rec.autos.simulators

F1 2000 gfx question

David Can

F1 2000 gfx question

by David Can » Fri, 19 May 2000 04:00:00

Right,
I've just got me-self a P600e overclocked it to 744, so I think I've got
reasonable amount of power for this stupidly demanding (power wise) game.

Now my prroblem is this:
A few weeks ago someone posted some info on how to make F12k draw the cars
at their maximum detail (full number of polygons) what ever the car's
distance from the camera/ viewpoint. It involved editing a config or setting
file. What was the file, and what was the setting?

I've tried to find this post via Deja, but I just couldn't find it.

Could someone please help me???

David C (R4)

--

Larry Hawe

F1 2000 gfx question

by Larry Hawe » Fri, 19 May 2000 04:00:00

David,

Try http://www.bhmotorsports.com/ go to the F1 2000 section then guides
then 'editing guides' at the top of the page. Was just there but have
lost interest in F1 2000 and didn't try the fix. Oh yeah I got the game
last night and can't imagine any 'fix' that will fix the game though
others disagree.

Hope that helps


> Right,
> I've just got me-self a P600e overclocked it to 744, so I think I've got
> reasonable amount of power for this stupidly demanding (power wise) game.

> Now my prroblem is this:
> A few weeks ago someone posted some info on how to make F12k draw the cars
> at their maximum detail (full number of polygons) what ever the car's
> distance from the camera/ viewpoint. It involved editing a config or setting
> file. What was the file, and what was the setting?

> I've tried to find this post via Deja, but I just couldn't find it.

> Could someone please help me???

> David C (R4)

> --


chainbreake

F1 2000 gfx question

by chainbreake » Fri, 19 May 2000 04:00:00


I truly don't understand why F12K has been getting such good reviews--makes
me wonder if any of the reviewers spent more than fif*** or twenty minutes
with it.  It's not exactly a stinker--only about average or slightly less
IMO.

Jerry Morelock

Robert Jorda

F1 2000 gfx question

by Robert Jorda » Fri, 19 May 2000 04:00:00

Try this viewpoint
 Hit Pageup once
 Hit END END (twice)
 then you can see the head bobling viewpoint above the helmet. COol




> > David,

> > Try http://www.racesimcentral.net/
> > then 'editing guides' at the top of the page. Was just there but have
> > lost interest in F1 2000 and didn't try the fix. Oh yeah I got the game
> > last night and can't imagine any 'fix' that will fix the game though
> > others disagree.

> I truly don't understand why F12K has been getting such good reviews--makes
> me wonder if any of the reviewers spent more than fif*** or twenty minutes
> with it.  It's not exactly a stinker--only about average or slightly less
> IMO.

> Jerry Morelock

No

F1 2000 gfx question

by No » Sat, 20 May 2000 04:00:00

On Thu, 18 May 2000 19:28:52 -0400, "chainbreaker"

Apart from the AI crashing too much and the high system demands, what
is so bad about it?
--
Nos

Iain Mackenzi

F1 2000 gfx question

by Iain Mackenzi » Sat, 20 May 2000 04:00:00

We don't really want to start this debate AGAIN, but AI and frame rate are
the 2 areas that cause most discussion.
Frame rate is a weird one - basically some people have the problem and some
(like myself) don't.  As far as I can see it seems to depend a lot on the
graphics card being used, and GeForce and TNT card owners are less happy
than Voodoo ones.  Whatever, it is clearly an issue that affects a lot of
people's ability to bother pursuing the many good aspects of F12K.
The AI issue can be resolved to an extent by setting it to at least 100% and
using the patches at www.bhmotorsports.com.
Iain


> On Thu, 18 May 2000 19:28:52 -0400, "chainbreaker"

> >I truly don't understand why F12K has been getting such good
reviews--makes
> >me wonder if any of the reviewers spent more than fif*** or twenty
minutes
> >with it.  It's not exactly a stinker--only about average or slightly less
> >IMO.

> >Jerry Morelock

> Apart from the AI crashing too much and the high system demands, what
> is so bad about it?
> --
> Nos

No

F1 2000 gfx question

by No » Sat, 20 May 2000 04:00:00

On Fri, 19 May 2000 06:37:20 +0100, "Iain Mackenzie"

OK, I was asking because that's all I can see really wrong with it
myself so was wondering what else I'm missing. I've turned down enough
graphics options that I have it at a very playable frame rate. But, I
tired it in software mode just to see how it looked and it was a
horrible slide show with graphics that looked like they were from the
old 486 days. It seems to me that the frame rate should not be this
poor even in sofware mode considering the level of graphics it
displayed in that mode. The game is based on the SCGT engine and SCGT
runs great on my system with all graphics options on in glide. As for
AI, I haven't tried it at 100% because I'm new to the game, but I can
tell it's certainly not up the level of Ubisoft's F1RS or MGPRS2.
--
Nos

David G Fishe

F1 2000 gfx question

by David G Fishe » Sat, 20 May 2000 04:00:00

Nothing. :-) It's an excellent sim.

BTW, I'm not sure why people complain about the AI crashing so much or even
being poor. The amount of cars which retire in a race is about the same as
you see in real life.

Nine times out of ten I can see in replays that a crash with the AI is my
fault. In real F1, the drivers stick to the drive line because (obviously)
it's the fastest route around the track and every 1/10 th of a second is
critical. They pass when someone makes the rare mistake, and loses the line.
The problem is that most sim drivers can't (understandable) or won't stick
to the drive line. They choose their own (usually unrealistic) path, or
swerve back and forth across the line due to lack of control. When the AI
chooses to attempt a pass, the sim driver often ends up diving back onto or
across the line, or even right into the AI car. Modern F1 is such a quick
and precision type of auto racing, that even tiny mistakes can cause an
accident. A modern F1 sim is likely to be similiar.

I'm not saying they couldn't be better (should have better setups which will
hopefully be in a patch someday), but they aren't as bad as some are
insisting.

David G Fisher


> On Thu, 18 May 2000 19:28:52 -0400, "chainbreaker"

> Apart from the AI crashing too much and the high system demands, what
> is so bad about it?
> --
> Nos

Iain Mackenzi

F1 2000 gfx question

by Iain Mackenzi » Sat, 20 May 2000 04:00:00

You're right David, and that is a point that many people miss, especially
those that are obsessed with 60s driving - which incidentally I love but not
to the exclusion of all others.
Iain



> Nothing. :-) It's an excellent sim.

> BTW, I'm not sure why people complain about the AI crashing so much or
even
> being poor. The amount of cars which retire in a race is about the same as
> you see in real life.

> Nine times out of ten I can see in replays that a crash with the AI is my
> fault. In real F1, the drivers stick to the drive line because (obviously)
> it's the fastest route around the track and every 1/10 th of a second is
> critical. They pass when someone makes the rare mistake, and loses the
line.
> The problem is that most sim drivers can't (understandable) or won't stick
> to the drive line. They choose their own (usually unrealistic) path, or
> swerve back and forth across the line due to lack of control. When the AI
> chooses to attempt a pass, the sim driver often ends up diving back onto
or
> across the line, or even right into the AI car. Modern F1 is such a quick
> and precision type of auto racing, that even tiny mistakes can cause an
> accident. A modern F1 sim is likely to be similiar.

> I'm not saying they couldn't be better (should have better setups which
will
> hopefully be in a patch someday), but they aren't as bad as some are
> insisting.

> David G Fisher



> > On Thu, 18 May 2000 19:28:52 -0400, "chainbreaker"

> > Apart from the AI crashing too much and the high system demands, what
> > is so bad about it?
> > --
> > Nos

No

F1 2000 gfx question

by No » Sat, 20 May 2000 04:00:00


thus spoke:

Perhaps you are correct. It's just that concessions must be made to
account for the fact we are playing  on a computer with no real sense
of situational awareness. The AI cars should make more of an effort to
avoid a collision with the human driver because of this reason. I like
F1 2000 and if it sells well enough then EA will stick with it as a
franchise product and improve it every year. That's what I'm hoping
for anyway. Ubisoft dropped the ball on their F1 sim by not paying for
an F1 license with MGPRS2. They had a very good product and could have
developed it further, but they must have an F1 license to give the
customer what they really want.
--
Nos

mas..

F1 2000 gfx question

by mas.. » Sat, 20 May 2000 04:00:00


Yes, but it is *how* they retire.  Not as much by mechanicals as by stupid
driving.  Hey, I enjoy playing F12K, but that doesn't mean I'm blind to its
failings.

(following all at 100% AI difficulty)

Example: Nurburgring.  Car after car after car spins out at the Ford curve.  
Lap after lap.  "Fixed" with an ai patch at bhmotorsports.  But it shouldn't
have got out the door with it.

Example: Watching cars overtake at Hockenheim.  They catch up, get off the
line to start a pass, act as if they are thinking "uh oh, I should be on the
racing line".  They snap back onto the line, repeat, start weaving, spin out.  
Happens again and again.

Example: In practice and qualifying the car in front of me keeps moving over,
partly, then starts weaving.  Closes the door often when I am right beside.  
Crash.  Part may be my driving, part the poor visibility you have to the side.
But mostly I think it is the horrid AI.

Example: On some tracks the AI quals at near last year's pace.  On others
(Nurburgring) they are about 10 sec slow.

Example: the cars' times are much slower in time accelerate mode (which needs
to be accelerated far faster, IMHO) than when in real-time.  So, if you want a
"realistic"  (with caveats above) and fair qual session, you have to do it all
in real-time.

Sorry, the AI is just plain pathetic.

Point taken about who often causes the accidents.  But I see just plain bad
driving when I'm just a bystander already out of the race.

Greg Cisk

F1 2000 gfx question

by Greg Cisk » Sat, 20 May 2000 04:00:00


Yep. If you notice, I haven;t really gotten into many arguements about
this lately. I figure I said my piece and 20fps at 800x600 against a full
field race is good enough for me. If someone has issues I could care
less.

Even at the lower AI levels I don't have a problem with the
AI crashing into me and taking me out. If they wreck by them
selves that is fine with me. It is more like a real F1 race. Some
races allot go out of the race, and in some of the races they
do not... It seems very random and balanced to me.

--


Greg Cisk

F1 2000 gfx question

by Greg Cisk » Sat, 20 May 2000 04:00:00


Exactly... My theory is that F1 2000 is Direct3D only to cut developement
costs. If it has glide, it would be a much different story with regards to
framerate.

Well I think it is, so there. Maybe you suck :-)

--


Michael E. Carve

F1 2000 gfx question

by Michael E. Carve » Sat, 20 May 2000 04:00:00


% BTW, I'm not sure why people complain about the AI crashing so much or even
% being poor. The amount of cars which retire in a race is about the same as
% you see in real life.

But in real life they usually retire due to mechanical failure or 1
driver spinning off the track into the kitty litter, not by taking each
other out.

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Double

F1 2000 gfx question

by Double » Sat, 20 May 2000 04:00:00

heh, you've obviously never seen the first 2 turns on lap 1 at
Montreal.  (just kidding, Michael)



>But in real life they usually retire due to mechanical failure
or 1
>driver spinning off the track into the kitty litter, not by
taking each
>other out.

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