> Looks like they are cloning everything Papyrus has done. Really it's all
> there, from the GUI to the replays and all. You know, anybody could do
the
> same movie with NR2003 and tight editing, bing bang whoosh sounds and rock
> music. The way the car goes down the apron is laughable at Bristol. Take
> this the guy who was whining about N3's apron. N3 was HALF A DECADE ago.
> Btw if you check the static shots, the textures are very low-res. Shame
> again.
> Oh and that crash in the end... yikes that was ugly.
> --
> -- Fran?ois Mnard <ymenard>
> -- This announcement is brought to you by the Shimago-Dominguez
> Corporation - helping America into the New World...
Wrecks on the EA clip looked just like a typical 03 wreck. O3 cars do
the exact same thing at Bristol's apron too.
p.s. the N3 comment was to show an example, but I guess to a blind fanboy,
the common sense/obvious can be hard to see at times.
> Looks like they are cloning everything Papyrus has done. Really it's all
> there, from the GUI to the replays and all. You know, anybody could do
the
> same movie with NR2003 and tight editing, bing bang whoosh sounds and rock
> music. The way the car goes down the apron is laughable at Bristol. Take
> this the guy who was whining about N3's apron. N3 was HALF A DECADE ago.
> Btw if you check the static shots, the textures are very low-res. Shame
> again.
> Oh and that crash in the end... yikes that was ugly.
And that's the mindset you seem to have; if it's different than Papy, it's
bad/wrong, period.
The video looks pretty good to me....Sadler's airborne looked a little
cheesy. I once had my car get stuck up in the fence and stay there in
a pre-race practice session in N2003. N2003 is and will be a great sim
but I for one am hoping EA does a good job with this game. I am ready
to try something new. Steve P
Anywho in the interview JH stated that a major chunk of this sim's
(whatever) is based in the F1 tittled games...
SO me never having even tried the F1 stuff from EA, I want to know, is that
bad, or good?
Braddo enlightened us with:
It's good and bad.
If the racing series in question is well implemented, the ISI physics engine
or development thereof will yield a richer and "more natural" driving
experience than anything Papyrus have ever done.
However, unless they have really fixed some issues this time around (and,
seeing as a lot of annoying stuff that was in F1 2k1 is still in GTR and
rFactor, I'm not holding my breath), a lot of users will have some degree of
difficulty and will possibly need to manually edit files to get their
controller setup "just so" as to be able to fully enjoy the greater detail
offered by the engine.
And, again: unless spectacular advancements have been made, the multi will
be:
- not as robust and straightforward as with Papyrus titles.
- require a lot of bandwidth on the part of the host and a
stable, low ping connection on the part of the player.
- still not look quite right, even under ideal conditions(*).
I don't want to sound as if I'm dismissing it outright, because I'm not. I
truly honestly want the simracing genre to advance and be successfull and I
will give the demo a fair shot at convincing me EA NASCAR Simracing is the
next step forward. However, to do that certain things will have to be fixed
with regard to preceding titles, otherwise there will be fairly little point
in owning the latest version.
Jan.
=---
(*)Rem.: ok, this is highly subjective and if everthing else worked I could
live with it, but I have this problem with F1 2k2/F1C/GTR/rFactor
multiplayer where it appears to me as if the other cars in my field of view
are objects being moved along a similar trajectory to mine, rather than cars
being driven by the other players. Even when conditions are perfect, i.e. a
monster machine/connect as a host and all players geographically close to it
with less than 30ms pings.
On the other hand, when in GPL/NR2003 cars jitter or warp a little (it's
very rare to see a truly terrible connect nowadays), I don't get this same
level of estrangement than in the ISI sims.
Nothing wrong with Papy collision code per se, as it was designed for and
works fairly well in a low ping environment (i.e. LAN multiplayer).
Online was tagged on to GPL at a late stage and, apparently, only slightly
improved for the NR200x iterations. As pings rise (and you turn on more cars
in NR200x) the design flaw of having each player calculate collisions
locally (i.e. clientside) rears its ugly head, as the time needed to
exchance info between the players leads to ever more erroneous values being
put into the simulation. This creates the infamous and always unexpected
online "explosion", even though a contact may, at first, appear minor.
Jan.
=---
cant be all bad then, unless EA does to LSI? what Sierra and corp did to
papy Id guess...
Jan Verschueren enlightened us with:
--
"For instance I can't think of the last time I actually paid for a copy
of Windows." -- James Calivar
I'm just trying to give the "you're a Papy fanboy"-crowd as little
ammunition as possible.
They are 3 different implementations based on the same simulation
technology, yes.
No, like I said, if you manage to get it configured correctly for your rig,
the actual driving part (and off-line racing) should be very good indeed.
No chance of that, EA and ISI have already parted company. All EA can do
(and has done) is hire someone else to advance the code. Let's hope they
haven't "fixed" what didn't need fixing, but improved upon the existing
weaker areas instead.
Jan.
=---
Excellent points.
Blaming it on ping is incorrect. I've seen it exist in any net numbers
you can think of, high or low. As I've asked before; how come Heat's code
didn't do this then, if it's net/ping related ?
rFactor uses ISI's latest game engine (gMotor2). GTR uses the previous game
engine. The rFactor demo does not actually contain the final physics and
graphics either, but is for testing the multiplayer component. If you like
the demo now, it only will be better when the full version is released.
--
David G Fisher
I understand you have two different experiences with the two sims, but it
could it be due to your internet connection? You consistently have a rough
connection to our RASCAR server (blinking in and out). If it's just our
server you have trouble with when racing online, then I have no idea why you
see what you do with the ISI games.
--
David G Fisher
> > "Phillip Malphrus, Jr" wrote...
> > > yeah :)
> > Nothing wrong with Papy collision code per se, as it was designed for
and
> > works fairly well in a low ping environment (i.e. LAN multiplayer).
> > Online was tagged on to GPL at a late stage and, apparently, only
slightly
> > improved for the NR200x iterations. As pings rise (and you turn on more
> cars
> > in NR200x) the design flaw of having each player calculate collisions
> > locally (i.e. clientside) rears its ugly head, as the time needed to
> > exchance info between the players leads to ever more erroneous values
> being
> > put into the simulation. This creates the infamous and always unexpected
> > online "explosion", even though a contact may, at first, appear minor.
> > Jan.
> > =---
> Blaming it on ping is incorrect. I've seen it exist in any net numbers
> you can think of, high or low. As I've asked before; how come Heat's code
> didn't do this then, if it's net/ping related ?
But all this speculation about the new EA product is pretty pointless.
Doesn't look so hot from that video, but no matter; we'll all know if it
sucks or not in a week or so.
SB