Warning, long rambling road ahead! :)
On Sun, 8 Nov 1998 10:09:55 -0000, "Lawrence Edwards"
<Lawrence_Edwa...@csi.com> wrote:
>I know it's a slightly different era, but I've just finished reading a book
>by Alf Francis, who was Sterling Moss's racing mechanic when Moss was racing
>in the early fifties. Several times in the book Francis talks about Moss
>turning up at a circuit - which he had never raced on before - and putting
>in very decent lap times - and then going on to put up a good show at the
>race. Lots of the other drivers who toured the circuits either
>professionally or paying for their own drives could get round at reasonable
>speeds, though obviously not quite as well as Moss!
>Lots of you in this forum have put in scores of hours with GPL (indeed some
>were involved from the very beginning with beta testing), not to count the
>hours on other sims. Real drivers did not put in this amount of practise.
>Hence my argument that it's not realistic.
Fair enough, but you're comparing apples and oranges. In the first
paragraph, you talk about Moss's (un)familiarity with *a circuit*. In
the second, you are talking about our (un)familiarity with the GPL
game engine (our "car"). Moss had plenty of time in his car, and was
intimately familiar with it. After that, learning a new circuit was a
relatively easy process.
In GPL, you have to learn how to drive the car, from square one.
While it's like a real car, the differences between reality and sim
(lack of physical feedback) and the different performance envelope
(400 hp, minimal weight, and inefficient tires) make it a far
different experience from what most people are used to in real life.
And if you want to compare it to the 900 HP, infinite downforce,
cornering-on-rails, braking-on-a-dime CART or F1 car sims of today,
its even more different.
>Now, on to the 'is it too difficult' argument <g>.
>Please try and put yourself in the position of most people - who want to be
>able to get in the car and have a fun race. OK, so we won't win or even come
>close to it, but we *must* be able to enjoy ourselves or else the game has
>failed IMO.
>Are you suggesting that GPL was aimed only at the very skilfull, dedicated
>drivers who are prepared to put in scores of hours of practise before they
>can do a decent full lap? This is not how it was marketed. I simply don't
>believe this. Why would everybody have put in so much effort over several
>years at huge expense to produce a product which only a relative handful of
>people will enjoy? Surely that doesn't make sense.
Considering this is a first cut at NASCAR3 (Papyrus's cash cow), it
does make economic sense. The feedback from GPL with be helpful in
shaping N3. And, between what we've heard here and the
super-simplistic arcade mode of N2, N3 had *better* have some sort of
arcade mode to please the masses. But that not who's buying GPL (or
even the target market) in the first place.
>Most of the responses I've received from my original post have basically
>said:
>- I'm not good enough
>- I need to practise more
>- I want to play an arcade game
>- I need to focus more and stop looking at the countryside as I drive around
Spoken like true die-hards. :)
OK, Lawrence, so how many hours *do* you have on the track? What
background do you have with auto sims?
I'm not asking to see who has the biggest... I'm asking because
its pertinent to your GPL experience thus far (and the questions it
raises).
For me, I've driven auto sims for close to five years and I prefer
Papyrus's offerings in the genre. I'm a bit rusty (I haven't driven
much in the past year or two, none at all over the summer). I bought
GPL the day it came out and upgraded my computer to enjoy it to the
fullest (hmmm, $750 to play a $35 game... yup, hardcore! :). I found
GPL difficult and challenging at first (but drivable). After about
15-20 hours, I started to really get a feel for the cars and can throw
them around some of the circuits pretty well now (one of my better
times is 1:07.5 at Watkins Glen in the default Eagle, for instance).
In fact, I find GPL to be one of the most *natural to drive* sims I've
seen yet (I'd almost say "easiest to drive" if you wouldn't throw
tomatos at me :).
So how does your experience with GPL compare? How many hours have
you put into it? And think about how many hours you will be putting
into it, in the months ahead. GPL is definitely not instant
gratification, but it can offer great satisfaction.
What control device are you using? The keyboard is pointless,
joysticks work for some (like me), wheels and pedals are prefered by
many.
Are you keeping the frame rate high (over 30)? If you run at a
lower frame rate, controlability becomes a problem.
If your problem is keeping it on the track, practice with the lower
level trainers. The lowest has ~200 HP and very low grip and is good
for learning to deal with engine torque and cornering. The advanced
trainer has similar HP with better tire grip, so its good for a taste
of higher speed cornering.
I haven't used traction control or ABS, but I would assume it would
make the sim *very* drivable. Are you using those? Auto-shifting
(which I *do* use) also has its disadvantages, as it revs high (torque
problems in 1st and 2nd) and seems to like to shift at the most
inopportune times (ie: while cornering). :) Manual shifting can help
controlability in such cases.
And if it makes you feel any better, I too have trouble sometimes
keeping it on the track. As you gain experience, you will see that
the car is actually very forgiving (far more than other sims with
radial tires and high downforce) *if you only exceed its limits by a
small margin*. As a novice, you far exceed the limits, and fly off
the track as a result. With increased experience, you learn the
limits, and learn how to tip-toe around them.
Another factor with keeping it on the track is driving at your own
pace, not over your head. I can't count the number of times I've
struggled to make a pass (for instance, at Rouen against similar-speed
AI cars) only to fly off the road when I over-cook the next turn.
If your problem is that you want to run competitively with other
cars, there are many ways to tweak the games or its AI. You can set
up a new driver profile to race in the trainer classes. You can
change the AI speeds at each specific track. Of course, altering the
AI will result in non-optimal racing, which is one reason why Papyrus
did not support this from the start. But its better than nothing.
For me, my favorite fix is simply reversing the order of the AI
drivers, so the first drivers selected are the poorest. The nice
thing about this fix is that you can simply increase the field size,
to include better and better drivers, as your skills improve (and
you're not altering the AI at all). Search Deja News or the GPL web
sites for more info.
Stick to one car (the Eagle is very stable for me, and I'm still
using the defult set-ups) and to one track (Monza or perhaps Watkins
Glen) while learning. Once you get around to learning new tracks,
print out the track map for reference and use the included replays to
learn corner speeds, braking points, etc.
Using all of these options available to us, I can't see how GPL
*could* be made any easier, aside from a totally unrealistic arcade
game that "looks like" GPL (ie, the arcade mode of N2).
Just as an aside, I've had the game for 5 weeks, probably played an
hour or two per day, and I've only driven one car and learned four or
five tracks (well enough to run mid-pack in a novice race) and haven't
hardly fooled with set-ups at all yet. That gives you some idea of
the depth of the sim...
>None of these answer my criticism. GPL is too difficult and that is why it's
>not selling well, IMO. The only counter to my criticsm that I can see is
>that, it's not too difficult, most people find the difficulty level to be OK
>to drive - but few have taken this line.
Is it not selling well? Any hard data? My latest CompUSA flyer
says its a "best seller". :) Seriously, my impression is that it is
meeting expectations.
>Please don't get me wrong, I love GPL and have played it a lot. But I find
>GPL too frustrating, the people who produced it have scored an own goal by
>making it too difficult. Let's hope they learn from this and the next
>products will be that much better as a result <g>.
I guess the difficulty question all depends on your perspective.
Difficult, yes. *Too* difficult???...
There are *tons* of other sims out there that are easier and can
provide enjoyment. There's only one GPL, and we diehards are most
thankful for it. It may not satisfy the masses, but the depth of the
sim and the time spent developing the skills is part of our enjoyment.
Forgive him for he knows not what he is missing... :)
Jeff Vincent - jvinc...@wizvax.net - www.wizvax.net/jvincent/nercb.html
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