>In the demo, you are not in expert mode because expert mode is not
>available. Like I said, if you are expecting a lot of pitch and roll, then
>you must be living 35 years in the past.
>David G Fisher
>> >The "hovercraft" references by some amaze me.
>> I made that reference in here. Does the full version have a different
>> physics engine than the demo? If not, I can only surmise that you have
>> wet your knickers over the graphics and are glossing over the reality
>> of the physics engine.
FWIW, I never "expect" a lot of pitch and roll in any given
simulation. I do, though, DEPEND on seeing visual pitch and roll (AND
yaw) cues to "fill in the blanks" due to the lack of REAL-LIFE,
seat-of-the-pants (or small of the back) motion cues that a REAL F1
driver benefits from. A Force Feedback wheel may add a *little* to a
game for some people, but until the developers can find some way to
convey acceleration, deceleration, and lateral forces directly to my
cortex, I (and all of you) are forced to rely on our eyes and ears.
If a***pit is static in a game, then we're being deprived of some
vitally-important cues. If the sounds come in on-cue, rather than in
response to what the physics engine is really doing, then we're being
deprived of some vitally-important cues.
At this point in the game, even the best implementations of Force
Feedback have to "fake" a certain amount of information to make for a
convincing and informative experience with existing Force Feedback
wheels. This is perfectly acceptable, because it reflects a
limitation of the hardware and the medium being used.
Similarly, "lively"***pits that convey GOOD pitch, yaw, and roll
information in a simulation is equally acceptable. In fact, it's
critically important, as far as I'm concerned -- far more important
than how a game implements Force Feedback, in my book.
As for an modern F1 car not having the same amount of suspension
travel as a 1967 Grand Prix machine, that may be true -- but I can
GUARANTEE you that even with modern suspensions, helmets, head
restraints, and the HANS device, Michael Schumacher's neck has
virtually the SAME amount of travel and the same number of degrees of
freedom as Jim Clark -- or pretty darn close, anyway. So maybe the
car and the***pit doesn't see as much movement, but we all can see
with our own eyes just how much a modern F1 driver's head moves around
in the***pit. So why should our virtual***pit remain solidly
fixed and virtually stationary save for the slightest, little,
barely-perceptible movements?
In this regard, I find the minimal amount of movement provided in
F1RC's second in-cockpit view to be wholly insufficient to convey any
useful information to me. I still hope that the full version proves
to be better overall, but, frankly, the pathetically-lacking "demo"
that Ubisoft foisted upon us just about p!$$&d me off enough to put a
real damper on my enthusiasm at this point.
-- JB