rec.autos.simulators

whats wrong with CPR?

Wosc

whats wrong with CPR?

by Wosc » Mon, 01 Mar 1999 04:00:00

Just have to ask it, everyone seems to hate CPR.  I played it when it came
out and played it up until a month before GPL came out.  It is really a
great game, not many other games can you turn on all graphics and get 60fps
and no hiccups, the graphics are pretty good (not as good as F1rs but still
they arent bad like N2 and ICR2 (no offense).  I think most people just dont
drive it in pro setting or without traction control on.  They just think it
pushes into the walls.  It is nice to have a racing game that you can
actually spin in.

Tell me why you hate it, just want to start a discussion about it.
Jesse

Target

whats wrong with CPR?

by Target » Mon, 01 Mar 1999 04:00:00

Heh, for starters, impossible AI, unrealistic track configurations.
Racer X
Veteran Sim Racer
Victory Lane-
http://www.geocities.com/MotorCity/Speedway/1423/
UnserFan

whats wrong with CPR?

by UnserFan » Mon, 01 Mar 1999 04:00:00

CPR isn't that bad of a game really, it just has a few big problem spots still.
 Number 1 is the AI cars, they are slow and spin constantly.  Second is the
Driving Aid options, in Professional Mode, you can't have ABS (which really
comes in handy on CPR because of it's very very sensitive brakes) and no
autoshifting (it can be a real *** to shift on that game sometimes).  Also,
almost every single track had to be redone by someone just to make it more
realistic.  And finally, the crash model.  You can hit the wall at 240 mph and
not even bend the front wing, yet a 35 mph brush with the wall can knock off a
tire.  What the hell is up with this?
Wosc

whats wrong with CPR?

by Wosc » Mon, 01 Mar 1999 04:00:00

AI i have to admit completely sucks, they drive odd lines, track
configurations arent bad, cleveland was fixed and you can find all teh
tracks fixed up on the web, but its not like they are impossible to drive,
just that some arent as realistic than others which a little bit of non
accuracy is ok, look at viper, non of those tracks exist.

>Heh, for starters, impossible AI, unrealistic track configurations.
>Racer X
>Veteran Sim Racer
>Victory Lane-
>http://www.geocities.com/MotorCity/Speedway/1423/

Wosc

whats wrong with CPR?

by Wosc » Mon, 01 Mar 1999 04:00:00

the damage are some other good points,  I guess i like it for the
multiplayer and the physics are like all others and simple to learn in
rookie yet can be hard in pro.


ymenar

whats wrong with CPR?

by ymenar » Mon, 01 Mar 1999 04:00:00

Wosco wrote

I won't go much into the game itself (it was explained alot, especially the
unrealistic physics), but the problem with r.a.s.'ers is also because of the
exterior problems we had with 1) the hype that was false and 2) the bad
public relation some TRI/Microsoft employees had with this newsgroup.

Just the fact that they hyped "track accuracy to the inches with the new GPS
system of track data" is enough for point #1 when most of the tracks have
major accuracy problems (ex : Cleveland or Australia).  The PR guys got
really flamed on r.a.s. for trying to find some problems, not listening to
us, etc..

Where are you David to start a good discussion ? :)

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-= NROS Nascar sanctioned Guide http://www.nros.com/
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-= Official mentally retarded guy of r.a.s.
-= May the Downforce be with you...

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how hard it is to put up with all the idiots in the world."

Wosc

whats wrong with CPR?

by Wosc » Mon, 01 Mar 1999 04:00:00

just a quick note, arne also added a checkpoint at the turn where if anyone
cut the turn, they would not be counted that lap.

>> I won't go much into the game itself (it was explained alot, especially
>the
>> unrealistic physics), but the problem with r.a.s.'ers is also because of
>the
>> exterior problems we had with 1) the hype that was false and 2) the bad
>> public relation some TRI/Microsoft employees had with this newsgroup.

>I never really figured out what you all ment by unrealistic physics.  I did
>find in the rookie setting the car ran very well tho the grip off track
>seemed a bit high.  I never really ran the cars in Pro setting since most
>guys who ran it online ran on rookie setting.  I did find the brakes a bit
>hard to modulate, but not having driven a champ car personally I cannot
>attest too it.  I have had many very close online races with others.  I
>never did find the car darty like most said it was.  I did have one gripe
>on the Patch was the speed limits they put on Ovals.  Milwaukee, California
>and Michigan were worst places due to this and even tho I enjoy short oval
>racing it made Milwaukee rather unsatifying.  Addtionally  I did notice
>that everyone complained about how much a problem Frame rate was with all
>the AI cars on the grid.  Well I only ran the game online so I cannot say
>anything about that.

>> Just the fact that they hyped "track accuracy to the inches with the new
>GPS
>> system of track data" is enough for point #1 when most of the tracks have
>> major accuracy problems (ex : Cleveland or Australia).  The PR guys got
>> really flamed on r.a.s. for trying to find some problems, not listening
>to
>> us, etc..
>Cleveland was for some reason made in its old configuration.  I cannot tell
>you why maybe they had some research problems, and really that should not
>have happened.  Australia, I cannot explain,  but I do like the added
>section, it is very similar to autocrossing that I do a lot of since my
>racing budget has been curtained by three kids.  The rest of the tracks,  I
>personally thought are accurate. Granted Portand has a wall from the
>Festival curves to the old main straight. but microsoft may have done that
>to prevent course cuts.  Arne removed it on his track and it was kinda hard
>when a Cheater would skip chicane to win a race.  Infact I was punted once
>by someone who was doing that to keep up.  I really do wonder how many of
>us here have actaully have driven the track in CPR.  I have driven
>Portland,  Road America(Elkart Lake), and Mid Ohio.  I found them to be
>very close.  I don't remember Mid Ohio being so bumpy, but I was in a
>Production car at the time, and Road America's front straight too. but
>again, the Production Car was much softer sprung then a Champ Car.

>One thing I did notice after I did buy CPR, was that I really loved hot
>lapping that game compared to GP2.  I just felt car reacted to the changes
>in the setup.  Also I was able to real car back in much easier then with
>GP2.  I loved GP2 for its really smart AI, and I noticed real fast that the
>AI in CPR was poor at best.  I am not sure how it would have worked if I
>was on Pro setting tho.  The biggest thing CPR helped me do was to manage
>my Right Foot better when I was in my real race car.  That was something I
>was really lacking before.  GPL has helped even more since you have no
>wings, or ground effects to help car stick.  And that is the main reason I
>play SIMs.  Last year I was able to find a second on my competition due to
>things I had masterd how to do on my PC, and also I was able to break a few
>bad habits on hte PC that would have been real expensive learning lessons
>in a real car.

>I will admit that I do not race CPR much anymore since I have become
>ennamered with GPL.  It does seem to be the next step.  Unfortunately my
>real car feels closest to the BRM and it leaves a bit to be desired.

>> Where are you David to start a good discussion ? :)

>Well I am not sure if you ment me but that is my 2cents worth.

>--
>David Robinson

>Egan's Law

>The Pace car will always go 2 MPH slower then your race car idles in first
>gear.

Wosc

whats wrong with CPR?

by Wosc » Mon, 01 Mar 1999 04:00:00

yes you are right about the gps, i didnt mind though cause i hadnt at the
time driven on any of those tracks anyways so i wouldnt have known.  But i
did eventually drive on a couple.


>>, look at viper, non of those tracks exist.

>But we're not talking about Viper. Viper is not simulating a real racing
>series, CART PR is.

>> you can find all teh
>>tracks fixed up on the web

>Yeah, but it should ship out with all the tracks correct since they claimed
to
>use GPS  for the tracks.
>Racer X
>Veteran Sim Racer
>Victory Lane-
>http://www.geocities.com/MotorCity/Speedway/1423/

Ronald Stoe

whats wrong with CPR?

by Ronald Stoe » Mon, 01 Mar 1999 04:00:00


> Just have to ask it, everyone seems to hate CPR.  I played it when it came
> out and played it up until a month before GPL came out.  It is really a
> great game, not many other games can you turn on all graphics and get 60fps
> and no hiccups, the graphics are pretty good (not as good as F1rs but still
> they arent bad like N2 and ICR2 (no offense).  I think most people just dont
> drive it in pro setting or without traction control on.  They just think it
> pushes into the walls.  It is nice to have a racing game that you can
> actually spin in.

> Tell me why you hate it, just want to start a discussion about it.

Well, in another post you put F1RS' physics on the same level as the Playstation
F1 games. Why would I be surprised that you prefer CPR's graphics over N2 and
like it's physics? Last time I checked CPR (came with the MS wheel) it still
felt like MTM2 on steroids with balloons for tires, but hey, if you like it,
all's well...

l8er
ronny

--
How to get rid of censorship in German game releases
<http://www.gamesmania.com/german/maniac/freedom/freedom.htm>

          |\      _,,,---,,_        I want to die like my Grandfather,
   ZZZzz /,`.-'`'    -.  ;-;;,_              in his sleep.
        |,4-  ) )-,_. ,\ (  `'-'     Not like the people in his car,
       '---''(_/--'  `-'\_)            screaming their heads off!

Target

whats wrong with CPR?

by Target » Tue, 02 Mar 1999 04:00:00

But we're not talking about Viper. Viper is not simulating a real racing
series, CART PR is.

Yeah, but it should ship out with all the tracks correct since they claimed to
use GPS  for the tracks.
Racer X
Veteran Sim Racer
Victory Lane-
http://www.geocities.com/MotorCity/Speedway/1423/

DAVI

whats wrong with CPR?

by DAVI » Tue, 02 Mar 1999 04:00:00

I never really figured out what you all ment by unrealistic physics.  I did
find in the rookie setting the car ran very well tho the grip off track
seemed a bit high.  I never really ran the cars in Pro setting since most
guys who ran it online ran on rookie setting.  I did find the brakes a bit
hard to modulate, but not having driven a champ car personally I cannot
attest too it.  I have had many very close online races with others.  I
never did find the car darty like most said it was.  I did have one gripe
on the Patch was the speed limits they put on Ovals.  Milwaukee, California
and Michigan were worst places due to this and even tho I enjoy short oval
racing it made Milwaukee rather unsatifying.  Addtionally  I did notice
that everyone complained about how much a problem Frame rate was with all
the AI cars on the grid.  Well I only ran the game online so I cannot say
anything about that.

Cleveland was for some reason made in its old configuration.  I cannot tell
you why maybe they had some research problems, and really that should not
have happened.  Australia, I cannot explain,  but I do like the added
section, it is very similar to autocrossing that I do a lot of since my
racing budget has been curtained by three kids.  The rest of the tracks,  I
personally thought are accurate. Granted Portand has a wall from the
Festival curves to the old main straight. but microsoft may have done that
to prevent course cuts.  Arne removed it on his track and it was kinda hard
when a Cheater would skip chicane to win a race.  Infact I was punted once
by someone who was doing that to keep up.  I really do wonder how many of
us here have actaully have driven the track in CPR.  I have driven
Portland,  Road America(Elkart Lake), and Mid Ohio.  I found them to be
very close.  I don't remember Mid Ohio being so bumpy, but I was in a
Production car at the time, and Road America's front straight too. but
again, the Production Car was much softer sprung then a Champ Car.  

One thing I did notice after I did buy CPR, was that I really loved hot
lapping that game compared to GP2.  I just felt car reacted to the changes
in the setup.  Also I was able to real car back in much easier then with
GP2.  I loved GP2 for its really smart AI, and I noticed real fast that the
AI in CPR was poor at best.  I am not sure how it would have worked if I
was on Pro setting tho.  The biggest thing CPR helped me do was to manage
my Right Foot better when I was in my real race car.  That was something I
was really lacking before.  GPL has helped even more since you have no
wings, or ground effects to help car stick.  And that is the main reason I
play SIMs.  Last year I was able to find a second on my competition due to
things I had masterd how to do on my PC, and also I was able to break a few
bad habits on hte PC that would have been real expensive learning lessons
in a real car.  

I will admit that I do not race CPR much anymore since I have become
ennamered with GPL.  It does seem to be the next step.  Unfortunately my
real car feels closest to the BRM and it leaves a bit to be desired.

Well I am not sure if you ment me but that is my 2cents worth.

--
David Robinson

Egan's Law  

The Pace car will always go 2 MPH slower then your race car idles in first
gear.

Greg Cisk

whats wrong with CPR?

by Greg Cisk » Tue, 02 Mar 1999 04:00:00


>Well, in another post you put F1RS' physics on the same level as the
Playstation
>F1 games. Why would I be surprised that you prefer CPR's graphics over N2
and
>like it's physics? Last time I checked CPR (came with the MS wheel) it
still
>felt like MTM2 on steroids with balloons for tires, but hey, if you like
it,
>all's well...

I was wondering the same thing :-)

However one of the things I didn't like about CPR, was the fact that
you could go to the highest difficulty and have no problem lapping
the field on ovals in a very short time. Lack of Glide support in favor
of slow D3D was another thing. Lack of support from the developer
was another.

--

Header address intentionally scrambled to ward off the spamming hordes.

cisko [AT] ix [DOT] netcom [DOT] com

John

whats wrong with CPR?

by John » Tue, 02 Mar 1999 04:00:00

Only Microsoft employees were in this news group as far as I remember. MS
had told TRI to not post any messages anywhere. Dean Lester and one other
employee from MS were the only people who could post anywhere.

John

John

whats wrong with CPR?

by John » Tue, 02 Mar 1999 04:00:00

There was a glide driver that was mysteriously released. Look at
http://cart.gamestat.com in the files section. I assume that MS did not want
Glide support at the time to protect Direct3D [only speculation].

The sim engine/physics of CPR are not MTM2's. They are completely different.
The graphics engine is similar though.

John

speedrace

whats wrong with CPR?

by speedrace » Tue, 02 Mar 1999 04:00:00

Oh hell, are we really going to get this going again?  Apparantly you all
don't remember what happened the last time this discussion got going.

>Just have to ask it, everyone seems to hate CPR.  I played it when it came
>out and played it up until a month before GPL came out.  It is really a
>great game, not many other games can you turn on all graphics and get 60fps
>and no hiccups, the graphics are pretty good (not as good as F1rs but still
>they arent bad like N2 and ICR2 (no offense).  I think most people just
dont
>drive it in pro setting or without traction control on.  They just think it
>pushes into the walls.  It is nice to have a racing game that you can
>actually spin in.

>Tell me why you hate it, just want to start a discussion about it.
>Jesse


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