rec.autos.simulators

ICR 2 Impressions

Terje Wold Johans

ICR 2 Impressions

by Terje Wold Johans » Sat, 18 Nov 1995 04:00:00

I just read a preview of ICR2 in, ehh, PC Gamer, wasn't it?
The Papyrus representatives stated that they have worked a lot
with optimizing the SVGA code. ICR2 runs 70% faster than NASCAR
in SVGA because of their efforts! Hurrah! I have noticed this,
and so have many of you. It will run flawlessly on a P90, they
said.

The engine sound is not sampled from an IndyCar, Papyrus wasn't
able to get that worked out so they have actually sampled
a motorcycle which you can easily hear when accelerating in
first gear. It sounds pretty good, though.
(It works with the GUS!! I have a GUS in addtion to an SB16.)

They admitted that in ICR1.x the AI wasn't actually tested in
real conditions at all. They concentrated on the driving model.
We've noticed, uhh? Anyway, with ICR2 that has changed, not only
is the AI very aware of you but the AI are subjected to the same
physics as the human driver, ie the AI suffer from tire wear, =

G forces, etc. From the demo it is difficult to check the tire
wear but I find the AI to be very arrogant and alert, which is
good. You are just another car. I have driven side by side to the
AI at Laguna and it was great. The AI see you, but you have to
work for each pass, no *** lines to let you through.
(Opponents Strength: 100%) =

Here are some more observations(Laguna Seca):

Have you noticed that the Penske chassis (PC24) sucks just like
it should? Lacking downforce. To make it work for you, you have
to be as proficient as Al Unser, Jr. =

The front wings are 1.4 degrees lower than the rear wings and
still the car suffers no oversteer. FW: 16.60, RW: 18.00(MAX)!

Top end torque is very reminiscent of the real thing.
We are running max rear wing 18.00 (may change...) and still
the top speed are ~176 on the slightly decling front straight!
This is a very pleasent surprise. It adds so much to the actual
driving experience, ie you have to coast through the corners more
often than not, apply 50% throttle, let off, etc.
Again, just like the real thing.
Also notice that at Michigan you have 3.50/3.50 wings and still
the top speed is ~240mph, ie relatively little change from 18.00
to 3.50.

The increased top speed affects breaking distances which will
yield great dividends for those who master the intricacies of
late breaking. Can't wait for Elkhart Lake and the street circuits,
especially Long Beach and Toronto!

The downforce/traction is much less which will effectively =

prevent "wing abuse", ie no low wings galore.  =

(I really hope this is an accurate observation.)

At Laguna the fuel milage with max rear wing is ~1.45. With fuel
restrictions limiting the milage to no less than 1.8mpg we are
probably looking for a ***y difficult car to drive,
ie yet another challenge. :)
With yellows ON, please, make way, tactics abound! ;) =

Another feature I like is the damage scheme which is =

variable. In the demo the damage level is set to Arcade
which is ok, but the important thing is that this goes
for the AI too! I really look forward to racing with damage ON,
realistic damage that is! It may prove to be very possible,
indeed.
I think this damage scheme is very important for the commercial
potential of ICR2 since this will appeal to the casual race
race driver(read F1GP fanatic ;-) ), too, ie GP2 may get tough
competition in its own blurred niche. This may prolong the life of
the IndyCar Racing product(and GP product(read competition)) and
I'll bet that one day we will have ICR5.0 installed on our HD's.
But still the car remains pretty difficult to drive which may
put some off... (Although, help is available.)

The cars look terrific, completely textured.

The dash board screams for a design award. (Btw why are there
two speed-o-meters?) =

The mirrors work great.

The general interface is very good. (ICR1.x style)
(Great track pictures in SVGA. A must see!)

ALSO:

I hope the race stats will be as extensive as those
seen in F1GP. =

BUT:

Where are the clouds? The sky is ***y boring.
I'll bet rainy condtions will be as in ICR1.x.
Local yellows...

I found a bug in VGA mode on my machine. Parts of the rev bar
take on a life of their own, starts blinking, etc.) =

But it's a demo...
That's it actually.:)

Bottom line:

ICR 2 rulez!

Payrus, rock ON!

-- Terje Wold Johansen   "I am your inferior superior."  Speaking --

-- Dept. of Informatics, University of Oslo, Norway       myself! --

Doug Reichl

ICR 2 Impressions

by Doug Reichl » Sat, 18 Nov 1995 04:00:00

: The dash board screams for a design award. (Btw why are there
: two speed-o-meters?) =

Try pressing the D key.  It changes the lower portion of the display
between RPM, MPH and Laps.

RickGent

ICR 2 Impressions

by RickGent » Sat, 18 Nov 1995 04:00:00

The dash board screams for a design award. (Btw why are there
two speed-o-meters?) =
<<<

The "large" display is configurable to be either speed, RPMx10, or
estimated laps remaining on current fuel. Use the 'D' key to cycle through
them.

Rick Genter
Technical Lead, IndyCar Racing II
Papyrus Design Group, Inc.

NToto

ICR 2 Impressions

by NToto » Sat, 18 Nov 1995 04:00:00

     <<I just read a preview of ICR2 in, ehh, PC Gamer, wasn't it? The
Papyrus representatives stated that they have worked a lot with optimizing
the SVGA code. ICR2 runs 70% faster than NASCAR in SVGA because of their
efforts! Hurrah! I have noticed this, and so have many of you. It will run
flawlessly on a P90, they
said...>>

     Lots of really great stuff snipped...

     <<Bottom line: ICR 2 rulez! Payrus, rock ON!>>

     After taking the last two days to play the game, experimenting with
frame rates, textures and playing in SVGA mode, I've come to the exact
same conclusion!!! I thought nothing could beat NASCAR racing. This comes
damn close... it's much more fun to play that the ICR (smoother, more
realistic sound, etc). Can't wait for the final version...
     Nick

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#6, #94 & #16 in the REAL quest for the Cup!
Go Ford!!!

Stuart Boo

ICR 2 Impressions

by Stuart Boo » Sun, 19 Nov 1995 04:00:00


Really?!!! That IS interesting. d8-)

Have you noticed when you floor the gas in a race at Michigan the car
sways madly. You have to ease the gas pedal down.

Fantastic stuff.

Stuart.
--
From the bedroom of Stuart Booth,  
Somewhere in Guildford, England...  

NToto

ICR 2 Impressions

by NToto » Mon, 20 Nov 1995 04:00:00

     <<Have you noticed when you floor the gas in a race at Michigan the
car
sways madly. You have to ease the gas pedal down.>>

     I'm not entirely sure if this is the reason, but I attributed that to
full-throttle acceleration being applied to cold tires. When I spin on the
track then goose it, I didn't have the same problem. Starting a race from
a complete stop and beginning to exit the pits are where one must take
care, though. If this is the case, then Papyrus really got the realism
down pretty well... this is how an actual Indycar would and does behave.
If not, then... hm, I don't know.
     Nick

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#6, #94 & #16 in the REAL quest for the Cup!
Go Ford!!!

TOBY BRANFO

ICR 2 Impressions

by TOBY BRANFO » Mon, 20 Nov 1995 04:00:00

SB> >The engine sound is not sampled from an IndyCar, Papyrus wasn't
SB> >able to get that worked out so they have actually sampled >a
SB> motorcycle which you can easily hear when accelerating in >first
SB> gear. It sounds pretty good, though.

They just need to get the rest of the sim sorted don't they.....we've
got the motorcycle engine sound now.....just need the rest of the
motorcycle sim don't we!!!

B-)

Cheers!

---
 * RM 1.3 U0414 * Me? Justify my text?  I'm sorry, but there are no excuses.

Keiron Ra

ICR 2 Impressions

by Keiron Ra » Wed, 22 Nov 1995 04:00:00


>They just need to get the rest of the sim sorted don't they.....we've
>got the motorcycle engine sound now.....just need the rest of the
>motorcycle sim don't we!!!

8 ^) I'll second that...now completely accessoried with Thrustmaster's
*NEW* Twist of the Wrist throttle/brake and handlebars.

Two-stroke GP sample sounds and performance engine though please Mr.
Papyrus. <bfg>

Regards,

                 ---Cogito Ergo Sum---               *

* Fidonet:       3:640/377                            *
    Keiron Rado, Brisbane, Queensland, Australia     *  

Dave Henr

ICR 2 Impressions

by Dave Henr » Mon, 27 Nov 1995 04:00:00

   > Subject: Re: ICR 2 Impressions    
   >  
   >      <<I just read a preview of ICR2 in, ehh, PC Gamer, wasn't it? The  
   > Papyrus representatives stated that they have worked a lot with
optimizing
   > the SVGA code. ICR2 runs 70% faster than NASCAR in SVGA because of their
   > efforts! Hurrah! I have noticed this, and so have many of you. It will
run
   > flawlessly on a P90, they
   > said...>>
   >
   >      Lots of really great stuff snipped...
   >
   >      <<Bottom line: ICR 2 rulez! Payrus, rock ON!>>
   >
   >      After taking the last two days to play the game, experimenting with
   > frame rates, textures and playing in SVGA mode, I've come to the exact
   > same conclusion!!! I thought nothing could beat NASCAR racing. This comes
   > damn close... it's much more fun to play that the ICR (smoother, more
   > realistic sound, etc). Can't wait for the final version...
   >      Nick
       Remember the 70% increase is a Pentium only feature, you dx100 486
guys won't see big increases.  However, due to the smaller amount of
polygons and smaller number of cars in most races, the ICR2 demo runs
much faster than my Nascar racing when both are  in SVGA.  the UNIVIBE
driver also helps loads.
DAve Henrie

 * JABBER v1.1 * "You Pathetic Decendant of Monkeys!"--WC]I[
--
| Fidonet:  Dave Henrie 1:346/25

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