rec.autos.simulators

I played GP3 today...

Kulvinder Singh Mathar

I played GP3 today...

by Kulvinder Singh Mathar » Tue, 07 Sep 1999 04:00:00

On Mon, 06 Sep 1999 18:39:43 +0100, Kulvinder Singh Matharu


>Yes, I played GP3 today. Actually, I played the preview version that
>Micropose/Hasbro had at the ECTS computer games expo. I'll let you
>know the full details later when I write a full report. There is good
>news and there is bad news...but mostly good. Ta for now.

Well, OK. there are no screenshots as I didn't take a camera but
there were plenty of other people who we taking pictures with their
digital cameras and camcorders. So I'd expect that there would be
plenty of screenshots around on the Internet by now.

I spoke to the Microprose rep there and read the printed information
there. These are the pertinent details (if you've been waiting for an
early release then forget it...that was the bad news!)...

1. The game is 60% complete.
2. Release date is Spring 2000.
3. Has new physics.
4. Full tumble.
5. Weather effects.
6. 3D graphics card support.
plus "much, much more!".

The game was running on a PIII 600MHz with steering wheel (and gear
paddles) and pedals for brake and acceleration. There was only one
track available and it was Monaco. The season is based on the 1997
season (I remember the guy telling me but I forgot to write it down
so now I'm not too sure !). The game has all the options of different
types of difficulty that GP2 had with the same type of driving aids.

I started on the grid. I was in a Ferrari around about 6th position.
I waited for the green lights to go out...and away I went. The
graphics were excellent. The driveability was brilliant. I really
enjoyed the game. I had some problems at Tabac by braking too late
and I did this a few times. But I soon sorted it out.

The first thing that you notice is that the steering wheel moves. And
the steering wheel has a lot of indicators on it. It had...

1. Speed
2. Revs (LED indicators duplicated on the left and right on the
steering wheel.
3. LCD display showing position, lap times, etc
4. At the bottom of the steering wheel there was a LED display that
showed the time elapsed in seconds (however, see my later note on
on-screen Race Time).
5. The driver aids that are enabled or disabled.
6. Support for force-feedback controllers.

The***pit has the tradition GP2 style damage part indicator on the
right and also showing when the plank bottoms.

On the side of the***pit there is a small map which looks like the
outline of the circuit. Don't recall seeing anything dynamic in that
image.

Also, you can see the nose of the car along its length from the
***pit to the nose tip (the 1997 Ferrari nose was quite high). And
you could see the writing that was on the top of the nose (did it say
Ferrari on it? Didn't have time to turn my head sideways to read
it!). I'm sure you car livery experts could tell me what it should
be!

There is something called the "Race Time" at the top of the screen
(and so partly obscuring the view). I did not have the opportunity to
check whether this "feature" could be switched off...but I would
imagine so. The Race Time was measured in seconds and thousandths of
a seconds (much like lap times). However there was a discrepancy
between the Race Time and the time that appears (in whole seconds) at
the bottom of the steering wheel. The steering wheel "timer" was
about 3-4 seconds behind the Race Time. It could be that the Race
Time is started the moment that the green lights went out and that
the steering wheel timer is started when the cross the start
line...although I can't imagine that it took my 3-4 seconds to cross
the start line from 6th position ;-)

When braking it appears as if your head is thrown forward as
everything seems to "move in" towards you.

The frame rate was excellent. It made the car a great joy to drive.
However, I did notice that a couple of buildings seemed to be jarring
a bit...there wasn't a smooth progression. But I'd expect that
Microprose may have sorted things out by then or that 3D cards would
be a lot faster when the game is officially released. Oh, and faster
PCs will be out by then too :-I

The track was nicely textured showing the parts where the track was
darker due to all the *** that had been laid down (ie the racing
line!).

I went into a tyre barrier and noticed that it was quite heavily
pixelated (very block graphics) at close range. However, this wasn't
the case with some of the signs I happened to come very close too.
Also the tyres didn't look very real to me especially has they were
all flat...there were no contours to the tyres. They looked like a
wall that was painted black and white (oh yea, some tyres are painted
white so you have the black and white pattern that you normally see
at most races). I hope that they've got this on their "Things to Do
List".

The sky was all blue and cloudless. However it appeared that the sky
colour had a very slight gradient as it appeared to ever so slightly
turn a light shade of blue. I also have no recollection of seeing the
sun or noticing any sun-glare effects...hey, the helmet has a visor
so there should be some glare ;-)   That's an in-joke.

The tyres also move left and right when you turn the steering wheel.
I have a vague recollection of the tyres also moving up and down but
I could be mistaken and was concentrating a bit on racing. The tyres
also rotated when the car is moving. The car I was driving (a
Ferrari) had Goodyear stickers on the tyres and so these moved as the
tyre rotated.

When braking or turning sharply I could hear the tyres screeching.
However, under heavy braking with loads of tyre screech I did not
notice any signs of tyre smoke in the rear mirrors. I'm may have just
missed it and if it hasn't yet been implemented I'm sure it will.

I did not have an opportunity to test the "Full Tumble" feature :-(

I also did not have the opportunity to test for car setups and other
telemetry features. I don't know if they've been implemented yet.

I just want to add that if you enjoy GP2 you're gonna love GP3. It's
all familiar but new. But i think that you're gonna need a quite a
powerful machine with powerful 3D graphics to run it well :-(

How much of the physics they've finished I don't know. Also, I do not
know if the preview game was collecting all the telemetry data, etc.
This sort of thing can slow the game down. So the preview played
really well but I cannot tell what the finished game will look like.

I managed to pry some pricing info from the rep...he thought that it
would be in the region of GBP34.99 but this was under review.

What else did I notice at ECTS? Well, there was a Jordan sponsored
wheel and pedals for the Nintendo and Playstation. There was also a
McLaren wheel and pedal combo for the Playstation and PC. At the
stands there were full-sice replicas of the Jordan and McLaren cars.
The Jordan wheel and pedal combo should also be released for the PC
sometime in the future. BTW, I wouldn't by these two wheels...too
much plastic for me. I use the F1 SIM wheels and pedals at home and
it sure is a sturdy beast.

I also tried the UBISOFT F1 game and I didn't like it...it felt too
much like an arcade game rather than a full blown sim. there were
other F1 games there too but they were all like the UBISOFT
version...horrible!

Well, I guess that's all for now. Hope that you found this report
useful.

--
Kulvinder Singh Matharu

Website: http://www.racesimcentral.net/
(note  : e-mail header address deliberately mangled)

Kulvinder Singh Mathar

I played GP3 today...

by Kulvinder Singh Mathar » Tue, 07 Sep 1999 04:00:00

On Mon, 06 Sep 1999 20:50:49 +0100, Kulvinder Singh Matharu


>On Mon, 06 Sep 1999 18:39:43 +0100, Kulvinder Singh Matharu

>>Yes, I played GP3 today. Actually, I played the preview version that
>>Micropose/Hasbro had at the ECTS computer games expo. I'll let you
>>know the full details later when I write a full report. There is good
>>news and there is bad news...but mostly good. Ta for now.

>Well, OK. there are no screenshots as I didn't take a camera but
>there were plenty of other people who we taking pictures with their
>digital cameras and camcorders. So I'd expect that there would be
>plenty of screenshots around on the Internet by now.
[snip]
>The frame rate was excellent. It made the car a great joy to drive.
>However, I did notice that a couple of buildings seemed to be jarring
>a bit...there wasn't a smooth progression. But I'd expect that
>Microprose may have sorted things out by then or that 3D cards would
>be a lot faster when the game is officially released. Oh, and faster
>PCs will be out by then too :-I

[snip]

I've just discovered that the GP3 preview was rendering the screen
through software only...they haven't done the 3D stuff yet. But, I
have to say that the software mode look very good. I find that with
3D cards that the games can look like polygons with great textures.
Have you seen some of the "curves" that are represented in some 3D
games? I suppose that's why I liked the GP3 graphics...they just
seemed more realistic..."un-arcady" look, if you know what I mean. It
would be interesting to see what Microprose can do with 3D
hardware...perhaps you can get away with a sub 600MHz machine!

--
Kulvinder Singh Matharu

Website: http://www.matharu.demon.co.uk
(note  : e-mail header address deliberately mangled)

Te

I played GP3 today...

by Te » Tue, 07 Sep 1999 04:00:00

On Mon, 06 Sep 1999 20:50:49 +0100, Kulvinder Singh Matharu


>I also tried the UBISOFT F1 game and I didn't like it...it felt too
>much like an arcade game rather than a full blown sim. there were
>other F1 games there too but they were all like the UBISOFT
>version...horrible!

Umm, what Ubisoft game? I thought there won't be a new F1 sim from
them anytime soon... They surely didn't come with MGPRS to ECTS, that
was last year.

--Tel

Te

I played GP3 today...

by Te » Tue, 07 Sep 1999 04:00:00

On Mon, 06 Sep 1999 20:50:49 +0100, Kulvinder Singh Matharu

<snip>
Okay, most of this can be seen on the few shots we already have, or
can be expected from a modern sim anyway - apart from maybe the track
map. But the real question is - How does it 'feel'? I mean, is there
still that massive amount of grip like in GP2 and what about the AI (I
guess there were enough other cars around if you started from sixth
position). Also, is some kind of damage model already implemented?

--Tel

ymenar

I played GP3 today...

by ymenar » Tue, 07 Sep 1999 04:00:00


That's as good news as the GP3 report, I know they are still continuing with
the bad POD game engine unfortunately from all the reports I was told by the
fellow employees I know here in Montreal.  ;-)

How could we NOT found it useful ? :)  I mean it's been 4years almost since
Gp2!

I always found the SVGA Graphics much more realistic than what some stuff in
3d-acceleration shows us.  It's grainy, it looks more real for certain
effects at mid-distance.  Too close it's too pixelated, too far you can't
see the details, but in the middle it really looks incredible.  Anybody go
download user-made 1999 F1 tracks for GP2, they look much more realistic
graphic-wise (the palette was always great for Gp2) than other F1 sims,
IMHO.

--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...

"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."

Aubre

I played GP3 today...

by Aubre » Tue, 07 Sep 1999 04:00:00

Nice report.  Did they mention anything about internet play?  That's the big
one for me.  You'd think internet play would be a must for any game these
days, but it's suprising how many new games don't have it at all.  Keepin my
fingers crossed.  And what about different cars?  Will they drive
differently or all the same?

>On Mon, 06 Sep 1999 18:39:43 +0100, Kulvinder Singh Matharu

>>Yes, I played GP3 today. Actually, I played the preview version that
>>Micropose/Hasbro had at the ECTS computer games expo. I'll let you
>>know the full details later when I write a full report. There is good
>>news and there is bad news...but mostly good. Ta for now.

>Well, OK. there are no screenshots as I didn't take a camera but
>there were plenty of other people who we taking pictures with their
>digital cameras and camcorders. So I'd expect that there would be
>plenty of screenshots around on the Internet by now.

>I spoke to the Microprose rep there and read the printed information
>there. These are the pertinent details (if you've been waiting for an
>early release then forget it...that was the bad news!)...

>1. The game is 60% complete.
>2. Release date is Spring 2000.
>3. Has new physics.
>4. Full tumble.
>5. Weather effects.
>6. 3D graphics card support.
>plus "much, much more!".

>The game was running on a PIII 600MHz with steering wheel (and gear
>paddles) and pedals for brake and acceleration. There was only one
>track available and it was Monaco. The season is based on the 1997
>season (I remember the guy telling me but I forgot to write it down
>so now I'm not too sure !). The game has all the options of different
>types of difficulty that GP2 had with the same type of driving aids.

>I started on the grid. I was in a Ferrari around about 6th position.
>I waited for the green lights to go out...and away I went. The
>graphics were excellent. The driveability was brilliant. I really
>enjoyed the game. I had some problems at Tabac by braking too late
>and I did this a few times. But I soon sorted it out.

>The first thing that you notice is that the steering wheel moves. And
>the steering wheel has a lot of indicators on it. It had...

>1. Speed
>2. Revs (LED indicators duplicated on the left and right on the
>steering wheel.
>3. LCD display showing position, lap times, etc
>4. At the bottom of the steering wheel there was a LED display that
>showed the time elapsed in seconds (however, see my later note on
>on-screen Race Time).
>5. The driver aids that are enabled or disabled.
>6. Support for force-feedback controllers.

>The***pit has the tradition GP2 style damage part indicator on the
>right and also showing when the plank bottoms.

>On the side of the***pit there is a small map which looks like the
>outline of the circuit. Don't recall seeing anything dynamic in that
>image.

>Also, you can see the nose of the car along its length from the
>cockpit to the nose tip (the 1997 Ferrari nose was quite high). And
>you could see the writing that was on the top of the nose (did it say
>Ferrari on it? Didn't have time to turn my head sideways to read
>it!). I'm sure you car livery experts could tell me what it should
>be!

>There is something called the "Race Time" at the top of the screen
>(and so partly obscuring the view). I did not have the opportunity to
>check whether this "feature" could be switched off...but I would
>imagine so. The Race Time was measured in seconds and thousandths of
>a seconds (much like lap times). However there was a discrepancy
>between the Race Time and the time that appears (in whole seconds) at
>the bottom of the steering wheel. The steering wheel "timer" was
>about 3-4 seconds behind the Race Time. It could be that the Race
>Time is started the moment that the green lights went out and that
>the steering wheel timer is started when the cross the start
>line...although I can't imagine that it took my 3-4 seconds to cross
>the start line from 6th position ;-)

>When braking it appears as if your head is thrown forward as
>everything seems to "move in" towards you.

>The frame rate was excellent. It made the car a great joy to drive.
>However, I did notice that a couple of buildings seemed to be jarring
>a bit...there wasn't a smooth progression. But I'd expect that
>Microprose may have sorted things out by then or that 3D cards would
>be a lot faster when the game is officially released. Oh, and faster
>PCs will be out by then too :-I

>The track was nicely textured showing the parts where the track was
>darker due to all the *** that had been laid down (ie the racing
>line!).

>I went into a tyre barrier and noticed that it was quite heavily
>pixelated (very block graphics) at close range. However, this wasn't
>the case with some of the signs I happened to come very close too.
>Also the tyres didn't look very real to me especially has they were
>all flat...there were no contours to the tyres. They looked like a
>wall that was painted black and white (oh yea, some tyres are painted
>white so you have the black and white pattern that you normally see
>at most races). I hope that they've got this on their "Things to Do
>List".

>The sky was all blue and cloudless. However it appeared that the sky
>colour had a very slight gradient as it appeared to ever so slightly
>turn a light shade of blue. I also have no recollection of seeing the
>sun or noticing any sun-glare effects...hey, the helmet has a visor
>so there should be some glare ;-)   That's an in-joke.

>The tyres also move left and right when you turn the steering wheel.
>I have a vague recollection of the tyres also moving up and down but
>I could be mistaken and was concentrating a bit on racing. The tyres
>also rotated when the car is moving. The car I was driving (a
>Ferrari) had Goodyear stickers on the tyres and so these moved as the
>tyre rotated.

>When braking or turning sharply I could hear the tyres screeching.
>However, under heavy braking with loads of tyre screech I did not
>notice any signs of tyre smoke in the rear mirrors. I'm may have just
>missed it and if it hasn't yet been implemented I'm sure it will.

>I did not have an opportunity to test the "Full Tumble" feature :-(

>I also did not have the opportunity to test for car setups and other
>telemetry features. I don't know if they've been implemented yet.

>I just want to add that if you enjoy GP2 you're gonna love GP3. It's
>all familiar but new. But i think that you're gonna need a quite a
>powerful machine with powerful 3D graphics to run it well :-(

>How much of the physics they've finished I don't know. Also, I do not
>know if the preview game was collecting all the telemetry data, etc.
>This sort of thing can slow the game down. So the preview played
>really well but I cannot tell what the finished game will look like.

>I managed to pry some pricing info from the rep...he thought that it
>would be in the region of GBP34.99 but this was under review.

>What else did I notice at ECTS? Well, there was a Jordan sponsored
>wheel and pedals for the Nintendo and Playstation. There was also a
>McLaren wheel and pedal combo for the Playstation and PC. At the
>stands there were full-sice replicas of the Jordan and McLaren cars.
>The Jordan wheel and pedal combo should also be released for the PC
>sometime in the future. BTW, I wouldn't by these two wheels...too
>much plastic for me. I use the F1 SIM wheels and pedals at home and
>it sure is a sturdy beast.

>I also tried the UBISOFT F1 game and I didn't like it...it felt too
>much like an arcade game rather than a full blown sim. there were
>other F1 games there too but they were all like the UBISOFT
>version...horrible!

>Well, I guess that's all for now. Hope that you found this report
>useful.

>--
>Kulvinder Singh Matharu

>Website: http://www.racesimcentral.net/
>(note  : e-mail header address deliberately mangled)

Andy Bac

I played GP3 today...

by Andy Bac » Tue, 07 Sep 1999 04:00:00



>> I also tried the UBISOFT F1 game and I didn't like it...it felt too
>> much like an arcade game rather than a full blown sim. there were
>> other F1 games there too but they were all like the UBISOFT
>> version...horrible!
>That's as good news as the GP3 report, I know they are still continuing with
>the bad POD game engine unfortunately from all the reports I was told by the
>fellow employees I know here in Montreal.  ;-)

>> Well, I guess that's all for now. Hope that you found this report
>> useful.
>How could we NOT found it useful ? :)  I mean it's been 4years almost since
>Gp2!

But most importantly.....

Is Murray Walker doing commentary?  It just wouldn't be F1 with out Murray.  
:)

Andy Backa
The only skills I have the patience to learn are those that have no real application in life.
- Calvin and Hobbes

Chewey Pages: http://home.istar.ca/~chewey

Stuart Smit

I played GP3 today...

by Stuart Smit » Tue, 07 Sep 1999 04:00:00


>Andy Backa
>The only skills I have the patience to learn are those that have no real

application in life.

Thank god, someone else appreciates Calvin.

"Weekends don't count unless you spend them doing something completely
pointless"

John Bodi

I played GP3 today...

by John Bodi » Tue, 07 Sep 1999 04:00:00

WOW!  Many thanks for the detailed post!  Great review -- I'm glad to hear
about the "moving***pit" feature, but the part about the PIII-600 REALLY
has me worried.

Sounds to me like GP3 is going to turn out to be like GP2 for me -- I liked
GP2 a lot (Suzuka was great!), but my hardware could handle ICR2 *much*
better, so GP2 didn't get played all that much.

We'll see when it arrives, I guess.

-- JB


>On Mon, 06 Sep 1999 18:39:43 +0100, Kulvinder Singh Matharu

>>Yes, I played GP3 today. Actually, I played the preview version that
>>Micropose/Hasbro had at the ECTS computer games expo. I'll let you
>>know the full details later when I write a full report. There is good
>>news and there is bad news...but mostly good. Ta for now.

>Well, OK. there are no screenshots as I didn't take a camera but
>there were plenty of other people who we taking pictures with their
>digital cameras and camcorders. So I'd expect that there would be
>plenty of screenshots around on the Internet by now.

>I spoke to the Microprose rep there and read the printed information
>there. These are the pertinent details (if you've been waiting for an
>early release then forget it...that was the bad news!)...

>1. The game is 60% complete.
>2. Release date is Spring 2000.
>3. Has new physics.
>4. Full tumble.
>5. Weather effects.
>6. 3D graphics card support.
>plus "much, much more!".

>The game was running on a PIII 600MHz with steering wheel (and gear
>paddles) and pedals for brake and acceleration. There was only one
>track available and it was Monaco. The season is based on the 1997
>season (I remember the guy telling me but I forgot to write it down
>so now I'm not too sure !). The game has all the options of different
>types of difficulty that GP2 had with the same type of driving aids.

>I started on the grid. I was in a Ferrari around about 6th position.
>I waited for the green lights to go out...and away I went. The
>graphics were excellent. The driveability was brilliant. I really
>enjoyed the game. I had some problems at Tabac by braking too late
>and I did this a few times. But I soon sorted it out.

>The first thing that you notice is that the steering wheel moves. And
>the steering wheel has a lot of indicators on it. It had...

>1. Speed
>2. Revs (LED indicators duplicated on the left and right on the
>steering wheel.
>3. LCD display showing position, lap times, etc
>4. At the bottom of the steering wheel there was a LED display that
>showed the time elapsed in seconds (however, see my later note on
>on-screen Race Time).
>5. The driver aids that are enabled or disabled.
>6. Support for force-feedback controllers.

>The***pit has the tradition GP2 style damage part indicator on the
>right and also showing when the plank bottoms.

>On the side of the***pit there is a small map which looks like the
>outline of the circuit. Don't recall seeing anything dynamic in that
>image.

>Also, you can see the nose of the car along its length from the
>cockpit to the nose tip (the 1997 Ferrari nose was quite high). And
>you could see the writing that was on the top of the nose (did it say
>Ferrari on it? Didn't have time to turn my head sideways to read
>it!). I'm sure you car livery experts could tell me what it should
>be!

>There is something called the "Race Time" at the top of the screen
>(and so partly obscuring the view). I did not have the opportunity to
>check whether this "feature" could be switched off...but I would
>imagine so. The Race Time was measured in seconds and thousandths of
>a seconds (much like lap times). However there was a discrepancy
>between the Race Time and the time that appears (in whole seconds) at
>the bottom of the steering wheel. The steering wheel "timer" was
>about 3-4 seconds behind the Race Time. It could be that the Race
>Time is started the moment that the green lights went out and that
>the steering wheel timer is started when the cross the start
>line...although I can't imagine that it took my 3-4 seconds to cross
>the start line from 6th position ;-)

>When braking it appears as if your head is thrown forward as
>everything seems to "move in" towards you.

>The frame rate was excellent. It made the car a great joy to drive.
>However, I did notice that a couple of buildings seemed to be jarring
>a bit...there wasn't a smooth progression. But I'd expect that
>Microprose may have sorted things out by then or that 3D cards would
>be a lot faster when the game is officially released. Oh, and faster
>PCs will be out by then too :-I

>The track was nicely textured showing the parts where the track was
>darker due to all the *** that had been laid down (ie the racing
>line!).

>I went into a tyre barrier and noticed that it was quite heavily
>pixelated (very block graphics) at close range. However, this wasn't
>the case with some of the signs I happened to come very close too.
>Also the tyres didn't look very real to me especially has they were
>all flat...there were no contours to the tyres. They looked like a
>wall that was painted black and white (oh yea, some tyres are painted
>white so you have the black and white pattern that you normally see
>at most races). I hope that they've got this on their "Things to Do
>List".

>The sky was all blue and cloudless. However it appeared that the sky
>colour had a very slight gradient as it appeared to ever so slightly
>turn a light shade of blue. I also have no recollection of seeing the
>sun or noticing any sun-glare effects...hey, the helmet has a visor
>so there should be some glare ;-)   That's an in-joke.

>The tyres also move left and right when you turn the steering wheel.
>I have a vague recollection of the tyres also moving up and down but
>I could be mistaken and was concentrating a bit on racing. The tyres
>also rotated when the car is moving. The car I was driving (a
>Ferrari) had Goodyear stickers on the tyres and so these moved as the
>tyre rotated.

>When braking or turning sharply I could hear the tyres screeching.
>However, under heavy braking with loads of tyre screech I did not
>notice any signs of tyre smoke in the rear mirrors. I'm may have just
>missed it and if it hasn't yet been implemented I'm sure it will.

>I did not have an opportunity to test the "Full Tumble" feature :-(

>I also did not have the opportunity to test for car setups and other
>telemetry features. I don't know if they've been implemented yet.

>I just want to add that if you enjoy GP2 you're gonna love GP3. It's
>all familiar but new. But i think that you're gonna need a quite a
>powerful machine with powerful 3D graphics to run it well :-(

>How much of the physics they've finished I don't know. Also, I do not
>know if the preview game was collecting all the telemetry data, etc.
>This sort of thing can slow the game down. So the preview played
>really well but I cannot tell what the finished game will look like.

>I managed to pry some pricing info from the rep...he thought that it
>would be in the region of GBP34.99 but this was under review.

>What else did I notice at ECTS? Well, there was a Jordan sponsored
>wheel and pedals for the Nintendo and Playstation. There was also a
>McLaren wheel and pedal combo for the Playstation and PC. At the
>stands there were full-sice replicas of the Jordan and McLaren cars.
>The Jordan wheel and pedal combo should also be released for the PC
>sometime in the future. BTW, I wouldn't by these two wheels...too
>much plastic for me. I use the F1 SIM wheels and pedals at home and
>it sure is a sturdy beast.

>I also tried the UBISOFT F1 game and I didn't like it...it felt too
>much like an arcade game rather than a full blown sim. there were
>other F1 games there too but they were all like the UBISOFT
>version...horrible!

>Well, I guess that's all for now. Hope that you found this report
>useful.

>--
>Kulvinder Singh Matharu

>Website: http://www.racesimcentral.net/
>(note  : e-mail header address deliberately mangled)

Randy Magrud

I played GP3 today...

by Randy Magrud » Wed, 08 Sep 1999 04:00:00


Must not be realistic then.  Real F1 cars are nearly undriveable if
you listen to the drivers! <G>

no hands...

Randy

Martin Nisshage

I played GP3 today...

by Martin Nisshage » Wed, 08 Sep 1999 04:00:00

Kulvinder Singh Matharu [n/a] -> rec.autos.sport.f1:

[ good review of GP3 ]

Thanks for the great report, Kulvinder!

Keep us informed if you get to know anything more (about graphics support,
Direct3D, OpenGL, and system support, Win98, NT4, Win2000, etc).

Best regards,

m a r t i n | n

--
Martin Nisshagen                 PGP 6.0: 0x45D423AC      K R A F T W E R K :-)

d4nisse-at-dtek-chalmers-se      home2.sbbs2.com/mn       home2.sbbs2.com/mn/kw

Uwe Schuerka

I played GP3 today...

by Uwe Schuerka » Wed, 08 Sep 1999 04:00:00


>WOW!  Many thanks for the detailed post!  Great review -- I'm glad to hear
>about the "moving***pit" feature, but the part about the PIII-600 REALLY
>has me worried.

Do we see a pattern here?

 60% finished <===> needs a PIII/600 MHz
100% finished <===> needs a PV  /1   GHz

fear the worst, and start filling that piggy bank now... 8-P

Uwe

--
Uwe Schuerkamp http://www.racesimcentral.net/
Herford, Germany (52.0N/8h30mE)
Ever wondered what's wrong with the world? http://www.racesimcentral.net/
PGP Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

Kulvinder Singh Mathar

I played GP3 today...

by Kulvinder Singh Mathar » Wed, 08 Sep 1999 04:00:00


>Nice report.  Did they mention anything about internet play?  That's the big
>one for me.  You'd think internet play would be a must for any game these
>days, but it's suprising how many new games don't have it at all.  Keepin my
>fingers crossed.  And what about different cars?  Will they drive
>differently or all the same?

[snip]

The rep mentioned that the game has "improved" multi-player compared
to GP2. He said that it would allow several people to play...no
details on number of players, servers, serial cable links, or IPX
play. Sorry, but that was all I could ply from him...perhaps I got a
non GP3 Hasbro rep! Perhaps someone else got lucky with more info? I
did have a conversation with someone from higher up in the company
(Senior Producer - Microprose) but it was a bit one sided as I was
trying to explain what kind of work I was involved in and when I
started asking detailed questions he said that he couldn't hear me
properly through all the noise and that I should call him back! He
gave me his business card but I'm not sure that I'll be able to
extract any further information from him!

--
Kulvinder Singh Matharu

Website: http://www.matharu.demon.co.uk
(note  : e-mail header address deliberately mangled)

Kulvinder Singh Mathar

I played GP3 today...

by Kulvinder Singh Mathar » Wed, 08 Sep 1999 04:00:00




>>I started on the grid. I was in a Ferrari around about 6th position.
>>I waited for the green lights to go out...and away I went. The
>>graphics were excellent. The driveability was brilliant.

>Must not be realistic then.  Real F1 cars are nearly undriveable if
>you listen to the drivers! <G>

Well, OK. The driver aids were on. I've played GP2 ever since it came
out and would say that I'm pretty good on it with all driver aids
off. So driving around in GP3 with the driver aids turned on was a
doddle. I'd imagine that with the driver aids turned off the GP3
would still be a good drive for those that have played GP2 without
driver aids...but I'm only guessing.

I've seen the hands in the screenshots for that "other" sim and I'm
not impressed...

--
Kulvinder Singh Matharu

Website: http://www.matharu.demon.co.uk
(note  : e-mail header address deliberately mangled)

Kulvinder Singh Mathar

I played GP3 today...

by Kulvinder Singh Mathar » Wed, 08 Sep 1999 04:00:00


>On Mon, 06 Sep 1999 20:50:49 +0100, Kulvinder Singh Matharu

><snip>
>Okay, most of this can be seen on the few shots we already have, or
>can be expected from a modern sim anyway - apart from maybe the track
>map. But the real question is - How does it 'feel'? I mean, is there
>still that massive amount of grip like in GP2 and what about the AI (I
>guess there were enough other cars around if you started from sixth
>position). Also, is some kind of damage model already implemented?

>--Tel

Hi Tel,

I've posted another message stating that the game had diver aids
turned on so am not able to give a definitive answer on how the GP3
"feel" is compared to GP2....but with the driver modes on it appeared
to play just like the equivalent in GP2. But like I said I kept
hitting the wall at Tabac (braking too late) as I've got so used to
hitting the brakes at the same place in GP2 so SOMETHING has
changed...perhaps it's the less downforce or less grippy tyres. Don't
really know but the blurb does say that the game has "new physics"
programmed by Geoff Crammond. My initial impressions are that it is
like a higher resolution version of GP2...familiar but new!

Oh yes, there was instant response to the car's handling and with the
higher graphics and frame rate the movement was smooth and the car
was SO easy to drive.

--
Kulvinder Singh Matharu

Website: http://www.matharu.demon.co.uk
(note  : e-mail header address deliberately mangled)


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