rec.autos.simulators

Gamespot - The Story of Papyrus Racing Games

Byron Forbe

Gamespot - The Story of Papyrus Racing Games

by Byron Forbe » Wed, 28 Jul 2004 14:05:39


    But why would you want a company wasting time on that? Most of the
freaks can't even get multiplay right! Join a league - there's your career
mode right there pal! :) Why simulate what you can have on the net, in real
life, anyway?

    Papy do simulate that - it's called a non FF wheel!

Byron Forbe

Gamespot - The Story of Papyrus Racing Games

by Byron Forbe » Wed, 28 Jul 2004 14:22:24



    I don't know who to agree/disagree with here. Has GPL got too little
grip or has the TA mod for N2003 got too much? :) After spending the last 4
months with TA I'll bet I'd be one of the "GPL is too slippery" advocates. I
remember thinking TA was hooking up too well when I first started doing
laps, especially on the GPL tracks where direct comparison is possible. But
the technological differences are so great that I'm able to give the TA
physics the benefit of the doubt at least. Seems very realistic to me -
since times at Bathurst are 4 sec quicker than V8 Supercars, about exactly
what you'd expect from engines spinning about 500 rpm more and a little more
***, I'm very convinced. It's easy to jump to the conclusion that if it's
not as difficult as GPL then it's not as realistic.

Byron Forbe

Gamespot - The Story of Papyrus Racing Games

by Byron Forbe » Wed, 28 Jul 2004 14:36:20



> >    Papyrus self-destructed.  That's what it sounds like to me (although
no
> > doubt Vivendi's mismanagement  of all their *** software divisions
was
> > part of the problem).  EA's racing simulations/games are far more
> > approachable and don't just sell to gearheads and *** simulation
> > nuts, and as the many mods show, not all race simulation fans are
adverse
> > to EA's approach.

> Once the cash cow of Nascar sims was lost due to Sierra no longer having
the
> license there was no real use for Papyrus at Vivendi. There were all sorts
> of rumours they were to move into consoles.

    One of the VU big wigs was seen in a shop recently, wallet bulging,
asking to buy a real hard core sim. He got all upset when the salesman told
him that the market was full of shit for brains monopoly players and thus no
such thing was available. In fact, the whole planet was full of so many
pitiful products that it made having excess money almost meaningful. The VU
fella continued to be in disbelief that all his money couldn't get him a
good sim and continued ranting to himself. Out of nowhere, this other bloke,
rumoured to be a *** simmer, pulled a gun and blew the ranter's head
clean off. He then put the gun away and walked out of the store shaking his
head, never to be seen again!
Jason Moy

Gamespot - The Story of Papyrus Racing Games

by Jason Moy » Wed, 28 Jul 2004 14:46:53

On Tue, 27 Jul 2004 05:22:24 GMT, "Byron Forbes"


>    I don't know who to agree/disagree with here. Has GPL got too little
>grip or has the TA mod for N2003 got too much? :)

Both.

Jason

Tony Rickar

Gamespot - The Story of Papyrus Racing Games

by Tony Rickar » Wed, 28 Jul 2004 16:18:08


> What rubbish!

> Grand Prix Legends, for example, has been a fixture on my series of
computer
> systems since The Day and yet I have only once raced online with it.
> Even now I am bashing it to death once again as I enjoy the 1965 mod.

> Geoff Crammond's "Grand Prix" series - up to and including GP3 - was also
a
> fixture yet the only leagues I ever took part in were off-line.

> So please don't generalise.

> Bruce.



> > Absolutely. An offline career mode is fun but without the online aspect
> sits
> > once completed it just sits on the shelf just like an FPS.

Tony Rickar

Gamespot - The Story of Papyrus Racing Games

by Tony Rickar » Wed, 28 Jul 2004 16:21:57


> What rubbish!

> Grand Prix Legends, for example, has been a fixture on my series of
computer
> systems since The Day and yet I have only once raced online with it.
> Even now I am bashing it to death once again as I enjoy the 1965 mod.

Bruce, I was referring to career modes as referred to by the other poster,
where you start in a lower series and work your way up. A bit like an FPS
once you have done it on the hardest level do you start it over again?

Rather than general offline racing against the AI. If that is decent enough
then that can be equally good fun, but most career mode games I have seen
don't have that quality of AI, the challenge is getting up the ladder. I am
generalising again so I'll stop there :)

magnulu

Gamespot - The Story of Papyrus Racing Games

by magnulu » Wed, 28 Jul 2004 16:37:49


   If you can beat all these games on high difficulty, then you have my
respect (I seriously doubt you have beat GPL, though).

  However, I have not beat them all on high difficulty.   And my guess is
that it is quite hard to do so.  So I can be safely sure there will always
be some challenge in the singleplayer games.

magnulu

Gamespot - The Story of Papyrus Racing Games

by magnulu » Wed, 28 Jul 2004 16:43:27


  Most people cannot have a real life racing career.  That's the most
obvious difference.

  Also, why should I jump on the net?  Can I be sure that I won't just end
up spoiling everybody else's fun?  How would I be pitted against players of
similar experience and ability?

  Maybe in the future they will be able to integrate a multiplayer game as
part of a career mode.  It wouldn't be impossible.  Motor City Online was a
failure, but that doesn't mean other efforts would be doomed.

  That's not the same.  FF doesn't change the fact there is no speed
sensitive steering, it just takes away the feedback.

Steve Blankenshi

Gamespot - The Story of Papyrus Racing Games

by Steve Blankenshi » Wed, 28 Jul 2004 21:03:39




> >     But why would you want a company wasting time on that? Most of the
> > freaks can't even get multiplay right! Join a league - there's your
career
> > mode right there pal! :) Why simulate what you can have on the net, in
> real
> > life, anyway?

>   Most people cannot have a real life racing career.  That's the most
> obvious difference.

>   Also, why should I jump on the net?  Can I be sure that I won't just end
> up spoiling everybody else's fun?  How would I be pitted against players
of
> similar experience and ability?

>   Maybe in the future they will be able to integrate a multiplayer game as
> part of a career mode.  It wouldn't be impossible.  Motor City Online was
a
> failure, but that doesn't mean other efforts would be doomed.

> >     Papy do simulate that - it's called a non FF wheel!

> That's not the same.  FF doesn't change the fact there is no speed
> sensitive steering, it just takes away the feedback.

FWIW, the speed-sensitive steering settings many driving games have used
over the years (though never Papy as I recall) have nothing whatsoever to do
with simulating real world power steering.  All they do is reduce your raw
inputs by some factor as your speed increases, and in fact were originally
kludges to simulate the lack of inertial effects in the physics modeling.
Once proper physics models were introduced, it became a redundant feature,
though obviously one some people still wanted to see.  It's basically become
a help-feature along the lines of ABS or TC.  But one would be mistaken to
call it realistic.  Does reality have a slider?  ;-)
Uwe Sch??rkam

Gamespot - The Story of Papyrus Racing Games

by Uwe Sch??rkam » Thu, 29 Jul 2004 01:33:11


>   Also, why should I jump on the net?  Can I be sure that I won't just end
> up spoiling everybody else's fun?  How would I be pitted against players of
> similar experience and ability?

You'll never find out unless you try it yourself. Especially with the
GPL crowd, I have found mostly courteous drivers that won't mind a
bump or two if you let them know in chat that you're a newbie and will
do your best to try and stay out of the way.

If you use common sense guidelines (just pretend you're racing on your
local, real-life kart track) I see no reason at all how or why you'd
"spoil everyone else's fun". Just give it a go and you'll be hooked in
no time. (now that is something you'd want to avoid if you value your
social life ;-)

cheers,
uwe

--
mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
GPG Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

Tony Rickar

Gamespot - The Story of Papyrus Racing Games

by Tony Rickar » Thu, 29 Jul 2004 04:06:49

GPL doesn't have a career mode though. Though it does have a championship,
and yes there is plenty of challenge to win the championship at the harder
levels. Personally I think relatively few would have played this for more
than 5 years without the online aspect, but I will no doubt be proven
wrong!

Phillip Malphrus, Jr

Gamespot - The Story of Papyrus Racing Games

by Phillip Malphrus, Jr » Thu, 29 Jul 2004 04:37:08

I've yet to have this answered by anybody. How can anything be called a sim
if you have to drive it like you are flying a kite or sitting on the front
bumper?


David G Fishe

Gamespot - The Story of Papyrus Racing Games

by David G Fishe » Thu, 29 Jul 2004 05:51:44



> After running the 1965 mod which has revised grip levels I would agree. If
> you get time give it a go, it is a worthy experience and updates what you
> correctly describe as a flaw in the original model.

Tried it last night and I think it feels much better. Going to go online
later and see if I can find a decent race at WG. I'd like to try the '67
cars with the new grip levels though since the cars are faster.

I have a tremendous time racing online with tthe TPTCC cars in RASCAR. Neil
and Ginger are always great competition, and the racing is usually extremely
close. Unfortunately we don't have enough TPTCC road races in RASCAR during
the Cup season. A really close race in F1C though is probably the biggest
thrill online for me though, since it's such a high paced experience, and
there's no room for error at all in the modern F1 cars.
.

I have to try harder. :-)

--
David G Fisher

Tony Rickar

Gamespot - The Story of Papyrus Racing Games

by Tony Rickar » Thu, 29 Jul 2004 07:51:08


> > After running the 1965 mod which has revised grip levels I would agree.
> > If you get time give it a go, it is a worthy experience and updates
> > what you correctly describe as a flaw in the original model.

> Tried it last night and I think it feels much better. Going to go online
> later and see if I can find a decent race at WG. I'd like to try the '67
> cars with the new grip levels though since the cars are faster.

Me too (and many others!). There is a 68 mod in the works for this. The
concern with modding the 67 cars is that it invalidates the records. Doesn't
bother me cos I don't have any! So we have to wait :(

I just can't get into it. Maybe it is because my initial interest was
rallying and I don't have the right driving style. Maybe I just prefer the
feel of Papy sims. Maybe it is because I don't like FF. Perhaps I'll give it
another go...

Cheers
Tony

Jason Moy

Gamespot - The Story of Papyrus Racing Games

by Jason Moy » Thu, 29 Jul 2004 08:09:28

On Tue, 27 Jul 2004 22:51:08 GMT, "Tony Rickard"


>The
>concern with modding the 67 cars is that it invalidates the records.

The silly thing is, if they change the drag as well as the tire model,
in theory the laptimes should be higher at almost every track.

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