rec.autos.simulators

F1 2000 First Impression (long)

Jean-Marc Serr

F1 2000 First Impression (long)

by Jean-Marc Serr » Thu, 30 Mar 2000 04:00:00

I just got F1200 (legally!) and here are my first impressions after
playing around 2 hours with it.  I have a system with a pentium III 550
Mhz, a TNT2 (viper) with 32MbRAM. By the way my system has 256Mb of RAM
(it is for my job too, I am a programmer) so this may have helped.

To finish about myself, I have never played GPL, I am sure it is great,
but I cannot practice racing 20 hours a week, and I am primarily
interested in this type of game to practice each race track before the
real grand prix.
So the fact that F1 2000 include the Malaysia and US GP tracks is a huge
plus for me. Before F1 2000 I was mainly using MGPRS2

I do not have tweeked the game in any way yet, and did not play with any
of the set-up, just choose one of the existing ones for different
tracks. I have raced  with no aids.

Positive things:
---------------

The menu system is great, fast and effective. Before racing, I like
having a nice display of the track with speed indication at the major
corner.

What I like the most about the physic model is the impression of lateral
movement. You know you are driving a very flexible car with huge tire
that has an incredible turn rate and can support a lot of lateral Gs.
The tire in front are very nice.

The elevation of tracks is very good, the Monaco climb (St-Devote?) is
awesome. I have not tried spa yet.

Over all compare to Monaco Grand Prix, the colors are less cartoonish,
the grass look like grass.

When you race not only are the stand full, but there are a lot of
Ferrari flags, Fins flags, and national flags of wherever you are
driving (e.g., Brasilian flags, etc.)

Suspension effect (like in Brazil bumbs) are well modelled too.

Call me *** but I really like the brake feel. it is fun to try to
modulate the brake and minimize locking.

I like the feeling of the gear ration, in MGPRS2 it was ridiculous to go
from 0-200Km/h using the first gear and then all the other gear for 200
to 290! I have heard an interview of Jacques Villeneuve tacking about
his gear selection in Brazil (like second to third in Senna's S)
and F1 2000 seemed more accurate there.

I really liked the opening video for the game, it is good to put you in
the mood for some good racing.

I have raced with all graphical options on, and at max resolution and I
find the frame rate pretty good (because of my amout of RAM?). But even
at best resolution I am not very impressed with the graphics. Which
bring me to the negatives:

Negative things:
-----------------

The race tracks: Brazil seem to me very good, Monaco the first half
seems OK, but I did not like the last section after the tunne. But the
Montreal track is a total disaster. I am from Montreal, I walked from
one end to another of the track, I biked on the track, and I ran with my
car on the track (of course not very fast!!!). This track is so bad in
F1 2000 that I did not know where I was while driving. It is hard to
describe, it is not exactly the layout that is wrong but the 3d
perspective of it. Things are too narrow like if everything is distorted
(are they trying to represent tunnel vision at high speed?) I will try
other track and report on this, but I would definitively liked to
opinion of other people on this, particularly from people knowing well
some of the other tracks.  And unfortunately I do not think that this
will be fixed by an easy patch. In my opinion they would need to totally
redo the Montreal track.

When you want to reverse you actually need to push on the brake is if it
was the gas pedal! Totally stupid. I do not know if this is an "option"
that can be changed. I did not read the F.... manual yet :-). It took me
some time to figure this out.

The "vibreur" (Kerb?) seem to be too low and have very little effect.
The good news is you can easily use them as an extract part of the
track, the bad news is you do not bounce back on the track if you hit
them from the side.

Has was already been reported, the AI at 75% are sucidals! Fortunately
your engineer voice is good to mention to you where crashes have occured
which seem like a good thing due to their frequency. Again I have seen
here some of the suggestions to fix some of hat problem.

I think that the***pit view is too "low". The view is not looking "far
away" so it hard to find the apex of corners that come too suddenly. For
now I am often using the "page up" view where you see the car from the
rear (like a bird flying from behind the car). But then in that view you
do not see your speed nor your gear selection. A pity.

I miss the MGPRS2 ghost modes and training mode.

Graphically, the car look better in MGPRS2 particularly at high
resolution (1200*1000).

I have a Logitech Formula Force Feedback wheel and the effects are
barely noticeable. I was particularly liking (in MGPRS2) the little jerk
everytime a gear is changed. There is none of that here.

The motor sound is terrible, much too tiny (not in term of volume, but
in term of full throated roar). But this will be fixed soon.

Jacques Villeneuve is always too far back :-) :-) I hope this is
inacurate, but of course based on their last year result, it may have
been a good guess :-)

---------------------------------------------------

Finally my opinion about realism is that all these sims are very good to
make us better appreciate to art of car racing, but are probably very
far from reality. For example, MGPRS2 and F1 2000 have very different
"ideal racing lines" in some of the tracks. I thinks the fact that they
are so different show that we are still a long way from accurate track
representation.

I will report back in a few days, if I have other observations to make
that I have not seen already in the group. Overall I like the game,. but
I think a significant number of tracks have been really badly done.

Denn

F1 2000 First Impression (long)

by Denn » Thu, 30 Mar 2000 04:00:00


[snip]

Does anyone notice how the wheels move up and down, but
the suspension rods don't? I really liked that with GPL (and
the hands that actually turn the wheel, the driver in F12k must
be using 'the force' or something). Besides that, and the fact
that the graphics look too pixelated, let's hope FSAA will solve
that (I ran without bilinear filtering, should try that first), the
game is a blast.

Dennis.

rrevve

F1 2000 First Impression (long)

by rrevve » Thu, 30 Mar 2000 04:00:00


>I think that the***pit view is too "low". The view is not looking "far
>away" so it hard to find the apex of corners that come too suddenly. For
>now I am often using the "page up" view where you see the car from the
>rear (like a bird flying from behind the car). But then in that view you
>do not see your speed nor your gear selection. A pity.

Press 'HOME' key two times ..

--
* rrev at mindspring dot com *

Mel Lanzer Co

F1 2000 First Impression (long)

by Mel Lanzer Co » Thu, 30 Mar 2000 04:00:00

Let it first be known that I'm a GPL & GP2 fan, but *not* a F1RS fan...

Well... I'm pleasantly surprised by the game... I've got a PII-400 with a
Voodoo3 3000,
128 mb of RAM, and a SB Live! card and the framerates seem decent (I'm
guessing
15-25fps) during a race and seamless during practice & testing. A *LOT*
different than
GPL... hard to get used to all that downforce! The car "feels" pretty good
after
shaking the feel of Gurney's Eagle out of my system, but the Force-feedback
is really
weak. I think it kinda feels a bit like GP2 w/o *any* helps on. Graphics
look sweet and
tracks seem to be modeled purty good. (I've only seen race coverage tho)
However, the sound sucks. . AI is terrible... how many times can Mika spin
on the
parade lap???(haven't tried the patch yet). Hopefully some of the folks that
tore into
SCGT will do the same for this game and give us some patches... It's just
nice to have
a modern F1 sim to***all my spare time away...
Hehe! Righttttttt!

Warlock!

Gregor Vebl

F1 2000 First Impression (long)

by Gregor Vebl » Thu, 30 Mar 2000 04:00:00


> Let it first be known that I'm a GPL & GP2 fan, but *not* a F1RS fan...

> Well... I'm pleasantly surprised by the game... I've got a PII-400 with a
> Voodoo3 3000,
> 128 mb of RAM, and a SB Live! card and the framerates seem decent (I'm
> guessing
> 15-25fps) during a race and seamless during practice & testing. A *LOT*
> different than
> GPL... hard to get used to all that downforce! The car "feels" pretty good
> after
> shaking the feel of Gurney's Eagle out of my system, but the Force-feedback
> is really
> weak. I think it kinda feels a bit like GP2 w/o *any* helps on. Graphics
> look sweet and
> tracks seem to be modeled purty good. (I've only seen race coverage tho)
> However, the sound sucks. . AI is terrible... how many times can Mika spin
> on the
> parade lap???(haven't tried the patch yet). Hopefully some of the folks that
> tore into
> SCGT will do the same for this game and give us some patches... It's just
> nice to have
> a modern F1 sim to***all my spare time away...
> Hehe! Righttttttt!

> Warlock!

Which game is this ;) ?
BandCam

F1 2000 First Impression (long)

by BandCam » Thu, 30 Mar 2000 04:00:00

Tried FSAA enabled in the new Geforce 513 drivers, graphic problems
everywhere. One thing that does make a big difference (with my Geforce) is
enabling Mipmaps in your .plr file (see other posts). It gets rid of the
"shimmering" effect of the textures.

BandCamp
Like, one time at band camp...




> [snip]

> Does anyone notice how the wheels move up and down, but
> the suspension rods don't? I really liked that with GPL (and
> the hands that actually turn the wheel, the driver in F12k must
> be using 'the force' or something). Besides that, and the fact
> that the graphics look too pixelated, let's hope FSAA will solve
> that (I ran without bilinear filtering, should try that first), the
> game is a blast.

> Dennis.

Kankki

F1 2000 First Impression (long)

by Kankki » Thu, 30 Mar 2000 04:00:00

But FSAA works only OpenGL api games, not Direct 3-D

-Jani Kankaanp??-



> Tried FSAA enabled in the new Geforce 513 drivers, graphic problems
> everywhere. One thing that does make a big difference (with my Geforce) is
> enabling Mipmaps in your .plr file (see other posts). It gets rid of the
> "shimmering" effect of the textures.

> BandCamp
> Like, one time at band camp...





> > [snip]

> > Does anyone notice how the wheels move up and down, but
> > the suspension rods don't? I really liked that with GPL (and
> > the hands that actually turn the wheel, the driver in F12k must
> > be using 'the force' or something). Besides that, and the fact
> > that the graphics look too pixelated, let's hope FSAA will solve
> > that (I ran without bilinear filtering, should try that first), the
> > game is a blast.

> > Dennis.

James Wohleve

F1 2000 First Impression (long)

by James Wohleve » Thu, 30 Mar 2000 04:00:00

On the following date: Wed, 29 Mar 2000 07:35:01 -0700, said person(s)

FSAA is for OpenGL only right now.
FSAA does not support D3D AT THIS TIME

- James "Gunslinger" Wohlever

Techware Computer Services
http://techware.gtinsider.com

Send ATTACHMENTS (Files) to:

Ken Bear

F1 2000 First Impression (long)

by Ken Bear » Thu, 30 Mar 2000 04:00:00


> On the following date: Wed, 29 Mar 2000 07:35:01 -0700, said person(s)

> >Tried FSAA enabled in the new Geforce 513 drivers, graphic problems
> >everywhere. One thing that does make a big difference (with my Geforce)
is
> >enabling Mipmaps in your .plr file (see other posts). It gets rid of the
> >"shimmering" effect of the textures.

> FSAA is for OpenGL only right now.
> FSAA does not support D3D AT THIS TIME

Until the Voodoo5's come out :-)

--
Ken's Sig 3.01

"Who is the more foolish?  The fool, or the fool who follows him?" -
Obi-Wan Kenobi

Go #43 and #44!

volksy (at) yahoo (dot) com

Andre Warring

F1 2000 First Impression (long)

by Andre Warring » Thu, 30 Mar 2000 04:00:00

Pitstop II?

Andre

On Wed, 29 Mar 2000 15:06:02 +0200, Gregor Veble


>Which game is this ;) ?

Iain Mackenzi

F1 2000 First Impression (long)

by Iain Mackenzi » Thu, 30 Mar 2000 04:00:00

That's an option you can turn off.

Not at all tracks!

Don't agree here. The view seems about right to me, the other view is way
too arcadey.

Agree totally!

The***pit graphic I'm sure will be replced soon.

The effects are OK on the Ferrari wheel - until you get crashed back to the
desktop.

Iain

L.R.S

F1 2000 First Impression (long)

by L.R.S » Thu, 30 Mar 2000 04:00:00

On Wed, 29 Mar 2000 17:45:47 +0300, "Kankkis"


>But FSAA works only OpenGL api games, not Direct 3-D

>-Jani Kankaanp??-

FSAA which will be available on the next generation 3Dfx
cards will work in openGL, D3D and glide.  It is not API
dependent...it is a switch for the card.  From what I hear,
it works well and looks great.

L. Sobkoviak, who wants to contribute something useful to
this newsgroup as his first post poked fun of a couple of
stupid comments.

Peter Hoope

F1 2000 First Impression (long)

by Peter Hoope » Sat, 08 Apr 2000 04:00:00

Does the extra RAM make much  of a difference to the framerate in games?? I
currently have 128mb but will definately double that if this is true....

Peter Hooper


mas..

F1 2000 First Impression (long)

by mas.. » Sat, 08 Apr 2000 04:00:00


I went from 96 to 160.  Saw absolutely ZERO difference.  I was using the FRAPS
framerate utility (www.fraps.com) and a race replay (yes, you can change
options and see framerate change in the replay).  Anyway, I've never seen a
change in RAM affect framerate.  And I don't know why it would as long as you
have enough to not cause accesses to disk.  It could reduce stuttering caused
by loading of textures etc from disk, but that is usually quite different from
framerate per se, and quite obvious.  While I've seen many posts over the
years attesting to RAM improving framerate (more often a query than a
testimonial), I've never seen it do so.  And I'm skeptical of it doing so.

Sean Blac

F1 2000 First Impression (long)

by Sean Blac » Sat, 08 Apr 2000 04:00:00



I have just gone from 128mb to 256mb, it seems to load the tracks
slightly quicker but makes no noticeable difference as regards
framerate.
--
Sean Black

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