Hi David!
> I'm pretty sure you don't even have F1RC, but I'll reply anyway. I also
> don't think you understood the point of my previous post. It was simply to
> advise people to give Ubi Soft a little time to sort out the multiplayer
> considering how complex an undertaking F1RC was. Someone compared it to GPL,
> so I ponted out that GPL was a pretty basic sim in comparison (excellent but
> missing a lot of the features found in F1RC), and Papyrus had a lot more
> time to work on it.
We disagree on many issues in this debate, but point taken. Yes, I don't
have the full version, but from all the reports (esp. the latest review
at High Gear), the physics model and FF effects were unaltered in the
final release.
Again, no sense to argue about preferences. GPL was detailed for it's
time, and did look gorgeous. But as these are personal observations, no
need to argue about it.
I've seen the track in the RC 2000 demo, and they truly are a work of
art. I haven't seen all of them, but I believe you that all of them are
great, so maybe I indeed wasn't quite on mark with my observation,
although for me personally it still stands. Like the above point, it's a
personal thing. On the other hand, UbiSoft might have used GPS for all
the tracks (did you ever find a quote that they actually used the
technology for ALL of them? I didn't), but since they failed the grip
levels (check lap times), what good are they?
>
As said, pitting was only important when something went wrong, unlike in
modern F1 where all races are done with at least one pitstop. It wasn't
part of the regular strategy in '67, and while it would be very nice to
have it, it's not as essential as, say, good AI.
Again, a personal thing. I have a Logitech wheel, and I indeed felt all
of the things other felt in the demo and full release (wheel getting
heavy at speed, kerb effects). This, however, doesn't approach the level
of GPL or even GP3.
Of course it hampers GPL as a game, but we're not discussing it in this
manner.
In view of what you said at the top, point taken.
>
N3 didn't fail as a sim, it only failed in the eyes of the community as
it wasn't built on the GPL engine. But it was still by far the best
Nascar sim out there, and quite above all the modern F1 sims at the time.
N4 AI indeed has issues, but even that only happens on certain tracks.
On road tracks, it's superb. I'll take your position here and discuss
how much effort is needed to produce AI that will run in such a limited
space with 43 cars and maintain proper separation. This is a much harder
task than the one in any F1 sim, and glitches are to be expected. On
longer tracks (road courses), it indeed works great. FF isn't up to
debate as it is simply the best implementation of any sim I've seen,
including GPL, except mine, of course ;) .
About strange faults in the physics modelling of F1 RC; it's the
traction that is problematic. I've noticed the issue in the demo and a
few reviewers (High Gear, and, yes Gamespot UK) mentioned it as well.
You know what I am talking about, and it indeed dectracts from the F1
experience as keeping the tail under control is one of the main tasks of
an F1 driver (until Spain, that is ;) ).
I agree. I do hope that the things I don't like about F1 RC do get
patched, as it obviously has huge potential! I have my doubts, though,
considering that it will sell well nevertheless. However, if traction
modelling, FF and AI do get improved, you can be sure I'll buy the full
version and play it to no end!
-Gregor