rec.autos.simulators

F1RC---Almost Perfect

David G Fishe

F1RC---Almost Perfect

by David G Fishe » Fri, 06 Apr 2001 14:28:13




> >Ubi Soft could have eliminated the above features and had more time for
> >multiplayer, but for most people, that would not be a welcomed decision.

>    If it doesn't have MP, it better have something else pretty darn
> interesting, or I'm not buying.  I think "a lot of people" are of the
> same mind, going by your definition above.

It does have multiplayer. Fire up F1.R.S.T., and you'll find people racing.

Give me your estimation of the % and number of people who've bought N4
because they wanted a sim to race online, and wouldn't have done so if it
didn't provide that option.

Don't cry. They're just games.

David G Fisher

Andre Warrin

F1RC---Almost Perfect

by Andre Warrin » Fri, 06 Apr 2001 18:55:03




>>> Thank God they did, I wonder if GPL would still be as populair as it
>>> is now without the multiplayer..

>>I seriously doubt it. I ran one championship (novice) against the AI and
>>haven't raced them since. Once you get a taste of online competition it's
>>pretty hard to go back to computer opponents.

>No it isn't.  At least against the AI I can occasionally WIN...<g>

Ah, another AITweak user :))

Andre

Andre Warrin

F1RC---Almost Perfect

by Andre Warrin » Fri, 06 Apr 2001 19:12:21



David, here's the problem with a max of 6 drivers.
Look, most GPL races I join have more than 10 drivers, very often I
have a full grid. Some of the drivers are newbies, some are mediocore
and some are good drivers.
With good drivers I don't mean fast drivers, but I mean drivers who
can keep the car on the road and know racing behaviour.

If GPL would only allow 6 drivers to enter, the margin of good drivers
would only become smaller!

Another thing is league races. I'm in a league with 20 drivers. We
race every 2 weeks. Allthough some drivers are faster than other
drivers in our league, the racing behaviour of all our members is
excellent.
Our full grid races are often very exciting.
If GPL would only allow a max of 6 drivers, I don't think the races
would have the same e***ment they have now with 20 drivers.
If I spin, I can still have some good fights with backmarkers.
With 6 drivers, if I would spin, it would be a very lonely and boring
race.

By the way, how often did you have good connection with 6 drivers in
F1RC?
I did quite some online testing, and 4 drivers was really the maximum
I could get in F1RC. With 5 or more drivers, races become unplayable
with way too much warping.

Andre

Jeff Vince

F1RC---Almost Perfect

by Jeff Vince » Sat, 07 Apr 2001 04:26:36







>> >Ubi Soft could have eliminated the above features and had more time for
>> >multiplayer, but for most people, that would not be a welcomed decision.

>>    If it doesn't have MP, it better have something else pretty darn
>> interesting, or I'm not buying.  I think "a lot of people" are of the
>> same mind, going by your definition above.

>It does have multiplayer. Fire up F1.R.S.T., and you'll find people racing.

   OK, let me clarify the just plain "MP" above to "MP as good or
better than I'm already playing" (after all, you don't want to buy a
new game with VGA graphics or keyboard-only control, right?).  
Going from 20 to 6 is not an improvement.  

   Andre gave a very good explanation of why bigger grids are better,
particularly when they are full of competent, dedicated racers.
Pickup races are like fast food; they get the job done, but you really
haven't eaten until you've had a gourmet meal.  :)

   And along the lines of "something pretty darn interesting", I got
1NSANE because I'm interested in its MP games like capture the flag...
something that no other racing game/sim offers (at least that I'm
aware of), even though it's MP is limited to 8 players.

   Just a few percent.  Probably about the same as those who had
connection problems with GPL?  :)

   Funny, the way some people carry a chip on their shoulder about
certain companies, you'd wonder...  ;)

"But in a way, fear is a big part of racing, because if there was
nothing to be frightened of, and no limit, any fool could get into
a motor car and racing would not exist as a sport." -- Jim Clark

Eldre

F1RC---Almost Perfect

by Eldre » Sat, 07 Apr 2001 04:28:55


Not at all.  I just set my player.sts file to read-only.  I consider that to be
a bit different...

Eldred
--
Dale Earnhardt, Sr. R.I.P. 1951-2001
Homepage - http://www.umich.edu/~epickett
F1 hcp. +28.67...F2 +151.26...

Never argue with an idiot.  He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.

Graeme Nas

F1RC---Almost Perfect

by Graeme Nas » Sat, 07 Apr 2001 02:31:02

Two sets of software companies. As soon as the other companies give us a
product we (in general) enjoy as much as a Papy sim, they will be
treated the same on this ng.

--
Cheers!
Graeme Nash

Thom j

F1RC---Almost Perfect

by Thom j » Sat, 07 Apr 2001 06:08:34

Your too much ymenard..lol You have alwayz made me laugh when you
want to get down to the "nitty gritty".. Good Goin'.. hahahaha
Thom_j.



| > How about giving Ubi Soft some time to work on the multiplayer?
|
|
| But wait, you said the multiplayer was excellent.
|
|
|
| > It's just amazing the way developers not named Papyrus are treated on
this
| > newsgroup.
|
| Who cares?  I'll treat whoever I want the way I want.
|
|
|
|
|
| --
| -- Fran?ois Mnard <ymenard>
| -- May the Downforce be with you...
| -- http://www.ymenard.com/
| -- This announcement is brought to you by the Shimato Dominguez
| Corporation - helping America into the New World...
|
|
|

Thom j

F1RC---Almost Perfect

by Thom j » Sat, 07 Apr 2001 06:32:27

Yup this is true. Graeme really could fly around the tracks online
back in GPL 1.0. The show off..lol Honestly tho' he was/is fast!
He also was nice enuff to help us slow'pokes!! Thanx Graeme!!
Thom_j.


| >>well didn't we have to wait for patch 1.2 and VROC to have DECENT
| >>mutliplayer in GPL ?
|
| >   Simply put, NO.
|
| Agreed. GPL 1.0 was excellent. The only online trouble I've ever had was
| with the buggy v1.1 patch.
|
| --
| Cheers!
| Graeme Nash

Gregor Vebl

F1RC---Almost Perfect

by Gregor Vebl » Sat, 07 Apr 2001 17:51:18

You make a few valid points below, I'll mostly just argue the ones that
I don't agree on.


> F1RC has FAR more detailed and complex graphics than GPL. It's also an
> extremely smooth running graphics engine. No comparison.

Of course it does. I do remember that GPL took my breath away when I
first saw it, though. It's been quite a while when it was released, and
you know it. It also ran perfectly smooth as long as there were no AI
around, even on my P200 V1 system at the time. It was the AI
calculations that bogged it down (much like in Nascar 4), but the AI at
least works.

It might, but what's the point? The tracks in GPL far more than do the
trick, and Nurburgring is probably the best/largest track ever modelled
in a racing sim. I don't think any track for F1 RC took as long to model
as that. Again, it's the end result that matters, not the time spent,
that's their problem.

True, something we all miss in GPL.

Maybe in modern F1, but it isn't as important in the season modelled in
GPL. If you have an incident free race, there is absolutely no reason to
pit in GPL. The programming effort was better spent elsewhere (like
physics)

If you call FF effects in F1RC force feedback, then McDonald's must be
gourmet food. It has nothing to do with the grip of the front tires, and
GPL is way ahead of it. You must also know that the FF wheels have
become standard only recently, and way after GPL was first released (as
far as I recall, MS wheel was the leading one at the time, and that one,
according to the reports, seems to suffer from processor taxing and
latency the most even today). Also, I've added support for FF in my sim
in one day, so it's not all that big of a deal to do it, you only need
to want (and know how) to do it properly.

Again, not really an issue in the season modelled in GPL (unless you
constantly overdrive, which you wouldn't in a long race), so it was
hardly necessary to spend time on it.

Adjusting AI that doesn't work quite as it should doesn't do you much
good, does it? I'll give you the properly adjustable difficulty as not
being true for GPL; but, then again, this is rec.autos.simulators,
right?

True, GPL doesn't have it. I can't believe Papyrus didn't model the
complex computers they used in 1967!

If you check the above points, you'll notice why. Papyrus tend to spend
their efforts where it really matters, and never fail to provide
comprehensive simulations of the series they model (taking the
capabilities of the machines they run on at the time into account). F1
RC might have its looks, but strange faults in physics modelling, AI and
ff effects don't give it that quality that Papy products have. It's that
simple.

And all of the above is even before I go into comparing F1 RC to Nascar
4, which would be a far more appropriate comparison considering the
respective release dates.

-Gregor

Andre Warrin

F1RC---Almost Perfect

by Andre Warrin » Sat, 07 Apr 2001 18:47:46



>Warringa) writes:

>>>>I seriously doubt it. I ran one championship (novice) against the AI and
>>>>haven't raced them since. Once you get a taste of online competition it's
>>>>pretty hard to go back to computer opponents.

>>>No it isn't.  At least against the AI I can occasionally WIN...<g>

>>Ah, another AITweak user :))

>Not at all.  I just set my player.sts file to read-only.  I consider that to be
>a bit different...

Yes, but in that case, why don;t you use AITweak? With that you can
match the AI speed per track to the speed you like. By settings the
player.sts to read-only, I guess you have a fast AI at some tracks and
a slow AI at other tracks..

Andre

Gregor Vebl

F1RC---Almost Perfect

by Gregor Vebl » Sat, 07 Apr 2001 20:43:26

Here is a reply I got in e-mail, but I figured I should repost it here,
as it was most likely intended to be sent here instead. below is my
reply to him. (if you can understand it, Ben)


> Also, I've added support for FF in my sim
> >in one day, so it's not all that big of a deal to do it, you only need
> >to want (and know how) to do it properly.

> Probably only true is the sim in question models realistic forces from the
> tyre up through the suspension.

> Ben

Exactly:

http://www.camtp.uni-mb.si/camtp/veble/sims/readme.html

;)

-Gregor

Eldre

F1RC---Almost Perfect

by Eldre » Sun, 08 Apr 2001 04:25:46


I was trying to win without doing that.  Yes, I know that it performs the
function of an adjustable AI setting.  It's an ego thing, I guess.
Actually, I've recently used it to speed up the really slow cars.  Closure rate
is pretty serious with cars that can be 20 seconds slower(!) per lap.

Eldred
--
Dale Earnhardt, Sr. R.I.P. 1951-2001
Homepage - http://www.umich.edu/~epickett
F1 hcp. +28.67...F2 +151.26...

Never argue with an idiot.  He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.

David G Fishe

F1RC---Almost Perfect

by David G Fishe » Sun, 08 Apr 2001 04:28:33

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.


> You make a few valid points below, I'll mostly just argue the ones that
> I don't agree on.


> > F1RC has FAR more detailed and complex graphics than GPL. It's also an
> > extremely smooth running graphics engine. No comparison.

> Of course it does. I do remember that GPL took my breath away when I
> first saw it, though. It's been quite a while when it was released, and
> you know it. It also ran perfectly smooth as long as there were no AI
> around, even on my P200 V1 system at the time. It was the AI
> calculations that bogged it down (much like in Nascar 4), but the AI at
> least works.

It never took my breath away, was/is poorly optimised, and is extremely
sparse compared to the highly detailed tracks of F1RC. No weather. One is a
monumental undertaking, the other is a fairly bare bones approach.

The point is accuracy, not estimation. As far as the Nurburgring being the
best/largest track ever modelled, have you ever seen the tracks in RC2000?

Pitting was a significant factor in F1 in 1967.

Some people find the FF very good in F1RC. People with Logitech wheels seem
to be having trouble. The point is, it's there in the sim when it was
released.

Adjustable AI not being in GPL was a HUGE complaint, and many said it was a
reason a lot of people returned it to the stores for a refund. The AI in
F1RC only needs to be tweaked in a patch (out soon) to make it excellent.
It's also a learning AI. Also, on of the features of F1RC I forgot to
mention is the ghost mode. The ghost mode is considered by many to be a
great feature to have in sims today.

It still took time to put it in the sim.

Remember N3? Papyrus "never fails"? N4 has shitty AI, the FF is up for
debate, the graphics aren't nearly as good as F1RC's nor does it run
anywhere near as smooth. Strange faults in the physics modelling of F1RC?
Again, I doubt you have the full game, so how can you say that? The physics
are superb. The only areas where N4 has a clear advantage over F1RC is
multiplayer and FF. Of course, Ubi Soft is has the FIA restricting what they
can do.

There is a time limit on the development of EVERY sim, and when a high
quality one is released that is a more complex undertaking than almost any
other, why not be willing to give the developer a little time (as many did
for Papyrus) to make it even better?

David G Fisher

z..

F1RC---Almost Perfect

by z.. » Sun, 08 Apr 2001 05:03:30



Is that patch really accurate though and wouldn't the feel people get from
it depend greatly upon which car they were driving? The cars for each team
were given different settings, if I'm recalling the proper patch. Also, the
settings from team to team varied to such a huge extent that I wonder how
legit the whole thing is overall (perhaps the settings for one of the teams
are very realistic, if not for any or most of the others). I kinda doubt
that the intertial factors could really vary by such a huge degree from car
to car. Between a nascar car and an F1 and a CART and such, sure but
between cars of the same class?

Gregor Vebl

F1RC---Almost Perfect

by Gregor Vebl » Sun, 08 Apr 2001 05:15:47

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


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