I may in fact be entirely incapable of debating intelligently. I don't know
what the rules are so I couldn't say either way. But, I'm willing to have a
go regardless. After reading you're comments on CPR, I mistakenly concluded
that you had given it one day and made up your mind. I believed this because
some of the comments you've made are *exactly* contrary to my experience
with CPR. Now giving something one day is what a lot of us do, and that's
fine. But I lumped you in with a large group of people that tried CPR for a
limited amount of time, didn't have the desire to look for better results,
and jump at every chance to flame it. I was merely trying to say that it
takes a little more grunt to get this one going. I obviously didn't do a
very good job of that. So let me try again.
I'm thinking that the CPR physics are frame rate dependent. Much like any
other sim we've encountered. Only after that is sorted out can one find out
some of the other problems. Setups are a small factor but most important is
the interface. The way they have the controller hooked up is the single
biggest flaw in the game. (The AI is no worse than ICR AI. Yes that is very
bad but we know how to deal with that already.) I would bet that keyboard
and joystick users will never be able to appreciate CPR. Now I have spent
enough time, and been fortunate to find the controller setup (among other
things) that brings me fully into the simulation. Being there I'd have to
say CPR is the second best driving sim on my machine. Off-line gameplay is
atrocious, but online is fantastic. (To me. I have never tried anything else
but have done some real authentic racing on line with CPR. I do know what
real authentic racing is, in many forms, and this was it. ...and no, the
physics model has absolutely nothing to do with the craft of racing.)
Back to the physics thing - I have to strongly disagree with your position
on the way the car reacts. I don't have any idea how realistic the settings
are in the garage but I do know when I have a car setup to the point that it
drives with anticipation. I also don't know how realistic the car handling
is when compared to a real Indy car but I do know that real world responses
can be given in answer to virtual world situations and real world effects
are realized in this manner. Thus I have anticipation. Not unlike that which
we find in any of the top sims. The difference being that I find CPR
simulates driving a four wheel vehicle on paved roads better than any other
game I have. The sense of speed is stunning. Perfectly represented. (Given
the state of today's racing sims.)
Your post is discouraging to someone who may have thought, "I wonder if I
should go blow 10 bucks and get that thing in the disposal bin at EB?" I
spent 45 bucks on N2 and was completely disappointed. I have better games
for my Nintendo console. By a long shot too. But the fun I've had driving
CPR is worth 10 bucks and a lot more. Now I'll be the first guy to say what
I don't like about a game. Sometimes that critique will be constructive and
sometimes it won't, but I think you've got CPR all wrong (most people don't
have CPR working right) because it isn't aligned with your system. It may be
that it won't work for you. My point is only that the game can rip,
regardless of how badly it was designed, and I like it better than most of
the games I have.
Now the way I presented my response to you was of no help to anyone and I
thank you for pointing that out. I will, in the future, try to figure out
how to represent the point I'm making or just not post.
If you send me one of your setups I'll send you one of mine.
--
mark
"You *will* hit what you look at. In that case, try looking at the apex
instead of the gravel at your turn in point."
F1RS - http://www.nmia.com/~chaser/car/results.htm
Remove us here and there to mail me.
>>>1. The lack of an appropriate amount of rear download at high speeds
>>That's not true for someone who has given one more day to learning how to
>>set up the game.
>Nice try, Mark. I spent a ton of hours setting up the car. In the
>first version, the setups were what I'd call "centered". I.e. you
>could take a neutral setup and go either way with it. With the
>physics model changes in the patch, the garage settings are no longer
>centered. You have to have a heckuva lot more rear wing to even
>approach the level of rear download you had in the first version. The
>other setup changes 'moved' similarly off center. I happen to know
>what happened during the time the game was patched, and I can tell you
>that the physics model changes were quite drastic and sudden, with
>very little 'bake time' before the patch was released. There was no
>time for any of the changes to be verified against real cars, nor for
>the garage settings to be re-calibrated to the new physics model. If
>you think you can defeat my arguments with that lame comment above,
>you picked the wrong guy. NO ONE wanted CPR to rule more than I did.
>>That's not true for someone who has given one more day to learning how to
>>set up the game.
>Once again, another weak response written by someone who obviously
>knows NOTHING about me.
>>>3. The slow speed turning characteristics.
>>That's not entirely true for someone who has given one more day to
learning
>>how to set up the game. Although I would call it an inconsistancy, it is
no
>>more bothersome than the "stick to the wall" bug. I find the GUI in F1RS
to
>>be much less acceptable.
>Once again, a very weak counter. Let me give you a hint for future
>debates. Try something other than personal shots, unless you are
>utterly incapable of debating intelligently.
>Randy
>Randy Magruder
>http://members.home.com/rmagruder