>Obvious bias here, anybody that puts a magnet in instead of a real
>steering interface can't be all that good. Indycar defintely has its warts but F1GP is a
>GAME and Indycar is a Sim. Don't get me wrong, I've enjoyed many hours
>of fun with F1GP but the driving feel is just not there compared to
>what Papyrus does. Even with all the great add-on tools that have
>been developed for World Circuit, it sits unused on my harddrive. I do
>look forward to seeing what Mr Crammond does with the next release.
>regards,
>Jeff
You're right, I must concede the IndyCar driving model is excellent, but:
- the interface is terrible,
-the computer AI is bad,
-it is impossible to drive with 'damage on' (opponents are too unpredictable),
-you can't save anywhere during an event,
-the qualifying and post-race information is very limited (compared to F1GP),
-there is no distinct sense of contact with other cars (like F1GP),
-I'm tired of getting stuck on or driving through other cars,
-the inconsistency of circuits (against 100% opposition, I can blow them away
at most ovals, qualify last at Cleveland [5 secs. of the pace] and still
win, and not come close to the leaders at Portland).
-and, finally, why does it take this 'excellent driving model' some 20 metres
to come to a stop from 15 k.p.h.?
That's all I can think of offhand. I do, however, enjoy both games immensely.
If only someone could drop the Papyrus racing model into the MicroProse shell
- then we'd have a product...
Cheers, Simon.