rec.autos.simulators

GP3 - Geoff Crammond says yes!

Mikes Design

GP3 - Geoff Crammond says yes!

by Mikes Design » Fri, 20 Mar 1998 04:00:00


Ah well then come here..........http://www.racesimcentral.net/

Crash damage on in all classes. Also try the Ace class where F helps are
auto gears and throttle help if you must. But really only intended for
keyboards Im sure. Also nice to note the Motorhome used to extract
submitted league results checking for accuracy and honesty.

Byron Forbe

GP3 - Geoff Crammond says yes!

by Byron Forbe » Sat, 21 Mar 1998 04:00:00



> >   Why? What's up with ICR2's constant 30fps. Or better still, how about
> >an option to disable trackside objects so as to try to achieve a
> >constant FR all around a given track ie each track disables certain
> >graphics options/objects to even out fps all around the track. Arguing
> >in the slow mo's favour is the most ludicrous thing I've ever heard of!

> I wasn't *defending* an architecture that has possible slow-mo as disadvantage.
> I'm just saying that if Crammond is able to exploit the speed of 3D cards fairly
> easy so that even mediocre machines can get 25fps, he might not bother about
> totally reworking the concept from scratch.

   I hope he does re-do that part of things. Come to think of it, ICR2
dos has a fps ceiling of 30 fps, but at least 30 fps is acceptable. What
I'm saying here is that I want my i233mmx working to it's full potential
to give me as much fps/detail as possible. With GP2 you must keep cpu
OCC below 100% to stay in real time which also means you will probably
be running well below the 100% mark for most of any lap - an obvious
waist of those cpu/graphics card dollars :)
Todd

GP3 - Geoff Crammond says yes!

by Todd » Sat, 21 Mar 1998 04:00:00


>   I hope he does re-do that part of things. Come to think of it, ICR2
>dos has a fps ceiling of 30 fps, but at least 30 fps is acceptable. What
>I'm saying here is that I want my i233mmx working to it's full potential
>to give me as much fps/detail as possible. With GP2 you must keep cpu
>OCC below 100% to stay in real time which also means you will probably
>be running well below the 100% mark for most of any lap - an obvious
>waist of those cpu/graphics card dollars :)

 In order to have Multiplayer capabilities you cant use the slow motion
option. How can more than two players compete if there is different real
time accruing for each player the only way to do it is to make every players
CPU occupancy the same on all machines at the same time this would mean that
with 8 players there would never be a time where everyone is under 100% so
everyone would would be slowing everyone else down.
 The reason the slow motion option was used in GP2 was because it had no
multiplayer and because it was such a graphics pig that if it dropped
frames, the first corner of the race, would have dropped below 5 fps if you
think the first corner jitters are bad in F1RS it would be nothing like GP2
would have been if it also dropped frames.
 Dropping frames is the only way if you want multiplayer, but You cant drop
too many frames or the car becomes impossible to control.
Peter Gag

GP3 - Geoff Crammond says yes!

by Peter Gag » Sat, 21 Mar 1998 04:00:00



> You tell'em Peter.  GP2 is the best racing sim ever.  I got a fifty
> dollar bill
> sitting on my monitor for GP3.  

8?)

Hmmm, (fx: does mental calculation.....$50.00 = about 30.00)
yep, I have 30.00 sitting on top of mine too!!!!!

#:-)

*Peter*  8-)

Randy Magrud

GP3 - Geoff Crammond says yes!

by Randy Magrud » Sun, 22 Mar 1998 04:00:00


>Sorry dude it's still a PC game. It's fiction plain and simple.

Of course it is.

Absolutely, but racing good simulations can develop good
understandings of the racing line, familiarity with tracks, the
effects of setup changes etc.   A good sim can develop and reinforce
proper racing techniques.  The difference is "traction sampling".  You
only have audio and visual cues in a PC sim, wheras in real life, your
inner ear, the feel of the road through the wheel and the seat, and of
course the inevitable 'fear factor' will influence your ability to
apply the principles you've learned in the sim.  Those barrieres can
only be overcome with seat time and good feedback.  The force feedback
wheels may help with traction sampling by providing another input, but
short of expensive seats, there won't be anything soon that gives you
the remaining physical sensations.  However, its also true that real
pilots do train using flight simulators, and real drivers do actually
use games like NASCAR 2 and Formula One to learn circuits, develop
rhythms and practice racing lines.  So they do transcend a mere "game"
and become a valuable instructional tool.

Obviously there is a difference, but its not quite fair to simply say
"its a game -- no more", because it really is more than that, as I've
described above.

Actually, "talent" doesn't have as much to do with it as you think.
Read some good books by race instructors and they'll tell you a lot
about how important hard work is in developing a driver.   Its seat
time, good instructor feedback, more seat time, etc.  Michael Andretti
isn't great because he's talented (which he surely is), but because he
has been racing since he was a boy, and racing a LOT.  He's got an
incredible amount of seat time, as do most professional racers.  Its
that seat time which has given him a strong, almost unconscious
familiarity with how to drive a car at its limits, so he can do it
more easily than most of us who drive simulators can.  We just don't
have the years of seat time he does, along with the training he has
had.    I'm not saing talent doesn't exist or isn't important:  it can
speed up the learning curve dramatically, but most race drivers are
made, not born.

Randy
Randy Magruder
Contributing Reviewer
Digital Sportspage
http://www.digitalsports.com


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