rec.autos.simulators

New F1 2000 info

Steve Ferguso

New F1 2000 info

by Steve Ferguso » Sun, 23 Jan 2000 04:00:00

Some good, some bad.

There was a preview of EA's F1 2000 in the German PC Games magazine.  I am still overall
optimistic, or at least it will give something to fill the time before GP3.  Some interesting
points:

- one of the lead programmers defected from the GP3 team, as he said with Crammond, you could
only ever be #2.  Not a bitter statement, I think, but more a reflection that Microprose GP *is*
Geoff Crammond and Geoff Crammond *is* Microprose GP.
- the lead programmer makes reference to GPL when describing their physics engine goals
- the engine sounds are unique to each car, as are the***pits
- EA is going to hype the "breathtaking collisions" in typical EA hyperbolic fashion.  The
programmer being interviewed chuckles a little and says he doesn't care what they say, as the
super collisions are a direct results of the good physics engine
- cars can, of course, turn over
- the***pit is 3D and moves in relation to the forces
- head panning is an option
- the car models have about 1000 polys
- 3D sound
- different handling characteristics for each car for the AI, but as is the case with GP3, the
designers took the decision to make the player's car always the best (although the***pit and
sound will reflect the team chosen) so that the player is not "penalized" for choosing a Minardi
.  So, unless editors show up in the 3rd party world, we can forget about fulfilling our own
chosen "career goals"
- originally, the ISI programmers had programmed in the possibility of injuries and missing
races during the championship due to these injuries.  The FIA said no way, so it was pulled.
- the AI originally had various levels of agression, but it was toned down because there was the
feeling that players would be disappointed if they were punted out of the race through no fault
of their own.  Hard to interpret this.  On the one hand, I would like to have the odd mistake
from another driver take me out, but I hated the completely thick-headed AI of some games, where
they always punted you out.

That's all I remember off the top of my head.

Stephen

Steve Ferguso

New F1 2000 info

by Steve Ferguso » Sun, 23 Jan 2000 04:00:00

Sorry about the bad text formatting... I didn't check my telnet window
size when I was posting from my workstation.

Stephen

: Some good, some bad.

: There was a preview of EA's F1 2000 in the German PC Games magazine.  I am still overall
: optimistic, or at least it will give something to fill the time before GP3.  Some interesting
: points:

Mike Laske

New F1 2000 info

by Mike Laske » Sun, 23 Jan 2000 04:00:00


because there was the
race through no fault
have the odd mistake
AI of some games, where

This is about the only point that disturbs me.  What I enjoy about GPL is
the level of AI aggression (even that could be increased, IMO) and that they
will try to take advantage of leaving a gap into the corner.  There have
been racing games in the past where the AI is so player-aware and well
behaved that it wouldn't say boo to a goose, wouldn't try a 50/50 pass but
in turn would be so easy to out-drive.  I include GP1, GP2 and most of the
early Papyrus racing games in that statement.  I felt they hit the right
balance with GPL, hopefully the F1 2000 designers have been spending a lot
of time with Papyrus' game!

Mike.

Joel Willstei

New F1 2000 info

by Joel Willstei » Fri, 28 Jan 2000 04:00:00


GP3.  Some interesting
that Microprose GP *is*
hyperbolic fashion.  The
what they say, as the
the case with GP3, the
(although the***pit and
for choosing a Minardi
injuries and missing
because there was the
race through no fault
have the odd mistake
AI of some games, where

     So far, so good. The more I hear, the more I like it.

Joel Willstein

Bruce Kennewel

New F1 2000 info

by Bruce Kennewel » Sat, 29 Jan 2000 04:00:00

(snipped)
originally, the ISI programmers had programmed in the possibility of
injuries and missing
so it was pulled.
===============

WHA-A-A-T???
These people (FIA) are five cents short of a dollar!!

--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------




> > Some good, some bad.

> > There was a preview of EA's F1 2000 in the German PC Games magazine.  I
am
> still overall
> > optimistic, or at least it will give something to fill the time before
> GP3.  Some interesting
> > points:

> > - one of the lead programmers defected from the GP3 team, as he said
with
> Crammond, you could
> > only ever be #2.  Not a bitter statement, I think, but more a reflection
> that Microprose GP *is*
> > Geoff Crammond and Geoff Crammond *is* Microprose GP.
> > - the lead programmer makes reference to GPL when describing their
physics
> engine goals
> > - the engine sounds are unique to each car, as are the***pits
> > - EA is going to hype the "breathtaking collisions" in typical EA
> hyperbolic fashion.  The
> > programmer being interviewed chuckles a little and says he doesn't care
> what they say, as the
> > super collisions are a direct results of the good physics engine
> > - cars can, of course, turn over
> > - the***pit is 3D and moves in relation to the forces
> > - head panning is an option
> > - the car models have about 1000 polys
> > - 3D sound
> > - different handling characteristics for each car for the AI, but as is
> the case with GP3, the
> > designers took the decision to make the player's car always the best
> (although the***pit and
> > sound will reflect the team chosen) so that the player is not
"penalized"
> for choosing a Minardi
> > .  So, unless editors show up in the 3rd party world, we can forget
about
> fulfilling our own
> > chosen "career goals"
> > - originally, the ISI programmers had programmed in the possibility of
> injuries and missing
> > races during the championship due to these injuries.  The FIA said no
way,
> so it was pulled.
> > - the AI originally had various levels of agression, but it was toned
down
> because there was the
> > feeling that players would be disappointed if they were punted out of
the
> race through no fault
> > of their own.  Hard to interpret this.  On the one hand, I would like to
> have the odd mistake
> > from another driver take me out, but I hated the completely thick-headed
> AI of some games, where
> > they always punted you out.

> > That's all I remember off the top of my head.

> > Stephen

>      So far, so good. The more I hear, the more I like it.

> Joel Willstein


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