linearity like Papy sims rather than the 3 position switch currently in it.
I soon got used to it, but it's not ideal.
--
Ian P
<email invalid due to spam>
Andrew MacPherson wrote
--
Ian P
<email invalid due to spam>
Andrew MacPherson wrote
--
Ian P
<email invalid due to spam>
> >Yea, I play GPL sometimes. I'm not a huge fan of it though because I
> >suck at it. :-)
> Allmost everybody here, including me, sucks at GPL, but that doesn't
> mean we don't enjoy it :)
> Andre
Also does F1RC have the current tracks?
--
gci...@hotmail.com
"David G Fisher" <dav...@home.com> wrote in message
news:g7Sv6.617$Os.164963@news1.rdc2.pa.home.com...
> David G Fisher
> "Ben Coleman" <d...@dud.com> wrote in message
> news:3abfe55b@news.iprimus.com.au...
> > What is a reasonable system to run F1RC satisfactorily?
> > Ben
> > David G Fisher wrote in message ...
> > >First, the negative. That's what most here love to dwell on anyway. :-P
> > >AI needs a patch. Some of the AI cars are fine, others are screwed up
for
> > >some reason. I'll bet all of Andre and Jan's favorite summer sundresses
> > that
> > >Ubi fixes this with a patch very soon. I've found that when battling
with
> > >the "good AI", most of the collisions are caused by me.
> > >The great.
> > >Physics, graphics, controller smoothness and accuracy, setup options,
and
> > >the inclusion of all the details which round out the F1 experience
(track
> > >accuracy and details, pit stops--both accuracy, animation, and the
> ability
> > >to manually control everything, rules, flags, weather, telemetry,
> separate
> > >and accurate car models, rubber build up and grip change, radio
> > >communication with the pit crew, etc.).
> > >The very good.
> > >Sound, weather, UI, and multiplayer.
> > >The Unknown:
> > >Force Feedback
> > >---------------------------------------------
> > >Graphics:
> > >No need to go on and on about this because most of us have seen how
> amazing
> > >they are. Best ever. Not just because it looks fantastic, but because
it
> > >runs so damn smoothly compared to everything else. It's a fantastic
> > graphics
> > >engine. Also, viewing distance is 1,500 meters, which eliminates all
> > >clipping. Even the pit stop animation is superb.
> > >Physics:
> > >I honestly don't understand how people who are serious about auto
> > simulators
> > >can sit down with a new sim for a few hours and then come to a
conclusion
> > as
> > >to how good the physics are, or say conclusively how it "feels". It's
> taken
> > >me 10 days before I've felt I've that I've approached the true
potential
> of
> > >this sim's physics enough to give an opinion. On expert level, they are
> > >FANTASTIC. The "hovercraft" references by some amaze me. It's just the
> > >opposite for me. I've never received more feedback, and been able to
> dance
> > >on the edge with a sim as I can with F1RC. To do this with a modern F1
> sim
> > >is a very pleasant surprise considering how these cars are so stiff
> > >(suspensions are 10x stiffer than a '67 F1 car) and twitchy in real
life.
> > >I've put in some serious practice at Imola (one of my favorite tracks)
> and
> > >can consistently run very clean laps of 1:22, with a best of 1:21.504.
> You
> > >can download this at the http://www.bhmotorsports.com/ hot lap section
if
> > >you'd like. It's an absolute blast to push these cars to the limit. The
> > >accurate physics, and the visual and audio feedback I receive is what
> > >enables this. The tires start bitching and the car shakes as I approach
> the
> > >edge. Whether it's at a hairpin or highspeed turn, I get exactly the
> > >feedback I need to keep the car at it's limit without losing it. The
rear
> > >end doesn't just break free for no reason as some have said (setup or
> > >controller changes may help those who insist that it does this).
Exactly
> > the
> > >opposite. I know exactly what each wheel is doing. It just takes some
> > >practice to get in tune with the car, as it does with any quality sim
> > >(remember GPL?). I can catch the rear end when it starts to let go. I
can
> 4
> > >wheel drift and recover. Not easy to do in real life with a modern F1
> car,
> > >and not easy to do in F1 RC, but it CAN be done with both using real
life
> > >driving techniques. I agree that there isn't cockpit movement in the
> > default
> > >cockpit view, but there is in cockpit view #2. Not a lot though,
because
> it
> > >wouldn't be realistic if there was. Modern F1 cars don't pitch and roll
> > when
> > >they sit 75 mm off the ground. Even my girlfriend's Honda doesn't pitch
> and
> > >roll. I really don't know what some of you expect sometimes. This isn't
> > >1967. Simple setup changes like raising the default steering lock will
> > >enable you to get a better feel for what the car is doing. Setup
changes
> in
> > >F1RC have an accurate impact on how the car behaves (BTW, the default
> > setups
> > >are very good). There is the option to use worn tires in the race, and
> tire
> > >temps seem accurate, especially the way the warm up after a lap or two.
> One
> > >very nice and accurate part of the game is how the car gets loose as
you
> > get
> > >close to an opponent due to the dirty air. This IS how a modern F1 car
> > would
> > >feel if it used the oh so holy GPL physics model. F12000CS has a very
> good
> > >physics model, but not as good as this. GP3 just seems too easy now
(too
> > >much grip).
> > >Sound:
> > >I'm not thrilled with the engine and collision sounds, but they grow on
> > you.
> > >No developer will ever simulate the engine sound a driver hears under
> their
> > >helmet anyway. What's important is how well the tire sounds convey to
you
> > >what the wheels are doing. As I said above, they do an excellent job of
> > >that.
> > >Weather:
> > >Looks great, and seems very accurate to me. Weather is an important
part
> of
> > >F1 racing, and it's inclusion is an absolute necessity. The weather
> changes
> > >during the race, and there is rain at different parts of the track at
> > times.
> > >You can even see the rain off in the distance at another part of the
> track.
> > >A dry line forms as the race progresses.
> > >Controller performance:
> > >The steering, throttle, and brake control and smoothness is fantastic.
> For
> > >me, it's the best yet. Very smooth and progressive. None of that on/off
> > >nonsense that some sims have.
> > >UI:
> > >Easy to use and just as importantly, the screens and track load very
> > >quickly.
> > >Multiplayer:
> > >With 6 cars or less, it's excellent. No lag or warping. No disco's.
> > >Hopefully Ubi will patch it so more can cars can run smoothly. Nobody
> loves
> > >online racing more than me, but I'm not disappointed by the low number
of
> > >cars that can race online (compared to N4). From my four years of
online
> > >racing experience, it's almost impossible to find a field of more than
> six
> > >quality drivers. You just end up wasting hours of your life with morons
> who
> > >either can't make it past the first turn without wrecking, or who
> purposely
> > >ruin races. Yes, a league may solve those problems, but I simply cannot
> > >commit to a set time to race others.
> > >Force Feedback:
> > >I don't know how good it is. My girlfriend hit me over the head with my
> ff
> > >wheel and broke it. Some say it feels great, while others have
problems.
> > The
> > >optimum setting may have not have been found by some yet, or there may
be
> > >bugs with some controllers.
> > >This is the best sim yet (yes, I said it and I mean it). Sorry GPL and
> > >members of the GPL cult. If you don't like modern F1, or if you prefer
> > >historic F1 or NASCAR, then you may want to stay with those sims.
> > Otherwise,
> > >F1RC is excellent in almost every area. I don't see how this sim cannot
> be
> > >considered the best yet. With a patch for the AI (which N4 needs
> > desperately
> > >as well), it will be as close to the ultimate sim as we've seen so far.
> > Now,
> > >since this is r.a.s. and basically a Papyrus forum, don't think I
expect
> > the
> > >majority to agree with me. That's all right by me, and actually very
> > >reassuring.
> > >David G Fisher
> --
> Ian P
> <email invalid due to spam>
> > >Yea, I play GPL sometimes. I'm not a huge fan of it though because I
> > >suck at it. :-)
> > Allmost everybody here, including me, sucks at GPL, but that doesn't
> > mean we don't enjoy it :)
> > Andre
In any real sport or game worth pursuing seriously the very, very BEST suck,
they just suck a lot less than the rest of us. If it were possible to
actually MASTER the sport it wouldn't be worth playing to the best
performers and they would drift off to something with a lifetime's worth of
challenge to it.
And that, boys and girls, is why GPL is more than " just a game."
KFG
It has Sepang, but not Indy unfortunately.
I know you are a big fan of F1CS, and I am too. You may want to give F1RC a
try though.
David G Fisher
> Also does F1RC have the current tracks?
> --
> gci...@hotmail.com
> "David G Fisher" <dav...@home.com> wrote in message
> news:g7Sv6.617$Os.164963@news1.rdc2.pa.home.com...
> > P450 and a TNT2 card should run it ok. You might have to turn down the
> draw
> > distance and some car detail.
> > David G Fisher
> > "Ben Coleman" <d...@dud.com> wrote in message
> > news:3abfe55b@news.iprimus.com.au...
> > > What is a reasonable system to run F1RC satisfactorily?
> > > Ben
> > > David G Fisher wrote in message ...
> > > >First, the negative. That's what most here love to dwell on anyway.
:-P
> > > >AI needs a patch. Some of the AI cars are fine, others are screwed up
> for
> > > >some reason. I'll bet all of Andre and Jan's favorite summer
sundresses
> > > that
> > > >Ubi fixes this with a patch very soon. I've found that when battling
> with
> > > >the "good AI", most of the collisions are caused by me.
> > > >The great.
> > > >Physics, graphics, controller smoothness and accuracy, setup options,
> and
> > > >the inclusion of all the details which round out the F1 experience
> (track
> > > >accuracy and details, pit stops--both accuracy, animation, and the
> > ability
> > > >to manually control everything, rules, flags, weather, telemetry,
> > separate
> > > >and accurate car models, rubber build up and grip change, radio
> > > >communication with the pit crew, etc.).
> > > >The very good.
> > > >Sound, weather, UI, and multiplayer.
> > > >The Unknown:
> > > >Force Feedback
> > > >---------------------------------------------
> > > >Graphics:
> > > >No need to go on and on about this because most of us have seen how
> > amazing
> > > >they are. Best ever. Not just because it looks fantastic, but because
> it
> > > >runs so damn smoothly compared to everything else. It's a fantastic
> > > graphics
> > > >engine. Also, viewing distance is 1,500 meters, which eliminates all
> > > >clipping. Even the pit stop animation is superb.
> > > >Physics:
> > > >I honestly don't understand how people who are serious about auto
> > > simulators
> > > >can sit down with a new sim for a few hours and then come to a
> conclusion
> > > as
> > > >to how good the physics are, or say conclusively how it "feels". It's
> > taken
> > > >me 10 days before I've felt I've that I've approached the true
> potential
> > of
> > > >this sim's physics enough to give an opinion. On expert level, they
are
> > > >FANTASTIC. The "hovercraft" references by some amaze me. It's just
the
> > > >opposite for me. I've never received more feedback, and been able to
> > dance
> > > >on the edge with a sim as I can with F1RC. To do this with a modern
F1
> > sim
> > > >is a very pleasant surprise considering how these cars are so stiff
> > > >(suspensions are 10x stiffer than a '67 F1 car) and twitchy in real
> life.
> > > >I've put in some serious practice at Imola (one of my favorite
tracks)
> > and
> > > >can consistently run very clean laps of 1:22, with a best of
1:21.504.
> > You
> > > >can download this at the http://www.bhmotorsports.com/ hot lap
section
> if
> > > >you'd like. It's an absolute blast to push these cars to the limit.
The
> > > >accurate physics, and the visual and audio feedback I receive is what
> > > >enables this. The tires start bitching and the car shakes as I
approach
> > the
> > > >edge. Whether it's at a hairpin or highspeed turn, I get exactly the
> > > >feedback I need to keep the car at it's limit without losing it. The
> rear
> > > >end doesn't just break free for no reason as some have said (setup or
> > > >controller changes may help those who insist that it does this).
> Exactly
> > > the
> > > >opposite. I know exactly what each wheel is doing. It just takes some
> > > >practice to get in tune with the car, as it does with any quality sim
> > > >(remember GPL?). I can catch the rear end when it starts to let go. I
> can
> > 4
> > > >wheel drift and recover. Not easy to do in real life with a modern F1
> > car,
> > > >and not easy to do in F1 RC, but it CAN be done with both using real
> life
> > > >driving techniques. I agree that there isn't cockpit movement in the
> > > default
> > > >cockpit view, but there is in cockpit view #2. Not a lot though,
> because
> > it
> > > >wouldn't be realistic if there was. Modern F1 cars don't pitch and
roll
> > > when
> > > >they sit 75 mm off the ground. Even my girlfriend's Honda doesn't
pitch
> > and
> > > >roll. I really don't know what some of you expect sometimes. This
isn't
> > > >1967. Simple setup changes like raising the default steering lock
will
> > > >enable you to get a better feel for what the car is doing. Setup
> changes
> > in
> > > >F1RC have an accurate impact on how the car behaves (BTW, the default
> > > setups
> > > >are very good). There is the option to use worn tires in the race,
and
> > tire
> > > >temps seem accurate, especially the way the warm up after a lap or
two.
> > One
> > > >very nice and accurate part of the game is how the car gets loose as
> you
> > > get
> > > >close to an opponent due to the dirty air. This IS how a modern F1
car
> > > would
> > > >feel if it used the oh so holy GPL physics model. F12000CS has a very
> > good
> > > >physics model, but not as good as this. GP3 just seems too easy now
> (too
> > > >much grip).
> > > >Sound:
> > > >I'm not thrilled with the engine and collision sounds, but they grow
on
> > > you.
> > > >No developer will ever simulate the engine sound a driver hears under
> > their
> > > >helmet anyway. What's important is how well the tire sounds convey to
> you
> > > >what the wheels are doing. As I said above, they do an excellent job
of
> > > >that.
> > > >Weather:
> > > >Looks great, and seems very accurate to me. Weather is an important
> part
> > of
> > > >F1 racing, and it's inclusion is an absolute necessity. The weather
> > changes
> > > >during the race, and there is rain at different parts of the track at
> > > times.
> > > >You can even see the rain off in the distance at another part of the
> > track.
> > > >A dry line forms as the race progresses.
> > > >Controller performance:
> > > >The steering, throttle, and brake control and smoothness is
fantastic.
> > For
> > > >me, it's the best yet. Very smooth and progressive. None of that
on/off
> > > >nonsense that some sims have.
> > > >UI:
> > > >Easy to use and just as importantly, the screens and track load very
> > > >quickly.
> > > >Multiplayer:
> > > >With 6 cars or less, it's excellent. No lag or warping. No disco's.
> > > >Hopefully Ubi will patch it so more can cars can run smoothly. Nobody
> > loves
> > > >online racing more than me, but I'm not disappointed by the low
number
> of
> > > >cars that can race online (compared to N4). From my four years of
> online
> > > >racing experience, it's almost impossible to find a field of more
than
> > six
> > > >quality drivers. You just end up wasting hours of your life with
morons
> > who
> > > >either can't make it past the first turn without wrecking, or who
> > purposely
> > > >ruin races. Yes, a league may solve those problems, but I simply
cannot
> > > >commit to a set time to race others.
> > > >Force Feedback:
> > > >I don't know how good it is. My girlfriend hit me over the head with
my
> > ff
> > > >wheel and broke it. Some say it feels great, while others have
> problems.
> > > The
> > > >optimum setting may have not have been found by some yet, or there
may
> be
> > > >bugs with some controllers.
> > > >This is the best sim yet (yes, I said it and I mean it). Sorry GPL
and
> > > >members of the GPL cult. If you don't like modern F1, or if you
prefer
> > > >historic F1 or NASCAR, then you may want to stay with those sims.
> > > Otherwise,
> > > >F1RC is excellent in almost every area. I don't see how this sim
cannot
> > be
> > > >considered the best yet. With a patch for the AI (which N4 needs
> > > desperately
> > > >as well), it will be as close to the ultimate sim as we've seen so
far.
> > > Now,
> > > >since this is r.a.s. and basically a Papyrus forum, don't think I
> expect
> > > the
> > > >majority to agree with me. That's all right by me, and actually very
> > > >reassuring.
> > > >David G Fisher
> > Force Feedback:
> > I don't know how good it is. My girlfriend hit me over the head with my
ff
> > wheel and broke it.
> How come this dosn't suprise me one bit ?!?
> <VBG!>
> ed_
( Now if someone would just come along and untie me I'd be ok)
KFG
Sure the AI has some problems. Yet when it is working well they can give
some enthralling battles.
Stuck behind a slightly slower car but unable to find a place to make a pass
and feeling your car lose grip as you get close - sound familar?
When you do make that pass after many laps working out where you can the
sense of achievement is much greater than any other sim I have tried. The
lunge from way back doesn't work here - as it doesn't in real F1.
For sure there are corners where you can get hit up the back which need
sorting. Similarly the AI brake a little early in others. Hopefully this can
be fixed. Then we have the best AI there is.
IMHO the AI is playable although flawed and has the potential to be great.
Far from the rubbish we have heard many times.
If I get hit braking early when learning a track in a quick race then I
deserve it!
Has anybody else been frustrated by the AI backing right off when you get
next to them in GPL & GP3? In GPL it is always clear if you are faster or
slower than them. You either defend or attack throughout the race.
In F1RC at times it really feels like you are racing the guy in front & if
you get by he will be looking to get you back.
Plus the way they move over for you & the AI when being lapped & in
qualifying is really cool. No more waiting for the leaders to lap traffic to
make up tons of time during the race.
Just watching the AI race after I have spun & stalled my engine (more great
realism) is quite something.
Plus the cars handle quite differently - try the "lesser" cars - they will
slide more and certainly behave differently (my personal favourite is the
Williams although the BAR is more "chuckable")
Far from dreadful AI I think this is very close to being the best. Fix the
silly bugs Ubisoft, and F1RC could be great.
Tony
Jan./ the search continues...
=---
My guess is that their game engines are all single threaded. My other guess
is that GPL and N4 have a thread for every car plus one or more central
threads. The most obvious clue for this are the mem_client_ and mem_server_
parameters in core.ini. Shared memory is the way to send info between
threads.
The coding per thread is easily adapted to receiving/sending info through a
network, since it copes with asynchronous events by design. A single thread
design incurs less overhead but has trouble dealing with asynchronous
events, it wants everything once per tick.
As a bonus, the multi thread design can make use of multiple cpu's, which
was indeed confirned to be the case for GPL iirc.
Bart Westra
David G Fisher
David G Fisher
Andre
>> Force Feedback:
>> I don't know how good it is. My girlfriend hit me over the head with my ff
>> wheel and broke it.
>How come this dosn't suprise me one bit ?!?
><VBG!>
>ed_
Andre
Jan./ I'll bring along the dress along next (first) time we meet. ;-))
=---