rec.autos.simulators

Gravel Traps!!!

Valje

Gravel Traps!!!

by Valje » Wed, 05 Jul 1995 04:00:00

Did anyone else notice the gravel traps in the Suzuka screen-shots from
F1GP II?  This looks like a better game sim-wise from what little
I can glean from the gifs.  On the eye-candy side, the drivers heads
move with the momentum of the turns and they are more readily distinguishable
identity-wise.  I'll be able to tell if that's Schu or, more likely,
Herbert behind me.  The numbers on the cars help too ;)  The graphics
appear to show the lay of the track better and it looks like there
are bumps on the track.  The gravel traps are badly needed for reality in
the sim.  When was the last time all 26 cars finished a gran prix, anyway?
Now the drivers who spin off are finished, looks like I'll have to tighten up
my line at Suzuka, [especially at Degner and the Spoon] I'm all over the place
there.  Sure LOOKS nice, hope it plays well, too.  F1GP has kept my interest
and enthusiasm for years so I would have to suspect that mr crammond's new
effort will be fabulous as he's got such a fine reputation to live up to.

eryc

Steve Smit

Gravel Traps!!!

by Steve Smit » Thu, 06 Jul 1995 04:00:00


Yes, I hope he does implement gravel traps.  Having said that, I have
found at Magny Cours that there is a corner where you can sometimes
get stuck if you spin on to the grass, as if in gravel.  But I guess
that's a bug rather than a feature :)

Certainly, on ace level it should have been much easier to retire from
the race.  Some of the accidents you can have that don't even cause
damage are beyond belief, and even the more serious accidents only
lead to a 20 second pit stop.  My forthcoming F1GP editor should allow
you to adjust the speed of impact needed to force the car to retire
from the race, which has proved popular on the Amiga version, but I
don't think I've seen on the PC yet.

Another feature I would like to see in F1GP II is mechanical failure.
Maybe this should be left as an option (ie. set the % reliability factor
of your car from say 25 to 100 percent).  G.P. cars just aren't reliable,
and if this is to be a true simulation, over a season a driver should
expect at least 3 or 4 retirements due to engine/car failure.  Maybe
he could build a reliability factor in to each part of the car.  For
instance, if the gearbox breaks, you may still be able to get some
gears, but not all of them and so on.
            _________    ___________________________________________


--------------------------------------------------------------------
F1GP/F1 Fan - House music lover - Manic Mountain Biker - Cool Dude;)

Valje

Gravel Traps!!!

by Valje » Fri, 07 Jul 1995 04:00:00


: >
: >Did anyone else notice the gravel traps in the Suzuka screen-shots from
: >F1GP II?  This looks like a better game sim-wise from what little

: Yes, I hope he does implement gravel traps.  Having said that, I have
: found at Magny Cours that there is a corner where you can sometimes
: get stuck if you spin on to the grass, as if in gravel.  But I guess
: that's a bug rather than a feature :)

: Certainly, on ace level it should have been much easier to retire from
: the race.  Some of the accidents you can have that don't even cause
: damage are beyond belief, and even the more serious accidents only
: lead to a 20 second pit stop.  My forthcoming F1GP editor should allow
: you to adjust the speed of impact needed to force the car to retire
: from the race, which has proved popular on the Amiga version, but I
: don't think I've seen on the PC yet.

        Well the gravel traps are definitely present in graphix form so I
suppose they will help retire a few cars.  I too have noticed the bug?
at France, but it doesn't seem to work every time.  It seems as if one
car hits the wall and stalls at the corner the rest will get 'stuck' even
though they still have power.  Would like to see the damage adjustment
implemented in the new version :)  Trevor's Windows Editor [which I generally
use and love!] doesn't have this feature either.  Hopefully this will all
be moot in a few months unless Microprose leaves it up to the technically
non-impaired to supplement the game.  

        Re:Blundell -- He ended up beating me in Monaco as well...finished
8th after 2 early incidents.  I managed to nurse D's for a 35 lap clip
and was up to 4th with 8 to go when I had brain-fade in the final corner.
Spun and got knocked by Panis, it was the front wing but I pitted anyway
and didn't have the time to catch up.  Gianni finished 7th, his best
in many GP.

eryc

Ken Ph

Gravel Traps!!!

by Ken Ph » Mon, 10 Jul 1995 04:00:00

Where did you find the freaking GIF????

: Did anyone else notice the gravel traps in the Suzuka screen-shots from
: F1GP II?  This looks like a better game sim-wise from what little
: I can glean from the gifs.  On the eye-candy side, the drivers heads
: move with the momentum of the turns and they are more readily distinguishable
: identity-wise.  I'll be able to tell if that's Schu or, more likely,
: Herbert behind me.  The numbers on the cars help too ;)  The graphics
: appear to show the lay of the track better and it looks like there
: are bumps on the track.  The gravel traps are badly needed for reality in
: the sim.  When was the last time all 26 cars finished a gran prix, anyway?
: Now the drivers who spin off are finished, looks like I'll have to tighten up
: my line at Suzuka, [especially at Degner and the Spoon] I'm all over the place
: there.  Sure LOOKS nice, hope it plays well, too.  F1GP has kept my interest
: and enthusiasm for years so I would have to suspect that mr crammond's new
: effort will be fabulous as he's got such a fine reputation to live up to.

: eryc
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Imar de Vri

Gravel Traps!!!

by Imar de Vri » Sat, 15 Jul 1995 04:00:00



>: Did anyone else notice the gravel traps in the Suzuka screen-shots from
>: F1GP II?  This looks like a better game sim-wise from what little
>: I can glean from the gifs.  On the eye-candy side, the drivers heads
>: move with the momentum of the turns and they are more readily distinguishable
>: identity-wise.  I'll be able to tell if that's Schu or, more likely,
>: Herbert behind me.  The numbers on the cars help too ;)  The graphics
>: appear to show the lay of the track better and it looks like there
>: are bumps on the track.  The gravel traps are badly needed for reality in
>: the sim.  When was the last time all 26 cars finished a gran prix, anyway?
>: Now the drivers who spin off are finished, looks like I'll have to tighten up
>: my line at Suzuka, [especially at Degner and the Spoon] I'm all over the place
>: there.  Sure LOOKS nice, hope it plays well, too.  F1GP has kept my interest
>: and enthusiasm for years so I would have to suspect that mr crammond's new
>: effort will be fabulous as he's got such a fine reputation to live up to.
>Where did you find the freaking GIF????

Check out http://www.king.ac.uk/~k948959/gp2.htm

--
  Imar de Vries   |  'Those crazy Ferrari fans sure make a lot of noise...
LFRS - Patrim #61 |  (dramatic pause)... more than the Peugeot that I drive.'
- Forza Ferrari - |                           - Hakkinen, Formula One driver


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