rec.autos.simulators

why does F1-2000 *feel* so bad ?

Alexander Mar

why does F1-2000 *feel* so bad ?

by Alexander Mar » Wed, 14 Jun 2000 04:00:00

Trying to like the game ( EA F1-2000) the 43534th time, I just realized that
the problem with the tiny driver heads might go far beyond the visual
aspect. It seems to me that everything, from the viewing angle to the speed
perception is based on this tiny little head inside the***pit. This is why
the car  feels that big, the track too narrow, the curbs too high, the bumps
exaggerated ...etc..etc. I'd love to read what others think about this.

Another comment about track accuracy (DISCLAIMER: only read on if you care
about track accuracy in your sims):

The main problem even with the more accurately modelled tracks in F1-2000 is
that they don't represent the challenge of their real-life counterparts.
Take the Nurburgring for example: The Ford curve is the hardest corner in
F1-2000, but very simple in RL, while the Bit curve is a real *** to drive
in RL, but very easy in F1-2000. I could go on with countless examples but I
think it's enough to get the point. Missing curbs are also not only a visual
problem, but fundamentally change the approach to taking a corner - i'll
throw in the last corner in Monaco as an example for a missing curb that
most people don't seem to notice.

cheers,
---
Alexander Marx

Greg Cisk

why does F1-2000 *feel* so bad ?

by Greg Cisk » Wed, 14 Jun 2000 04:00:00


Aren't you the one that claimed to be a real driver and immediately
dismissed F1 2000??? I am glad to see you are open minded and
willing to give it another shot.

To me it seems right compared to the rest of the F1 sims I tried and
from watchin on TV. Perhaps if I sat in a real F1 car my perspective
would be different. I would never this the game was total ***or that
the tracks were total ***to the point of being un enjoyable.

Correct. I would hope that most sim races would realize this before
the make sweeping judgements. It is very similar to flightsims IMHO.

I always assumed that these problems were because we cannot feel
the forces acting on the real car, coupled with the fact that we cannot
move our head the way a real driver would to look ahead as he is
making to turn. In short I believe it is an inherent flaw that we must
accept by trying to simulate a driving game on a flat screen with
no G forces or anything else acting on us.

You mean that last corner before the start/finish line? I am too busy
trying to avoid the wall on the left and pole on the right and negotiate
that last chicane. I freely admit that I have not surveyed every curb
on every track. Certainly if one were missing here or there it would
not be enough to dismiss the game as many have. After all if you
want truly bad tracks, just check our Road & Tracks Grand Prix.
Anyone remember that one? It was my first F1 game and boy was
I ever disappointed. But there is no way in hell F1 2000 is even
remotely that poor.

--


David Er

why does F1-2000 *feel* so bad ?

by David Er » Wed, 14 Jun 2000 04:00:00


 Certainly if one were missing here or there it would

> not be enough to dismiss the game as many have. After all if you
> want truly bad tracks, just check our Road & Tracks Grand Prix.
> Anyone remember that one? It was my first F1 game and boy was
> I ever disappointed. But there is no way in hell F1 2000 is even
> remotely that poor.

> --



Philistine! Road & Track Grand Prix inaccurate!?!  I mean,geez, it had
hills, grass ,overpasses, little signs and.. and.. and all  sorts of other
stuff too! Hey if you didn't think the track was good enough you could fire
up the included track editor and shuffle your little track tiles around to
your hearts content( just as long as you only moved in 1 of 4 directions).
Then you could race your car (all twelve pixels of it) forwareds backwards
and even right off the tile (though that tended to crash the application).
Plus it could run on a 386 and came on a convenient 6 diskettes. Sure the
cover art may have given the wrong impression  with regards to accurate
graphics and the physics were lifted from a 1970 slot car game and the
keyboard control had steeering full right, full left and center and it toook
forever to load..........

Actually now that I come to think on it ,it did kinda suck, didn't it? We
are agreement then: F1-2000 beats R&T GP hands down :)

David

nix

why does F1-2000 *feel* so bad ?

by nix » Wed, 14 Jun 2000 04:00:00

My two cents in this never-ending controversy...

I love MGPRS, and have driven it for a year or so. When F12K came out,
I hated it.  But then, once the addons started pouring out, I decided
that I might give it a go again.  (That and wanting to race Indy)  The
one addon that addressed the "tiny head" problem you cited (quite
correctly) was the***pit camera fix, and once I did that, the game
just clicked.  

Last night, I tried Canada with MGPRS, and it seemed sluggish and the
car acted like it was on ice, even with traction control on.  I turned
10 ***laps and stopped.  Back to F12K, and beat my time by 10
seconds immediately (thanks to being able to run over the curbs and
the more open chicanes, I think).  These times, while comparatively
slow, were closer to what the guys actually turn (well, at least Gene)

I think I agree that the tracks are poorly modeled.  Then again, I
kept getting the impression on TV that Canada (for example) seemed
much less tight in real life than on MGPRS.  I think F12K feels
better, at least on the chicanes in Canada.  But, the elevations on
Silverstone seem all wrong, so on it goes.  And, the FF sucks, so...

Waiting, breathlessly, for GP3

On Tue, 13 Jun 2000 20:40:37 +0200, "Alexander Marx"


>Trying to like the game ( EA F1-2000) the 43534th time, I just realized that
>the problem with the tiny driver heads might go far beyond the visual
>aspect. It seems to me that everything, from the viewing angle to the speed
>perception is based on this tiny little head inside the***pit. This is why
>the car  feels that big, the track too narrow, the curbs too high, the bumps
>exaggerated ...etc..etc. I'd love to read what others think about this.

<snip>
James Pickar

why does F1-2000 *feel* so bad ?

by James Pickar » Thu, 15 Jun 2000 04:00:00

It is certainly worth a second look.  The physics seem pretty good to me.

Just a apity it is really a beta that they rushed through  :-(

James


> Trying to like the game ( EA F1-2000) the 43534th time, I just realized
that
> the problem with the tiny driver heads might go far beyond the visual
> aspect. It seems to me that everything, from the viewing angle to the
speed
> perception is based on this tiny little head inside the***pit. This is
why
> the car  feels that big, the track too narrow, the curbs too high, the
bumps
> exaggerated ...etc..etc. I'd love to read what others think about this.

> Another comment about track accuracy (DISCLAIMER: only read on if you care
> about track accuracy in your sims):

> The main problem even with the more accurately modelled tracks in F1-2000
is
> that they don't represent the challenge of their real-life counterparts.
> Take the Nurburgring for example: The Ford curve is the hardest corner in
> F1-2000, but very simple in RL, while the Bit curve is a real *** to
drive
> in RL, but very easy in F1-2000. I could go on with countless examples but
I
> think it's enough to get the point. Missing curbs are also not only a
visual
> problem, but fundamentally change the approach to taking a corner - i'll
> throw in the last corner in Monaco as an example for a missing curb that
> most people don't seem to notice.

> cheers,
> ---
> Alexander Marx



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