rec.autos.simulators

SCGT review : I just love it ! but....

Bill Met

SCGT review : I just love it ! but....

by Bill Met » Fri, 23 Apr 1999 04:00:00



>Details, details, but the way the cones get catapulted or bounce on your hood
>for a while before finally falling off.. fantastic ! or the flexible ones at
>pit entrances you can run over, yum !  Too bad no damage actually shows on the
>car...

  My only nitpick here is the seeming random placement of braking markers.
Some tracks have them.  Some don't.  Some corners have them.  Some don't.
Most real tracks today at least put out 3-2-1 cones if there aren't fixed
signs.

Except for one thing.  The damn quicksand grass is still there.  IT MUST
GO!

Yep.  Some of the real tracks do seem a bit odd in places.  Not too
bad though.  I never knew Sebring was such a fast track until I got
this game.  Overall I think they did a respectable job.  One thing I
applaud them for is that the fantasy tracks could pass for real race
tracks instead of works of civil engineering fiction.

My only comment here is that the mirror seems to really suck the frame
rate down.  Even with it in simple mode.

Overall I like what I've experienced so far.  My biggest beef is the way
career mode is shoved down your throat.  Having to use cheat codes for
single races is just plain nuts.
--
                    | "Instead of letting the moon be the
Bill Mette          |  gateway to our future, we have let
Enteract, Chicago   |  it become a brief chapter in our

Chris Schlette

SCGT review : I just love it ! but....

by Chris Schlette » Fri, 23 Apr 1999 04:00:00

Sounds like a "wait til it hits the bargain bin" UNLESS they come out with a
patch that makes it a stellar internet play game. :)




> >Details, details, but the way the cones get catapulted or bounce on your
hood
> >for a while before finally falling off.. fantastic ! or the flexible ones
at
> >pit entrances you can run over, yum !  Too bad no damage actually shows
on the
> >car...

>   My only nitpick here is the seeming random placement of braking markers.
> Some tracks have them.  Some don't.  Some corners have them.  Some don't.
> Most real tracks today at least put out 3-2-1 cones if there aren't fixed
> signs.

> >The physics are decent, at least you can lift off in a corner with a 911
and
> >tighten your turn if you catch it before it spins, lots of fun, agressive
AI

> Except for one thing.  The damn quicksand grass is still there.  IT MUST
> GO!

> >Track modeling, bahhh, I don't know... Laguna seca looked a bit weird in
> >places but overall it's Ok because it does not take anything away from
the
> >game, IMO. I hate th etemporary tracks but that's just me !

> Yep.  Some of the real tracks do seem a bit odd in places.  Not too
> bad though.  I never knew Sebring was such a fast track until I got
> this game.  Overall I think they did a respectable job.  One thing I
> applaud them for is that the fantasy tracks could pass for real race
> tracks instead of works of civil engineering fiction.

> >Speed : Well, a bit of a hog with all the cars bunched in front of you,
the
> >frame rate suffers then !  It's fine after the start generally, but I
expected
> >better on a P2 450 + Voodoo2+ 128 megs ram & full game install.

> My only comment here is that the mirror seems to really suck the frame
> rate down.  Even with it in simple mode.

> Overall I like what I've experienced so far.  My biggest beef is the way
> career mode is shoved down your throat.  Having to use cheat codes for
> single races is just plain nuts.
> --
>                     | "Instead of letting the moon be the
> Bill Mette          |  gateway to our future, we have let
> Enteract, Chicago   |  it become a brief chapter in our


Tony

SCGT review : I just love it ! but....

by Tony » Fri, 23 Apr 1999 04:00:00


> Speed : Well, a bit of a hog with all the cars bunched in front of you, the
> frame rate suffers then !  It's fine after the start generally, but I expected
> better on a P2 450 + Voodoo2+ 128 megs ram & full game install.

> Greg.

This title still chugs with that kind of a system? I 'assumed' that with a higher
end system with plenty of ram, that this game would run smooth, especially because
the graphics arent extremely tight and detailed.

My system will be here in roughly one week:
Gateway -
Celeron 433
128 sdram
19" monitor
Voodoo3 3000
etc........

Currently I am using a P200,32megs Voodoo 2 and game play is not up to what I
would call exceptable, thats why I am geting a newer system but are you telling me
that there "still" will be slowdown in games?

I know that SPGT was just released but do you guys think that EA will try and make
a patch to fix the dip in framerates?

By the way, do you think that with the same system described by Greg with a
Voodoo3 instead of a Voodoo2 will fix the slowdown in framerates?

Sorry for all the questions ;)

Take care,

--
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Tony Gaylord / Enclosure Concepts

 Custom made subwoofer enclosures for
 Car and Home audio at rock bottom pricing.
 Enclosure Concepts ~ http://www.enclosureconcepts.com/
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Arthur Axelra

SCGT review : I just love it ! but....

by Arthur Axelra » Fri, 23 Apr 1999 04:00:00

The sandtraps are real parts of racing, their there to stop the cars from
hitting the concreate walls. F1 and CART have them and they stop the cars
fairly quickly. The sandtraps are modeled correctly. If you dont like it
there is Andretti Racing, you might want to try that out. LOL

Art
Stealth Racing
http://www.***sys.com/stealthracing.html

GypsyMet

SCGT review : I just love it ! but....

by GypsyMet » Sat, 24 Apr 1999 04:00:00

I don't get what all these people with 400 Mhz's and Voodoo 2's are talking
about - I've run it on medium to high detail with 16 cars on a 266 with a
Voodoo, and had no problem -
Stefan Soderhol

SCGT review : I just love it ! but....

by Stefan Soderhol » Sat, 24 Apr 1999 04:00:00


> >The physics are decent, at least you can lift off in a corner with a 911
> and
> > >tighten your turn if you catch it before it spins, lots of fun, agressive
> AI

> > Except for one thing.  The damn quicksand grass is still there.  IT MUST
> > GO!

> The sandtraps are real parts of racing, their there to stop the cars from
> hitting the concreate walls. F1 and CART have them and they stop the cars
> fairly quickly. The sandtraps are modeled correctly. If you dont like it
> there is Andretti Racing, you might want to try that out. LOL

> Art
> Stealth Racing
> http://www.***sys.com/stealthracing.html

The problem isn't the sand, it's the grass! As he said if you read it
again ;)

/Stefan
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John Walla

SCGT review : I just love it ! but....

by John Walla » Sat, 24 Apr 1999 04:00:00


Celeron 333a here, with single 8Mb Voodoo2 and 128Mb - it's fine.
Clogs down at the start (what doesn't these days?!) but fine
thereafter. At 416Mhz it's not that different, so I don't think it's a
huge CPU hog. Looks just dandy at 640x480 as well, so no need to crank
it up to 1024x768.

Cheers!
John

John Walla

SCGT review : I just love it ! but....

by John Walla » Sat, 24 Apr 1999 04:00:00

On Thu, 22 Apr 1999 22:38:04 -0400, "Arthur Axelrad"


>The sandtraps are real parts of racing, their there to stop the cars from
>hitting the concreate walls. F1 and CART have them and they stop the cars
>fairly quickly. The sandtraps are modeled correctly. If you dont like it
>there is Andretti Racing, you might want to try that out. LOL

He was talking about grass, not sandtraps - "LOL"

Cheers!
John

John Bradl

SCGT review : I just love it ! but....

by John Bradl » Sat, 24 Apr 1999 04:00:00


says...

Definitely a fun game.  The physics seem semi-arcadey (ie, too forgiving
of questionable inputs), compared to GPL and Viper.  Of course, some of
that could be attributed to the fact that these cars have downforce...

Who knows - I'm sure that if I play enough with the settings, I can get a
car that feels more realistic, meaning "harder to drive", but I haven't
wanted to!

For me, both GPL and Viper are about the fun of driving:  the GPL cars
are too fragile, too hard to control, and the damned AI's too good for me
to really enjoy battling it out.  In Viper, the car's so loose, and the
AI is so clueless, that it's best to steer wide of any AI cars.  I love
both games - I just choose to drive in 'practice' mode, with none of
those annoying other cars to contend with.

SCGT's different - as stated above, the driving experience isn't really
that realistic, and thus isn't all that much fun.  This game is about the
*racing* experience, and that's loads of fun!

While I haven't seen TOCA, this game (at least at GTQ level) pretty much
approximates the BTCC series.  A bunch of semi-ordinary vehicles driving
on tight little courses, nose-to-tail, duking it out.  The game seems to
reward 'physical' driving, as it's pretty easy to give the opposition a
toot of the 'chrome horn' without taking yourself out as well.  Just one
well-placed tap on the rear quarter panel in a turn...

The cone thing had me laughing out loud!

Damn straight - my only *real* complaint about the game is the cruddy,
almost-Ubisoft-bad user interface.  Lots of weirdness in here:

  the replay system - like most folks (and like pretty much every racing
game ever), I only want to view a replay immediately after a race.  Or
immediately after an incident even.  The replays are annoying to get to,
and what's with this "one per track" silliness?  There should just be one
replay period (the current one), which you could then save if it was
really worth keeping.

 also, there seems to be plenty of room for 'vcr' controls in the replay
playback.  There should be separate 'forward a frame and/or forward slow
motion' and 'fast forward' controls, rather than a single control that
speeds up.  There should also be an elapsed time counter, or something
that indicates where you are in the race, and preferably other info
(speed, position, etc.)  GPL does this nearly perfectly.

Enough has been said about the 'locked' tracks & cars - all the stuff
should be available automatically for Quick Race, without having to win
stuff in career mode.  I bought the game specifically for Laguna Seca...  
Yes, its easy enough to enter a cheat code, but why have one?

The practice->qualify->race thing is clumsily done.

You should be able to escape out of a race (in career mode) and pretend
the race never happened, rather than DNFing.  Most games allow this sort
of thing - yes, it's more 'realistic' this way, but given how long it
takes to run a season (with the default settings in GTQ, it's still 75
minutes of racing), and given how you can't (apparently) do anything from
within a race (such as muck with the video options, adjust the
controller, etc, etc), it just seems a little rude in its current setup.  
At least give the player the option of *not* saving the race results...

Control configuration - what's with the weird "enter a key, then enter a
control input" thing?  I don't want to enter keys, I'm using a wheel!  
And *everything* should be mappable to a control input (as in GPL and
Viper).  I have a Logitech WFF, and I've got three buttons left over that
I'd like to map to 'a' 'u' and 'h'.  Maybe I could do it with the
Logitech launcher thing, but I'm religiously opposed to that sort of
thing.  The game should be able to handle it itself.

Positional information:  I like the cool number-line thing at the bottom,
it's a novel idea, and it mostly works.  However, a little more info
would be appreciated.  At minimum, a three-line display showing you, the
car ahead of you (race position) and the car behind you (race position),
and your times behind the leader.  Hard to describe, but easy to see -
just hit F1 (or F2?) in Nascar 2.

A crew chief would be nice, to help with pit strategy.  Since the pits

10% distance)) it'd be handy if you could know if the car in front of you
has recently pitted, will be pitting soon, or what.

A simple way to do it might be to color-code the numbers on the number-
line thingy.  Have them start green, and slowly turn red based on how
many laps since the last pit stop.  When a car pits, its number turns
green again.  The real drivers certainly have this info (via radio info
from their crew), we should too!

One good thing that I haven't seen mentioned:  you get to race Alison! :)

Weird bug, or something:  Racing in GTQ, career mode, maximum opponents,
some drivers wind up in the entry list more than once, putting me in the
curious position of beating Steve Nowicki while simultaneously losing to
Steve Nowicki...

Finally, it's been a day already - where's the damned No-CD patch?!?

Cheers,

--jhb

Chris Schlette

SCGT review : I just love it ! but....

by Chris Schlette » Sat, 24 Apr 1999 04:00:00

Not really.  What little time I have gets devoted to GPL, and thats no loss
at all.
Bill Met

SCGT review : I just love it ! but....

by Bill Met » Sat, 24 Apr 1999 04:00:00



>>The physics are decent, at least you can lift off in a corner with a 911
>and
>> >tighten your turn if you catch it before it spins, lots of fun, agressive
>AI

>> Except for one thing.  The damn quicksand grass is still there.  IT MUST
>> GO!

>The sandtraps are real parts of racing, their there to stop the cars from
>hitting the concreate walls. F1 and CART have them and they stop the cars
>fairly quickly. The sandtraps are modeled correctly. If you dont like it
>there is Andretti Racing, you might want to try that out. LOL

Yes, the sandtraps are modeled decently.  But if you notice, my complaint
was about the grass NOT the sandtraps.  Grass in a real race car is damn
near the equivelent of ice.  You simply slide all over the place on it.
You do not get sucked off the track and bogged down by it they way you do
in SCGT.  Go search DejaNews and you'll see many other people share my
opinion.  As for Andretti Racing, I'll leave that to people who make
overly sarcastic remarks about things they don't read carefully.
--
                    | "Instead of letting the moon be the
Bill Mette          |  gateway to our future, we have let
Enteract, Chicago   |  it become a brief chapter in our


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