes the 3D reactions of the car. Also,
>each
>> tire is separately modeled in GPL, that's how you can lock up only one
>tire
>> entering a turn. Ex. when the car is entering a left hand turn, the sim
>> will calculate how much your turning the wheel, and then unload the left
>> front and left rear while loading the right front and right rear, all
>using
>> separate calculations based on the suspension settings for each corner
>of
>> the car, how fast you are going, the temp of each tire etc., cool. Very
>> busy game engine. Can't wait for Nascar 3, since I'm a stock car nut.
>> After a few laps in this sim, I know why they added wings to the cars.
>> >Could someone explain to me (in as non-technical a language
>> >as possible) why Grand Prix Legends is so much more
>> >realistic than any other driving sim? What things does this
>> >new Papyrus engine model that games like Nascar Racing 2
>> >or Ubisoft's F1 Racing Simulation do not model?
>> >Thomas
Russ
>Russ
>>...Who finally WON a 6-lap race at Monza, with ten 'reversed-AI' opponents!
>>Ok, so I would have finished 10th with a full field, but at this point, I
>don't
>>CARE!<g> Woo-Hoo!!!
Eldred
p.s. BTW, I just ran a full distance, full damage race yesterday. Won by 17
seconds...YESSSS!<g>
Laughlin
>>How did you reverse the AI opponents? I'm tired of getting my ass kicked
>>all over the place by Clark?
>>Russ
>>>...Who finally WON a 6-lap race at Monza, with ten 'reversed-AI'
opponents!
>>>Ok, so I would have finished 10th with a full field, but at this point, I
>>don't
>>>CARE!<g> Woo-Hoo!!!
>Edit the file in the GPL directory called DRIVER.INI
>The drivers are listed from 1 to 19. Just renumber them. In other words,
>Clark is normally number 1. Just change his number to 19, change the next
to
>18, etc. When you run a race, you're now selecting the SLOWEST drivers
first.
>As you get better, you can select more drivers, who will be progressively
>faster. I don't remember who originally gave this tip, so I can't give
proper
>credit, sorry.
>Eldred
>p.s. BTW, I just ran a full distance, full damage race yesterday. Won by
17
>seconds...YESSSS!<g>