calculations are being made, not the accuracy of the calculations,
right? That is a significant addition to the vehicle dynamics
modelling if they're using that extra speed to increase the detail of
the tire/suspension/aero modelling, but if they didn't change much
else it just means that whatever inaccurate calculations were made in
F1 2001 (whatever those may be, I'm speculating here) would just be
made twice as fast, no?
Redone tire model sounds good, tho. I'm still waiting for my UC
checks here which were due last week and I'm dying to pick up F1 2002.
Finally found steering configuration settings that gave me
Papyrus-style input response in F12k1 and now I'd like to mess with
the latest version. First ISI game I should be able to enjoy out of
the box. =)
Oh yeah, Nacar Thunder 2003 is on my "to buy" list whenever it comes
out, since multiplayer is not a big deal to me and the extra single
player modes may be interesting. The only thing that concerns me
really is the weak collision dynamics in F12k1 (dunno about 2k2). The
way cars flip through the air and go airborne at times when lightly
brushing barriers and whatnot is just odd. I would cry if I lost the
backend at say Dover, hit the wall, and suddenly my car started
flipping around like a fish out of water.
The other thing that concerns me is the AI. I can't find the URL now,
but there was a screenshot that showed the AI racing *3 wide* through
the esses at Watkins Glen. I don't just mean one battle for position,
I'm talking 10 rows of cars going through the esses 3 wide. WTF?
Jason
> I haven't really looked at the F1 2002 files in any great depth yet, but
> they do appear to have changed the tire model completely (I think this
> was at the request of the mod authors) and of course there is the higher
> rate physics option. Those might not sound like major changes, but it
> totally changes the feel, IMO. But the most promising thing about this
> is that most of the problems that people have noted with the feel of F1
> 2KX are due to the character of modern F1 - high spring and bar rates,
> low weight, tight turns that apparently are difficult to mesh smoothly.
> None of those things will be a problem in a NASCAR sim, the ISI engine
> will almost be overkill for that application. The only big question at
> this point is of course multiplayer. I can't see a NASCAR sim
> succeeding without it.
> > Tiburion is developing it using the "lastest ISI engine". Whether
> > that means F1 2001 or F1 2002 I don't know (I'm not even sure, really
> > what changed between those 2 releases engine-wise anyway...did they do
> > anything besides altering the variables in the car physics files?).
> > Either way, there could be interesting engine and brake tuning options
> > included, if done well.