Thanks for your reply Dan.
The "fun versus realism" balance is different for every sim and every user
- we try to make the best balance we can but we are bound to disappoint
some parts of the community and delight others.
For what it's worth, we have received a lot of positive mail from purchasers
who really like CPR because it didn't require such a high learning curve
as some other sims - but the typical r.a.s. subscriber demands more in
the "realism" side of the balance - and we are working on a patch that will
address many of the requests found here.
Finding the "right" balance is a matter of listening to as many items
of feedback as possible and responding appropriately.
A good example of this are the pit stops in CPR - the auto-pilot was well-
received by less hard-core testers - the ability to relax a little and
enjoy the motion-captured pit crew working on their car in realtime 3D
was described as "very cool" in all the tests we ran. But on r.a.s. it is a
cause for frustration for some - "let me drive my car to the correct
position - don't take away my control!". OK - we're putting this in. But
you can see how it is sometimes hard to find the right balance.
"Bumping" is bound to be another - if we made it arcade-like we would have
made you happier. But how many others?
Answers on a postcard ...
>On Sat, 29 Nov 1997 18:38:11 -0800, "Dean (CART Team)"
>>The CART series has rolling starts - not standing starts.
>>If you select "Pace Lap" in the realism dialog you'll get the
>>whole - "pits - pace lap - start" sequence if you prefer this.
>>The bumping is a controversial topic here on ras - some
>>have stated categorically that it is due to "flawed AI", but
>>there have been several postings stating that if you race
>>competitively (speed/line) then this rarely happens - which
>>(predictably) is our position on this also.
>>However, for those that are disatisfied with this and insist
>>that the AI cars yield more/avoid more - the upcoming patch
>>should be more to their liking.
> [snip]
>Thanks for your response--as others have pointed out, it is good to
>see a member of the design team 'hang out' here to 'feel our pain'.
>The starting sequence is not as much a bother as the bumping. After
>reading your reply, I went back to Cleveland to run several more
>races, paying special attention to stay in the race line (I have that
>option on) and run smoothly and competitively. (I've spent maybe five
>hours racing so I don't suck too bad.) I can stay in the top 5 for a
>couple of laps and then that bug-a-boo hits again--the bumping. In
>the last 5 races I ran I was run off the track 4 times and this time
>there was no pass flags and I was driving smoothly and respectably in
>the groove. In three cases I was hit from behind and run off the
>track-- there was NO warning. I admit I am not a pro---I don't run as
>fast and tight as the CPU cars. And after many more hours of practice
>maybe I won't get bumped off the track. But by that time I will have
>lost all interest. There is a fine line between challenge and
>frustration and this sim is leaning more and more in the frustration
>range as time goes on. I tried turning the 'stay on track' option so
>I don't get knocked off, but that option plays havoc with normal car
>handling-- it is practically useless. Why can't bumps just be
>ignored--why can't that be an option???? Take a look at Moto Racer by
>EA Sports. If you bump another bike in normal (non turbo) racing you
>just bounce off. True, it is not realistic but it does make the game
>more playable.
>Dan P.
>_______________
>Remove 99 in my address to reply
>.