rec.autos.simulators

So you think CPR sucks? Read on...

Byron Forbe

So you think CPR sucks? Read on...

by Byron Forbe » Sun, 23 Aug 1998 04:00:00


> Yes but isn't there room for personal opinion Byron.

   Unfortunately yes, no matter how ridiculous. I just like to leave as little room for
them as possible.

   Defending something as outrageously flawed as CPR is akin to belting your head against
a brick wall. My advise - quit it!

   F1RS was fairly quickly patched to operate the way it was designed. You are comparing
design issues to issues concerning a game that is simply unfinished. I'm not a fan of
F1RS, but it is miles ahead of CPR as far as a finished, balanced product goes.

   That's exactly why I put forward my view! If I knew nothing of CPR and David was
praising it, I would certainly like to be informed that he has been a mysterious fanatical
supporter of the game and to see that others are sick of his misleading posts. This is
just the type of info that help people "make up their own mind".

Gollu

So you think CPR sucks? Read on...

by Gollu » Sun, 23 Aug 1998 04:00:00


>But we all know the CART tracks by heart. Learning some new
> cool tracks will be a blast. And I like a company like Papy being original,
> gotta give them credit to pull off something like GPL.

Hehe, the Nurburgring oughta give you a learning challenge.  What is it,
14.x miles, 174 turns.  Yikes!
Arthur Axelra

So you think CPR sucks? Read on...

by Arthur Axelra » Sun, 23 Aug 1998 04:00:00

Yes it is an incredible track, I got to drive it at E3 :)
Also dont rule out the old Spa at 30 some turns and 8.x miles. Its much
faster then Nurburgring. Lap times at Spa around mid 3's min compared to mid
8's at Nurburgring.

Arthur
s t e a l t h
r a c i n g
http://www.***sys.com/stealthracing.html



>>But we all know the CART tracks by heart. Learning some new
>> cool tracks will be a blast. And I like a company like Papy being
original,
>> gotta give them credit to pull off something like GPL.

>Hehe, the Nurburgring oughta give you a learning challenge.  What is it,
>14.x miles, 174 turns.  Yikes!

mark jeangerar

So you think CPR sucks? Read on...

by mark jeangerar » Tue, 25 Aug 1998 04:00:00

Oddly enough, that's my job.

--

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.


>Oh, come, come now David!!!

>It is immaterial what the AMOUNT is...the mere fact that payment has
>taken place amounts to "reward for opinion" and that, my friend, should
>be enough to raise eyebrows and cause hesitation and doubt.

>It certainly does in a court of law!


>> Be logical.

>--
>Regards,
>Bruce.
>----------

Carl Rimme

So you think CPR sucks? Read on...

by Carl Rimme » Tue, 25 Aug 1998 04:00:00

John,

I have to disagree with you on a couple major points.

First of all.. if I am paying good money (or bad for that matter) for
something that claims to be a true simulation, then it better damn well be
a simulation.  There is a distinct and appreciable difference between a
simulation and an arcade game.  Too often, you buy a product that
advertises itself to be a simulation, but in reality it is an arcade game.
Simulation and game are two completely different things.  Ask NASA... they
dont "game" lunar landings and the like, they "simulate" them.

I agree with you that we all "take for granted" the hundreds of different
aspects of "reality" that must be represented in a simulation.. but others
have managed to do it well enough, claim their products to be simulations
and do not blatantly lie when doing so.  If it can be done, it can be
repeated (and hopefully improved).

CPR DOES suck in my opinion.  It misses on both of the marks I have
mentioned above and these are just the MAJOR misses.

In summary, while CPR may be pretty, it sure aint no sim.

CR



> On Wed, 19 Aug 1998 14:22:10 -0400, "David G Fisher"

> >That's the problem. People here at r.a.s. think they know what these
cars
> >should be like, but they don't.

> Generally that is the case. Some of the people involved in the design
> stage do however, and even if they don't the information is available
> if they go and look.

> One of the problems is that simulating a car is an _enormously_
> difficult thing to do properly, since although we all know what it is
> like, we probably don't appreciate how inter-related everything is. If
> you fail to model one aspect of the car then it will fail to react as
> expected in certain situations, prompting allegations of being
> unrealistic. Consider for example how many different things there are
> which can cause a car to understeer, and then how many ways there are
> to correct that. Then too there is torque steer, effects of kingpin
> inclination, camber and movement thereof in a corner etc etc etc. I
> have watched the development of several of the sims we enjoy (or
> otherwise!) here, and have seen the inevitable compromises involved in
> trying to simulate how a car does what it does. Each developer
> compromises something depending upon what they believe their market
> will expect, what they believe they can "fudge" to get something
> believable, and what they believe is important (or even know about).
> That means every sim is unrealistic to some extent, just in a
> different way. I'm sure in every sim we can find something accurate
> and inaccurate, and select whichever we want to demonstrate that the
> sim is good or bad, depending upon standpoint.

> GPL I would somewhat set apart from the the sims I have seen the
> development of since I truly am in awe at the amount of detail Dave
> and the team have crammed into the car model, whereas in other
> projects I have seen a (perfectly justifiable) fudge was implemented
> instead. That said, I don't expect that to add anything to the debate
> since it is easy to discount as bias and is the sort of thing people
> need to see for themselves to really believe. As long as everyone has
> fun with the sim of their choice I don't see that it really matters.

> Cheers!
> John

mark jeangerar

So you think CPR sucks? Read on...

by mark jeangerar » Tue, 25 Aug 1998 04:00:00

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

mark jeangerar

So you think CPR sucks? Read on...

by mark jeangerar » Tue, 25 Aug 1998 04:00:00

There. You've just answered your own question.

Now back to r.a.s. business:

Got a good setup for Detroit?

--

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.


mark jeangerar

So you think CPR sucks? Read on...

by mark jeangerar » Tue, 25 Aug 1998 04:00:00

Hi Neil. I have to disagree and say that I believe you have not gotten CPR
to work for you. I also have some racing experience and agree with you on
the "basic physics however are unchanged and the skill is balancing the
package as near to the edge of its envelope as possible for as long as
possible." principle. This being said, I think CPR is the most realistic
full game I have on my PC. The reason I am defending it in this post as well
as others is because I think it's getting some really unfair physical model
critique tossed in with more than fair general program comments because of
it's inability to interface easily.
--

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.



>I think you are seriously mistaken here Dave. I wont comment on he rest of
>the thread except to say that I race F1RS and CPR - but only use CPR online
>(where it excels) and then in frustration at the diving model. I *have*
>driven open wheel, winged race cars - though obviously not F1 or CART. They
>really aren't the whole new world you are expecting. Power and the way it
is
>delivered are very different and it is clearly much easier to set up for
>oversteer than a road car would allow. Turning radii are obviously much
>smaller (neck-breaking). The basic physics however are unchanged and the
>skill is balancing the package as near to the edge of its envelope as
>possible for as long as possible. The current incarnation of CPR does not
>come close to this reality.

>Leaving aside the ludicrous control mechanisms (which I suppose you can
iron
>out with enough patience), the vehicle response at low and high speed, as
>described by other participants in this thread, are simply ridiculous. The
>cars I drove did not start 'pushing' at 5mph nor did they go loose at
>150mph. F1RS also has its problems - I find I need more than 10deg
>differential between front and rear wings to get a realistic response which
>is unlikely in real life. The real point is that it *is* possible to get a
>realistic response in F1RS - the onset of understeer and oversteer is very
>similar to that which I recall in real life. You cannot get realistic
>response from CPR and there it totally fails as a sim for me. I use it as
an
>arcade game for racing buddies on the net - at that it excels.

>Just my opinions and experiences - flame away ;-)

>--

> ICQ:7797673      http://www.charlt.demon.co.uk
>--

John Walla

So you think CPR sucks? Read on...

by John Walla » Tue, 25 Aug 1998 04:00:00



In that case I challenge you to define a simulation for me, in fact do
so by example.

- GP2? 7 seconds to repair anything, I don't think that simulates real
life.

- F1RS? Sounds like wasps.

- N2? Mmm, don't you love that whacky wheelspin?

In short, a simulation simulates only what the developers included, it
doesn't extend to all aspects of real life. GPL may well be by far the
closest yet, but if your definition of "simulation" is something
whereby you can experience the same weather conditions then it is not
a simulation as far as you are concerned.

Nothing is unequivocally "arcade" just as nothing is a "sim" - it is a
matter of opinion. CPR may not model what you care for in a sim, but
it obviously works for others.

So what was that Space Launch game that came out a while ago? You and
I would call it a sim - NASA would call it a game. Where's the clear
and appreciable difference - in our minds.

They do of course (lie that is), it's just not so obvious. We don't
know what lies beneath the skin of GP2, it just "feels" right. How
exactly it feels right could be a number of clever fudges or it could
be accurate calculation of forces upon the car - who knows? You can
define a sim by the goal or by the result - if CPR employed accurate
real life physics but finally didn't "feel" right, would it be a sim?
How about if GP2 cobbled the whole thing together without modelling
the car realistically but hit the driving feel spot on? Which of these
is the more accurate "sim"? One feels right, the other simulates.

I'm not saying that is the case, but without knowing what's under the
hood it's a bit early to start with "not a sim", "arcade" etc.

One less for you to buy - others have bought and enjoyed. I wasn't
among them, but I'm glad some people got some pleasure from TRI's
efforts.

Cheers!
John

Neil Charlto

So you think CPR sucks? Read on...

by Neil Charlto » Wed, 26 Aug 1998 04:00:00

Hi Mark,

We'll have to agree to differ ;-). I still race CPR online a lot and can lap
very quickly. I am very familiar with setups, not only in CPR but in F1RS
and GP2. I think I can say I have it working about as well as it is capable.

John Wallace mentions in this thread that you need to define what it is you
require for an app t obe acceptable as a SIM. For some that may be circuit
accuracy, for others graphics or interface or sound etc. For me, by far the
most important aspect is the driving model. Categorically, the low speed and
high speed characteristics of the game are terminally flawed. If you have
raced, you must feel the difference, e.g. the low speed push is laughable
and impossible to tune out. Have you tried trail-braking. I found this one
of the keys to successful real-life racing. It's a joke on CPR.

I accept that the interface is great - net play fantastic - sound and sense
of speed good but it does not model the physics of a race car sufficiently
accurately for me to consider it anything other than an online toy. At that
it excels.

The solution of course would  be for the game to be developed and refined.
Now I wonder what the odds on that are ;-)

Regards

--

 ICQ:7797673      http://www.charlt.demon.co.uk
--


>Hi Neil. I have to disagree and say that I believe you have not gotten CPR
>to work for you. I also have some racing experience and agree with you on
>the "basic physics however are unchanged and the skill is balancing the
>package as near to the edge of its envelope as possible for as long as
>possible." principle. This being said, I think CPR is the most realistic
>full game I have on my PC. The reason I am defending it in this post as
well
>as others is because I think it's getting some really unfair physical model
>critique tossed in with more than fair general program comments because of
>it's inability to interface easily.
>--

[snip]
mark jeangerar

So you think CPR sucks? Read on...

by mark jeangerar » Fri, 28 Aug 1998 04:00:00

The drive model is the most important thing for me also. Now I'm not sure
I've experienced the low speed push. When I am not pushing in tight corners
I am going the same speed as the CC's. Even at Pau. So that is not pushing
hard enough to take away enjoyment for me. I explain it away as a lack of
down force. :-)

Trailbraking is not a problem for me. I have noticed that the calibration
routine leaves about 1/8 of an inch total of pedal before lock. I deal with
this in three ways. #1. In the *.gar file there is a line that says:
brakeProportioning 0.600000 This is the brake bias. The lowest the game goes
is 0.500000. Which is too far forward. You can manually edit it rearward
using notepad. I typically set mine to: brakeProportioning 0.350000. (only
do this after you are done with your setup as a save from the game changes
it back to 0.500000.) #2. Use less motion. (not trying to be a smart ass
here.) #3. If I really want to go all out I can remove a penny from under my
pedal during calibration and then put it back afterwards. I tried this
successfully before I found out about the *.gar file editing technique which
works quite well.

Triglide.dll - That changed the whole game for me. I have a Voodoo card and
the "never less than 28 fps" really makes the game enjoyable.

The Patch - Really does help.

Choosing the right controller option - I use a "race car controller" to
drive my sims with, so naturally I choose "joystick" instead in CPR. It is
impossible to anticipate with "race car controller" chosen. (Just another
bug to add to the list.)

Two of these things are pretty much unforgivable but I burned 50 bucks and
was determined to get it to work. The frame rate deal usually comes stock
with good sims. So I'm not worried about that. I'm using a P233 old kind.
With the PII 330 and 400 and stuff I'll bet a few people will still be able
to enjoy CPR.

If you've already tried these things then hardware is even more critical
than I thought and CPR is worse still.

--

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.


>Hi Mark,

>We'll have to agree to differ ;-). I still race CPR online a lot and can
lap
>very quickly. I am very familiar with setups, not only in CPR but in F1RS
>and GP2. I think I can say I have it working about as well as it is
capable.

>John Wallace mentions in this thread that you need to define what it is you
>require for an app t obe acceptable as a SIM. For some that may be circuit
>accuracy, for others graphics or interface or sound etc. For me, by far the
>most important aspect is the driving model. Categorically, the low speed
and
>high speed characteristics of the game are terminally flawed. If you have
>raced, you must feel the difference, e.g. the low speed push is laughable
>and impossible to tune out. Have you tried trail-braking. I found this one
>of the keys to successful real-life racing. It's a joke on CPR.

>I accept that the interface is great - net play fantastic - sound and sense
>of speed good but it does not model the physics of a race car sufficiently
>accurately for me to consider it anything other than an online toy. At that
>it excels.

>The solution of course would  be for the game to be developed and refined.
>Now I wonder what the odds on that are ;-)

>Regards

>--

> ICQ:7797673      http://www.charlt.demon.co.uk
>--

Christer Andersso

So you think CPR sucks? Read on...

by Christer Andersso » Tue, 15 Sep 1998 04:00:00

Me too, actually, I dont understand why John cant see what Bruce is really doing
:o).

/Christer

Christer Andersso

So you think CPR sucks? Read on...

by Christer Andersso » Tue, 15 Sep 1998 04:00:00

So it's a kind of working disorder (now really winging it, hoping it's the
correct expression, I'm swedish you know) then :o)?

/Christer


> No, but I work with a company that has a legal dept..



> > > [snip]

> > Impeccable grammar! Are you a lawyer? :-)

> > --
> > Andrew Fielden.
> > UK.

> --
> Regards,
> Bruce.
> ----------

--
http://home4.swipnet.se/~w-41236/ (Read all about the "Global online
racing"-proposal under "For developers". Read it a couple of times, cause noone
has understood it the first time they've read it yet :o))
Christer Andersso

So you think CPR sucks? Read on...

by Christer Andersso » Tue, 15 Sep 1998 04:00:00

Ohh, I just love these posts :o))). I also see I found this thread way too late
:o(.

/Christer


> That should be "....should HAVE talked....."


> >  Maybe they just lied, or should of talked to Bruce first.

> --
> Regards,
> Bruce.
> ----------

--
http://home4.swipnet.se/~w-41236/ (Read all about the "Global online
racing"-proposal under "For developers". Read it a couple of times, cause noone
has understood it the first time they've read it yet :o))
Christer Andersso

So you think CPR sucks? Read on...

by Christer Andersso » Wed, 16 Sep 1998 04:00:00

Neil, he wont reply to your post cause you really mess up the way he sees the
world :o).

/Christer, been driving FFords, but what do I know :o)

PS. Really dont like I didn't found this thread earlier :o). DS.




> [snip]

> >That's the problem. People here at r.a.s. think they know what these cars
> >should be like, but they don't. Car physics really aren't that difficult to
> >understand. It's not brain surgery. Driving a car isn't very difficult
> >either. Everybody, including the incredibly stupid, very young, very old,
> >the scared, and the clumsy, seems to be able to drive a car. Again, not
> >brain surgery. It's easy to have an idea of how those cars SHOULD handle,
> >but they are much different than anything anyone here at r.a.s. has ever
> >come close to experiencing. It's like a high school QB thinking he knows
> >what it's like to play pro QB. World's apart.

> I think you are seriously mistaken here Dave. I wont comment on he rest of
> the thread except to say that I race F1RS and CPR - but only use CPR online
> (where it excels) and then in frustration at the diving model. I *have*
> driven open wheel, winged race cars - though obviously not F1 or CART. They
> really aren't the whole new world you are expecting. Power and the way it is
> delivered are very different and it is clearly much easier to set up for
> oversteer than a road car would allow. Turning radii are obviously much
> smaller (neck-breaking). The basic physics however are unchanged and the
> skill is balancing the package as near to the edge of its envelope as
> possible for as long as possible. The current incarnation of CPR does not
> come close to this reality.

> Leaving aside the ludicrous control mechanisms (which I suppose you can iron
> out with enough patience), the vehicle response at low and high speed, as
> described by other participants in this thread, are simply ridiculous. The
> cars I drove did not start 'pushing' at 5mph nor did they go loose at
> 150mph. F1RS also has its problems - I find I need more than 10deg
> differential between front and rear wings to get a realistic response which
> is unlikely in real life. The real point is that it *is* possible to get a
> realistic response in F1RS - the onset of understeer and oversteer is very
> similar to that which I recall in real life. You cannot get realistic
> response from CPR and there it totally fails as a sim for me. I use it as an
> arcade game for racing buddies on the net - at that it excels.

> Just my opinions and experiences - flame away ;-)

> --

>  ICQ:7797673      http://www.charlt.demon.co.uk
> --

--
http://home4.swipnet.se/~w-41236/ (Read all about the "Global online
racing"-proposal under "For developers". Read it a couple of times, cause noone
has understood it the first time they've read it yet :o))

rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.