who has the job now I don't do it.
who has the job now I don't do it.
Thanks
GP
This is true with any sim, and it wasn't just Jackie Stewart. One of the
issues affecting GPL sales was that most real racers didn't consider any
sim to be realistic because of the lack of feel, and the face that GPL wasn't
about current cars (1999) at the time of release. NR2003 had more acceptance
from real racers when it was released, but I think most of this is due to the
fact that it's a newer younger generation of drivers that have spent more
time with computer *** in general.
Still I'm not sure what percentage of USA club and pro racers are going to
take any "game" as a serious simulation because of the lack of sensory input.
Racing sims might be good tools for learning tracks, but few real race
drivers are going to be concerned about optimizing lap times on a racing game,
especially if it takes advantages of physics quirks in the game that differ
from real life.
I left out the fact that many current racing game players at the time (1999)
thought GPL was too difficult.
> Thanks
> GP
> >who has the job now I don't do it.
What is it you're wanting to know about leagues?
Indeed. I'd been racing sims since 'the first' - but I uninstalled GPL
the first day I ran it and didn't re-install for two months. For
someone with no experience of simulations to say something is no big
surprise, I hated it before I put the effort in. The brain needs to be
trained to fill in those sensory gaps.
I think it had more to do with the physics being more believable than
GPL's, but YMMV.
>What is it you're wanting to know about leagues?
How they will be set up, when they will start, can they be formed
independantly, what time zone will they be centered around, and then
all the little details.. 8-)
> >What is it you're wanting to know about leagues?
> As for the decals, I guess I just know the right people.. have em in
> hand. Hopefully I won't get sued for advertising for iRacing for free.
> 8-)
> How they will be set up, when they will start, can they be formed
> independantly, what time zone will they be centered around, and then
> all the little details.. 8-)
Time zones for the service and sim are your time zone, everything is
converted so you don't need to worry about it.
I> think it had more to do with the physics being more believable than
I thought that N2K3 used GPL's engine though?
> I left out the fact that many current racing game players at the time
> (1999) thought GPL was too difficult.
I found was that GPL was not difficult (IMHO) as long as you were driving
it as a real car. One just needed to have realistic expectation - you
don't jump in and go fast in those cars. I hope that no one expects to
get into a real '67 car and start matching times of F1 drivers right
away ;)
Alex.
>>> This is true with any sim, and it wasn't just Jackie Stewart. One of
>>> the issues affecting GPL sales was that most real racers didn't
>>> consider any sim to be realistic because of the lack of feel, and the
>>> face that GPL wasn't about current cars (1999) at the time of release.
>> I left out the fact that many current racing game players at the time
>> (1999) thought GPL was too difficult.
> I think one of the problems with GPL at the time of release was that it
> ran at about 8fps on most computers. First time I tried the demo I was
> disappointed - it was like a slide show. After I've upgraded my computer
> (some time later) and tried again and it was great.
> I found was that GPL was not difficult (IMHO) as long as you were driving
> it as a real car. One just needed to have realistic expectation - you
> don't jump in and go fast in those cars. I hope that no one expects to
> get into a real '67 car and start matching times of F1 drivers right
> away ;)
> Alex.
I was in the middle of an F1RS offline championship when the GPL demo
was released and ended up pounding around Watkins Glen on my own in a
Lotus pretty much thereafter until the full release. I did end up
getting a Hercules Thriller graphics card just for GPL!!
Cheers
Tony
Several attempts at using NR2003's engine to simulate other, road racing,
series have shown that it's fundamentally flawed. The right front tyre is
hardcoded to heat up/wear more regardless of how it's being treated/loaded
by the particular circuit, making a "real life correct" setup/driving
philosophy in NR2003 on ovals unfeasable (i.e. leading to exploits being
quicker). We can only blame Sierra's beta testers for not putting enough
stress on their right front tyres in their driving at the time.
I truly object to involving real life racers in racing simulation
development without them having a very sound and well documented background
in this field. Otherwise they are simply not capable of grasping the
subtleties of the interface in question and lead to exaggerated effects
being incorperated into the game.
Jan.
=---
"alexti" wrote..
Very true, but, judging by your history, you might get to drive one of these
things, getting told by the owner you've got nothing to prove and should
just enjoy the expierence, agreeing with him, then going out and making him
shit his pants as he stands on pitwall watching you driving the wheels off
his precious ride.
Us mere mortals would indeed simply pootle around.
Jan.
=---