rec.autos.simulators

CPR: what breaks the full game?

ttam

CPR: what breaks the full game?

by ttam » Fri, 20 Mar 1998 04:00:00

I've seen people complain about the slowness of CPR, among other
things. That's how I felt with the old CPR demo too, without dashboard
it was smooth and crisp, but with it pretty jerky at times on my
P233MMX.

Yesterday I decided to try the _new_ CPR demo, and I was pleasantly
surprised how fast and smooth it ran with full graphics and the
dashboard. Much improved from the first demo, I couldn't tell any fps
difference between with or without***pit anymore. It ran fine even
with two cars in sight, as I recall it slowed down quite a bit in the
same situation in the first demo (with dashboard). The only way I got
the frame rate take a definite hit was to go reverse, the smoke I saw
in front of me slowed the game down quite a bit.

When people complain about the jerky graphics, are you talking about
the first version or the patched version of CPR? Demo has only four
cars I believe, is it much worse with more cars?

What are the things that really break the full game? What exactly is
wrong with the computer AI? I probably couldn't tell with the demo
because of only a few computer drivers. How about the lack of yellow
flag, I've seen it has been the killer for many people. Other than
being unrealistic, how does the lack of it degrade the gameplay?

Is it now official that CPR is as good as it gets, no patches anymore?

Thanks for any information. I think I like F1RS more, but I just want
to know if CPR is worth it if and when it can be found in discount
bins.

On related news, funny thing though how one place here in Finland had
just reduced the price of Nascar 2 as the 3Dfx patch came out, funny
coincidence. Nascar (both the race and game) never were that big in
Europe it appears, so Nascar 2 found its way to the discount bins
pretty quickly here, and it seems to have completely disappeared from
most shelves and price lists here already. The place where there were
still a few of them, they sold it for 89 FIM, whereas new games
generally cost around 270-310 FIM, F1RS for example. The software
dealer wasn't very happy when he heard from me (after paying that 80
of course) that they had just released a 3Dfx patch for the game.
I guess he figured out he could probably add another digit in front of
that price, and it would still sell for a few 3Dfx owners. Heh heh,
you can't always win. ;-)

Too bad that also probably means the extra track packs for
Nascar 2 won't be available here either. Oh well.

***

http://www.racesimcentral.net/

George Buhr I

CPR: what breaks the full game?

by George Buhr I » Fri, 20 Mar 1998 04:00:00

The yellow flags degrade gameplay because there would be ALOT of them had
they been put into the game.  which means the AI sucks in that it can't keep
crashing you or other cars.


>I've seen people complain about the slowness of CPR, among other
>things. That's how I felt with the old CPR demo too, without dashboard
>it was smooth and crisp, but with it pretty jerky at times on my
>P233MMX.

>Yesterday I decided to try the _new_ CPR demo, and I was pleasantly
>surprised how fast and smooth it ran with full graphics and the
>dashboard. Much improved from the first demo, I couldn't tell any fps
>difference between with or without***pit anymore. It ran fine even
>with two cars in sight, as I recall it slowed down quite a bit in the
>same situation in the first demo (with dashboard). The only way I got
>the frame rate take a definite hit was to go reverse, the smoke I saw
>in front of me slowed the game down quite a bit.

>When people complain about the jerky graphics, are you talking about
>the first version or the patched version of CPR? Demo has only four
>cars I believe, is it much worse with more cars?

>What are the things that really break the full game? What exactly is
>wrong with the computer AI? I probably couldn't tell with the demo
>because of only a few computer drivers. How about the lack of yellow
>flag, I've seen it has been the killer for many people. Other than
>being unrealistic, how does the lack of it degrade the gameplay?

>Is it now official that CPR is as good as it gets, no patches anymore?

>Thanks for any information. I think I like F1RS more, but I just want
>to know if CPR is worth it if and when it can be found in discount
>bins.

>On related news, funny thing though how one place here in Finland had
>just reduced the price of Nascar 2 as the 3Dfx patch came out, funny
>coincidence. Nascar (both the race and game) never were that big in
>Europe it appears, so Nascar 2 found its way to the discount bins
>pretty quickly here, and it seems to have completely disappeared from
>most shelves and price lists here already. The place where there were
>still a few of them, they sold it for 89 FIM, whereas new games
>generally cost around 270-310 FIM, F1RS for example. The software
>dealer wasn't very happy when he heard from me (after paying that 80
>of course) that they had just released a 3Dfx patch for the game.
>I guess he figured out he could probably add another digit in front of
>that price, and it would still sell for a few 3Dfx owners. Heh heh,
>you can't always win. ;-)

>Too bad that also probably means the extra track packs for
>Nascar 2 won't be available here either. Oh well.

>***

>http://www.racesimcentral.net/

Kevi

CPR: what breaks the full game?

by Kevi » Fri, 20 Mar 1998 04:00:00


>When people complain about the jerky graphics, are you talking about
>the first version or the patched version of CPR? Demo has only four
>cars I believe, is it much worse with more cars?

The latest patch improves the frame rate significantly.  I saw improvements
that averaged 25% in FPS.  However, the frame rate still takes a major dive
when you increase the draw ahead distance, increase the graphics detail
(sky, track-side objects, etc.), or race against more than a few computer
controlled cars.  I have 200 MMX system with a Pure3D card.  For comparison
purposes, I can max F1RS out in every category and get liquid smooth frame
rates.  And the maxed out graphics detail of F1RS is superior to the maxed
out level of CPR.

The AI is slow, even if you max it out in the .ini file.  They are reluctant
to pass, stick to their line, and avoid you like the plague.  They are
better on the road courses than on the ovals.  I don't race the ovals, but
I've heard the most complaints here.

I finally became fed up with the game.  If you don't own F1RS, I highly
suggest purchasing it instead.  Racing against the AI is very fun in this
game.

--
Kevin
(Remove the "x-" prefix from my address in order to reply via email)

George Sandma

CPR: what breaks the full game?

by George Sandma » Sat, 21 Mar 1998 04:00:00



>> The yellow flags degrade gameplay because there would be ALOT of them had
>> they been put into the game.  which means the AI sucks in that it can't
keep
>> crashing you or other cars.

>   Hey George, good point. All the stuff about CPR and this is the first
>time I've seen the reason for the ommision of yellows in CPR. Dunno how
>we all let that one slip by! Between the steering wander, bad breaks and
>the AI, all races would have been nothing but yellows :)

Hehehehe,  Is this the same guy that is complaining about the off track
performance in F1RS?   What are you doing off track anyway Byron?

Having problems controlling your car there too huh? Hmmm

I guess ICR2 is the only Sim that lets you get away with a little off
roading right?

Maybe it is best that CPR dont have full course yellows cause your whole
race would be under yellow!

The Sandman

Byron Forbe

CPR: what breaks the full game?

by Byron Forbe » Sun, 22 Mar 1998 04:00:00


> The yellow flags degrade gameplay because there would be ALOT of them had
> they been put into the game.  which means the AI sucks in that it can't keep
> crashing you or other cars.

   Hey George, good point. All the stuff about CPR and this is the first
time I've seen the reason for the ommision of yellows in CPR. Dunno how
we all let that one slip by! Between the steering wander, bad breaks and
the AI, all races would have been nothing but yellows :)
George Sandma

CPR: what breaks the full game?

by George Sandma » Mon, 23 Mar 1998 04:00:00





>> >> The yellow flags degrade gameplay because there would be ALOT of them
had
>> >> they been put into the game.  which means the AI sucks in that it
can't
>> keep
>> >> crashing you or other cars.

>> >   Hey George, good point. All the stuff about CPR and this is the first
>> >time I've seen the reason for the ommision of yellows in CPR. Dunno how
>> >we all let that one slip by! Between the steering wander, bad breaks and
>> >the AI, all races would have been nothing but yellows :)

>> Hehehehe,  Is this the same guy that is complaining about the off track
>> performance in F1RS?   What are you doing off track anyway Byron?

>   Well, it's rare and so that's what makes it stand out so much!

>> Having problems controlling your car there too huh? Hmmm

>> I guess ICR2 is the only Sim that lets you get away with a little off
>> roading right?

>   You should know George. (gee, 2 Georges in 1 thread - alter egos?).
>ICR2 models off track stuff very well. If the car is loaded up highly
>then your history. If not, it's as drivable as you'd expect. Can you say
>that about CPR or F1RS?

ICR2 Models off track stuff very well.  hmmmm Go check out my 1:36.490
replay at Elk again Byron. I never lifted the throttle at exit of Turn 1.
hmmmm  I guess thats the way I would expect a real race car should run
right.  Full throttle on the grass that feels just like the track. Right
hahahaha

And you obviously havent tried getting a Tire off track in CPR in the Pro or
Interm modes with the latest ver huh Byron?  You will get dizzy you will
spin so fast!

No you just keep torturing us with comments on CPR which you have never
owned!

Byron Forbe

CPR: what breaks the full game?

by Byron Forbe » Tue, 24 Mar 1998 04:00:00




> >> The yellow flags degrade gameplay because there would be ALOT of them had
> >> they been put into the game.  which means the AI sucks in that it can't
> keep
> >> crashing you or other cars.

> >   Hey George, good point. All the stuff about CPR and this is the first
> >time I've seen the reason for the ommision of yellows in CPR. Dunno how
> >we all let that one slip by! Between the steering wander, bad breaks and
> >the AI, all races would have been nothing but yellows :)

> Hehehehe,  Is this the same guy that is complaining about the off track
> performance in F1RS?   What are you doing off track anyway Byron?

   Well, it's rare and so that's what makes it stand out so much!

   You should know George. (gee, 2 Georges in 1 thread - alter egos?).
ICR2 models off track stuff very well. If the car is loaded up highly
then your history. If not, it's as drivable as you'd expect. Can you say
that about CPR or F1RS?

   I'd say it's best because otherwise I might be tempted to run CPR and
torture myself again. Nah!

Randy Magrud

CPR: what breaks the full game?

by Randy Magrud » Tue, 24 Mar 1998 04:00:00


>>> Hehehehe,  Is this the same guy that is complaining about the off track
>>> performance in F1RS?   What are you doing off track anyway Byron?

Probably the same thing most F1 drivers do regularly...putting a wheel
off after running out of rumble strip on the exit of a turn.

Which is completely wrong (in more ways than one).  First of all, you
do NOT always "spin so fast" by putting a tire off the track in CPR.
Secondly, after having sat in the turn 4 grandstands for a CART race
at Laguna Seca, I can tell you that these guys put tires off the road
FAR more often than you ever see on TV.  And they do NOT spin 99% of
the time. Most of the time, they just let off a bit and carefully
guide the car back onto the track.  Vasser went all 4 wheels off on
the exit of 4 and nearly scraped the wall, and more drivers than I can
count put tires off, kicking up dirt.  

The problems with CPR have relatively little to do with the off-course
behavior.  The simple truth is the physics model is all wrong for a
high downforce car, and the brake-travel to braking power ratio is way
out of whack.

Randy

George Sandma

CPR: what breaks the full game?

by George Sandma » Tue, 24 Mar 1998 04:00:00



>>>> Hehehehe,  Is this the same guy that is complaining about the off track
>>>> performance in F1RS?   What are you doing off track anyway Byron?

>Probably the same thing most F1 drivers do regularly...putting a wheel
>off after running out of rumble strip on the exit of a turn.

>>And you obviously havent tried getting a Tire off track in CPR in the Pro
or
>>Interm modes with the latest ver huh Byron?  You will get dizzy you will
>>spin so fast!

>Which is completely wrong (in more ways than one).  First of all, you
>do NOT always "spin so fast" by putting a tire off the track in CPR.
>Secondly, after having sat in the turn 4 grandstands for a CART race
>at Laguna Seca, I can tell you that these guys put tires off the road
>FAR more often than you ever see on TV.  And they do NOT spin 99% of
>the time. Most of the time, they just let off a bit and carefully
>guide the car back onto the track.  Vasser went all 4 wheels off on
>the exit of 4 and nearly scraped the wall, and more drivers than I can
>count put tires off, kicking up dirt.

Well if you had seem the Elk replay I was talking about Randy and did the
same in CPR I guarentee you will spin like crazy. I suggest you check it out
if you have ICR2!!

And Of course if you do get off throttle and ease it you wont spin and that
is just what you would have to do in reality.

I agree that the travel wasnt what I was used to in ICR2,GP2 or other sims
burt you really think that CART drivers move there pedal  4 inches. hehehehe
Come on Randy, You of all people should know that there braking is set up
with little travel, Maybe more than CPR but not near the other Sims.
Hey Even on my work truck I move my brake pedal about 3/4" to 1 inch and the
ABS kicks in???

BTW I even have my Pedal travel reduced by 1.5 inches or so and I can still
threshold and Trail brake CPR?  Took me about 10 mins to get used to it.

How about we suggest to them that we want to slam the brake to the floor and
we dont want it to lock up.  I'm sure that would make alot of you guys
happy!

George

Byron Forbe

CPR: what breaks the full game?

by Byron Forbe » Tue, 24 Mar 1998 04:00:00


> And you obviously havent tried getting a Tire off track in CPR in the Pro or
> Interm modes with the latest ver huh Byron?  You will get dizzy you will
> spin so fast!

   Never got that far. Too busy laughing after first couple of laps like
most normal, non CPR fanatical, non MS employed people. Btw George, how
much did MS pay you for that advise about traction that you gave them
for the latest patch?

   Yeah, I'm certainly a fool for not buying CPR. I suppose us lesser
individuals just can't appreciate the brilliance of CPR like you George.
One day I hope to be able to get up to your level so I can properly
appreciate such things. Until then I'll just stick to playing with my
train sets.

Byron Forbe

CPR: what breaks the full game?

by Byron Forbe » Tue, 24 Mar 1998 04:00:00


> The problems with CPR have relatively little to do with the off-course
> behavior.  The simple truth is the physics model is all wrong for a
> high downforce car, and the brake-travel to braking power ratio is way
> out of whack.

> Randy

   Look out Randy! George is one of the people who advised MS as to what
they should do to fix CPR ie traction, heheheheheh. Looks like they paid
him for that and to do a little CPR defending on various forums!
Randy Magrud

CPR: what breaks the full game?

by Randy Magrud » Tue, 24 Mar 1998 04:00:00


>Well if you had seem the Elk replay I was talking about Randy and did the
>same in CPR I guarentee you will spin like crazy. I suggest you check it out
>if you have ICR2!!

Fine.  I know that this happens a lot in ICR2 and I know that in ICR2
its relatively easy to cut corners for big time savings.  Cleveland
was so bad many leagues had to adopt some special replay rules to
ensure people weren't mowing the grass too much.

Yes, little travel but HIGH PRESSURE.  I've never seen a brake system
for a PC which accurately simulates the fact that brakes are PRESSURE
devices, not deflection devices.  The ideal brake would be on with
almost no travel, because you'd press harder and harder rather than
get more pedal deflection.  A real car can have little brake pedal
deflection because its truly a pressure device.  Since we don't have
that with almost every set of PC pedals out there, it has to be made
up for with travel, and the fact of the matter is that CPR doesn't
have enough travel, nor does there appear to be any difference in
travel-to-lockup at high speeds vs. low speeds.  This isn't really a
debatable issue.  If you want realistic travel for CPR, you're going
to have to tell me how I can come by pressure-sensitive brakes that
make that deflection worthwhile and realistic.

Its not that you can't get used to it.  Its that a) it shouldn't be
necessary, and b) the amount of braking which will lockup the wheels
is nearly unchanged at high or low speeds.  Check the telemetry traces
and you'll see what I mean.  You end up braking exactly the same
regardless of whether you're doing 50 mph or 150 mph.

Find someone else to insult, George.  I'm not going to be baited by
this strawman argument.  No one wants to not emulate lock-up, but
neither do people want the same braking characteristics at any speed,
and since most PC pedals don't offer the kind of resistance a real
brake pedal would, its unrealistic to assume that everyone should just
'touch' their brakes, as you do in CPR.  Its unrealistic and you know
it.  Besides, I get the feeling you're arguing for arguments sake.
I'm really surprised you would even choose to debate brake pedal
travel.  You had to know how easily the points you made were going to
get refuted.

Randy

Randy Magrud

CPR: what breaks the full game?

by Randy Magrud » Tue, 24 Mar 1998 04:00:00


>   Look out Randy! George is one of the people who advised MS as to what
>they should do to fix CPR ie traction, heheheheheh. Looks like they paid
>him for that and to do a little CPR defending on various forums!

I've raced George on the Zone and he's a fine driver in CPR.  I'm glad
he's doing so well with CPR.  However, his experience is not the same
as most other people.  I've found that I can get used to the problems
with CPR and drive it reasonably well, but it wrecks my ability to
drive any other sim, because of the poor brake pedal travel and
massive high speed oversteer.

Randy

Scott Whit

CPR: what breaks the full game?

by Scott Whit » Tue, 24 Mar 1998 04:00:00

Yeah I think sticking to trains would probably be best for a person like you
anyway. However I dont think there is a model train newsgroup for you to
flame on so your life should be easier. If you do find yourself a model
train newsgroup just remember to actually play with your train set before
you actually flame it. You might be taken seriously.



>> And you obviously havent tried getting a Tire off track in CPR in the Pro
or
>> Interm modes with the latest ver huh Byron?  You will get dizzy you will
>> spin so fast!

>   Never got that far. Too busy laughing after first couple of laps like
>most normal, non CPR fanatical, non MS employed people. Btw George, how
>much did MS pay you for that advise about traction that you gave them
>for the latest patch?

>> No you just keep torturing us with comments on CPR which you have never
>> owned!

>   Yeah, I'm certainly a fool for not buying CPR. I suppose us lesser
>individuals just can't appreciate the brilliance of CPR like you George.
>One day I hope to be able to get up to your level so I can properly
>appreciate such things. Until then I'll just stick to playing with my
>train sets.

Scott Whit

CPR: what breaks the full game?

by Scott Whit » Tue, 24 Mar 1998 04:00:00

The tiltle says it all. Byron, everyone knows CPR has huge short comings.
Get a life dude! You dont own the game, I doubt you even played the demo.
You are a flaming idiot on the newsgroup. Do you have anything enlighting to
say about this game and the people who enjoy it? Or are you just a flaming
idiot? All I see in your posts are the same old things that have been run
over and over again about CPR and how bad it sux. Who cares anymore that CPR
sucks? Who cares if you think people who play CPR are fools? You arent
shedding any light on anything that hasnt been dicussed here before. From
all the posts I see on this NG from you is a bunch of negative posts about a
game that is clearly below par. Your existance must be hell


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