On 30 Jan 1998 17:32:09 GMT, "Mikes Designs"
>back end of my car same results, they swerve and go around. Now I am not
>telling you this to dispute what you said as I hardly raced the AI in pre
>patched versions. But I thought perhaps you might like to retry it now if
>you still have it. With the new patch and a good set up who knows.
I've never had CPR, only the demo, but have tried it both pre and post
patch on a friend's system (he bought it from the US, poor fool). I
tested the patched version both on Surfers (my fave street course) and
a couple of ovals, and in all cases found the AI to be awful. On the
street course they would bash me out the way as if I wasn't there, and
when I eventually did get ahead I could leave them for dead. On the
ovals, well, the less said the better. I could beat them in fifth gear
on the Superspeedways and I didn't need to beat them on the milers -
they took themselves out.
All the same, I've never seen an open-wheeler with that much rear-bias
required, or any race car for that matter. If fundamentals such as
making the setup options equate to the real world are not correct (and
this with the help of a pro) what hope the rest of it?
F1RS has "problems", but I would have to laugh if anyone tried to say
that F1RS had problems even remotely approaching the magnitude of the
issues plaguing CPR. F1RS has problems which niggle or which require
patched, but the game is still eminently playable - CPR's problems
render it totally unplayable for many, myself included. A world of
difference IMO.
Oh I wouldn't say MS had suffered any loss, far from it. I'd guess
they did pretty well out of CPR all things considered. If it had been
released by Papy it would have gone down like a burning Spitfire, and
I know I would have been that much harder on it simply because my
expectations of a Papyrus sim would have been that much higher (sorry
Mike and the lads if you're reading!).
Cheers!
John