rec.autos.simulators

MGPRS2 Editors

Greg Cisk

MGPRS2 Editors

by Greg Cisk » Fri, 08 Jan 1999 04:00:00

How are you supposed to insert new bitmap***pit and cars?
When you extract them into a separate directory, you can view
them but not insert them into the game. WTF is that all about?
It shouldn't really be that difficult. Hey at least I can return this
piece of ***to EB. And yes the sound is not improved at all.
In fact it is a step down form F1RS... So far I am not very impressed
with MGPRS2.

--

Header address intentionally scrambled to ward off the spamming hordes.

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

Alan Bernard

MGPRS2 Editors

by Alan Bernard » Fri, 08 Jan 1999 04:00:00

Greg,


>How are you supposed to insert new bitmap***pit and cars?
>When you extract them into a separate directory, you can view
>them but not insert them into the game. WTF is that all about?
>It shouldn't really be that difficult. Hey at least I can return this
>piece of ***to EB. And yes the sound is not improved at all.
>In fact it is a step down form F1RS... So far I am not very impressed
>with MGPRS2.

>--

I disagree.  MGPRS2 is better than F1RS.  For one, the multiplayer feature
is much improved.  Ubisoft's *** Service works pretty well: I've had
little trouble racing.  F1RS-- you barely could get 2 racing.

The game is pretty stable; and at $20 it was a steal.

To insert***pits you need to run the editor that is on the CD.  I did it
and it was quite easy.

Later,

Alanb

Greg Cisk

MGPRS2 Editors

by Greg Cisk » Sat, 09 Jan 1999 04:00:00

When you install the game an icon for this program is created
along with the MGPRS2 icon. When you run the program you
can select the bitmap you want to insert in the right hand window
but the INSERT button is not active so you cannot insert the
bitmap. My question is how do you get this to work?

--

Header address intentionally scrambled to ward off the spamming hordes.

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


>Greg,


>>How are you supposed to insert new bitmap***pit and cars?
>>When you extract them into a separate directory, you can view
>>them but not insert them into the game. WTF is that all about?
>>It shouldn't really be that difficult. Hey at least I can return this
>>piece of ***to EB. And yes the sound is not improved at all.
>>In fact it is a step down form F1RS... So far I am not very impressed
>>with MGPRS2.

>>--

>I disagree.  MGPRS2 is better than F1RS.  For one, the multiplayer feature
>is much improved.  Ubisoft's *** Service works pretty well: I've had
>little trouble racing.  F1RS-- you barely could get 2 racing.

>The game is pretty stable; and at $20 it was a steal.

>To insert***pits you need to run the editor that is on the CD.  I did it
>and it was quite easy.

>Later,

>Alanb

David Mast

MGPRS2 Editors

by David Mast » Sat, 09 Jan 1999 04:00:00


>When you install the game an icon for this program is created
>along with the MGPRS2 icon. When you run the program you
>can select the bitmap you want to insert in the right hand window
>but the INSERT button is not active so you cannot insert the
>bitmap. My question is how do you get this to work?

Did you select both the bitmap to insert and the bitmap for it to replace? It
isn't really an "insert" but it is a "replace" fcn.

Also, many of the on-line new sets have switched team 2 from Williams to
McLaren to reflect the shift in ***.  Make sure that whichever car
and***pit sets you use are consistent here.

Greg Cisk

MGPRS2 Editors

by Greg Cisk » Sat, 09 Jan 1999 04:00:00

Yes I finally figured it out. However the game sucks so badly I'll
be returning it :-) Did anyone notice how 800x600 looks like
640x480? I think they just let you click a button that says 800x600
just to make you feel good about yourself :-) Also I thought the
sound was much worse as compared to F1RS. It certainly wasn't
improved. And what is Voodoo2 optimized about the game? The
only optimization I saw was a crappy framerate at Monaco as compared
with F1RS. BTW, I have a P2-450, Voodoo2 (12MB) & 128MB of ram.
F1RS totally screams while MGPRS2 is a total dog. I do like how they
have RESTART greyed out when you hit escape during a GP race.
In F1RS is was always selectable but you could never restart, you had
to ABANDON the race. At least now you can see that RESTART won't
work. IMHO MGPRS2 blows chunks. I'll be sticking with F1RS for
the time being, thank you :-)

--

Header address intentionally scrambled to ward off the spamming hordes.

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




>>When you install the game an icon for this program is created
>>along with the MGPRS2 icon. When you run the program you
>>can select the bitmap you want to insert in the right hand window
>>but the INSERT button is not active so you cannot insert the
>>bitmap. My question is how do you get this to work?

>Did you select both the bitmap to insert and the bitmap for it to replace?
It
>isn't really an "insert" but it is a "replace" fcn.

>Also, many of the on-line new sets have switched team 2 from Williams to
>McLaren to reflect the shift in ***.  Make sure that whichever car
>and***pit sets you use are consistent here.

David Mast

MGPRS2 Editors

by David Mast » Sun, 10 Jan 1999 04:00:00


> Did anyone notice how 800x600 looks like 640x480?

Can't get 800x600 on my old V1.

I disagree.  Perhaps you've gotten used to patched F1RS samples?  RS2 sounds
the same to me *except* that it doesn't have the most-annoying low-rev sound
when you back off the throttle.

I turned off the camera sun glare (I hate this bogus glare, why do games
insist on putting it in?).  Which, alas, turns off the jumbo TV.  Conversely,
you cannot turn off the clouds.  Maybe one or the other is responsible for
your poor performance?  Or it is V2 DE-optimized?  With my current settings, I
find it pretty comparable to F1RS.

Another *little* improvement is that you can escape from a race and not have
to wait for it to slow-accelerate through the rest of it.  OTOH, they still
don't have sound in the same-old clunky replay.

Blows chunks?  I don't think so.  I think it is a small improvement, and very
reminiscent, of F1RS.

What do you think of the handling changes?

Greg Cisk

MGPRS2 Editors

by Greg Cisk » Sun, 10 Jan 1999 04:00:00




>> Did anyone notice how 800x600 looks like 640x480?

>Can't get 800x600 on my old V1.

You are not missing much. The framerate & graphics look the same to
me.

Nope this is with a fresh install of F1RS on my new 450. I have just
gotten all of the skyline and 98 season car changes added to the
installation. The only sound editing I do (which I haven't done yet)
is to change flam16a.wav with the flam16d.wav which I found at
www.f1racingsim.com . That makes the highspeed downshift
tolerable. The sound in MGPRS2 *IS* much different on my PC
anyway. It really detracts from the game IMHO.

settings, I

Graphicly I do find F1RS and MGPRS2 to be comparable. I guess I
am not willing to go to it just because it is newer and put up with all
the beck-steps they implemented.

I had the game setup for GP races. When I would escape from the race,
I thought I still had to abandon the race like F1RS. Only now I notice that
I don't have to wait long because of the faster CPU. Also menu's in F1RS
and MGPRS2 are instantanious, now more waiting. I figure this is because
of the faster CPU or 128MB ram or both.

I guess we will agree to disagree then.

They were OK. The car was looser in the turns and you would break
loose and be unable to save the spin. As you will notice the handling
was not one of the things I disliked about MGPRS2. I did think the
overall feel of the car was better in MGPRS2 though.

--

Header address intentionally scrambled to ward off the spamming hordes.

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

David Mast

MGPRS2 Editors

by David Mast » Sun, 10 Jan 1999 04:00:00



>Graphicly I do find F1RS and MGPRS2 to be comparable. I guess I
>am not willing to go to it just because it is newer and put up with all
>the beck-steps they implemented.

For some reason, I find the graphics more pleasing in RS2.  Did they increase
the texture density?

Just hit <esc> again and it immediately takes you out.

I find it to be less "digital" when moving the stick (100% sensitivity always
set in both games), ie smoother on small stick position changes.  Maybe
psychological.

When I switch from a game like N99, GPL, or even the PSX's GT, I find I have
to relearn F1RS/MGPRS2 every time as the handling and/or joystick routine is
so different.  Much less fluid, much more direct.  Grip is on/off, no feel for
having a chasis with springs, dampers, inertia.  Everything feels more
"canned" (obviously, especially so with the spins).  Whether it is because the
model *is* more canned, or that F1 cars with their light weight, (formerly)
huge tires, copious grip and downforce, *are* that different, I can't say.  
Sorry for the hard-to-parse run-on sentence :-)

While doing my "burn-in" of my c300A up to 450, I did some DOS playing of GP2.
I finally turned off the steering aid.  You know what?  To me, it felt quite a
bit like the Ubisoft games!  I had never been able to control the GP2 cars
without steering help until *after* playing MGPRS2!  I hope you get my drift
:-)

-- DB -

MGPRS2 Editors

by -- DB - » Sun, 10 Jan 1999 04:00:00



After some time playing both, I've decided they are both extremely poor
simulators. What's more, they are impossible to drive after using the
sublime physics model of GPL.

-- DB --


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