rec.autos.simulators

F1 2002 - first impressions after about 10 hours of gameplay

Mikko ?mm?l

F1 2002 - first impressions after about 10 hours of gameplay

by Mikko ?mm?l » Wed, 12 Jun 2002 17:17:57

+++ Accurate rules
+++ Excellent driveablity
+ AI behaviour (fellow competitors make mistakes and they seem to avoid you
when you make a mistake)
+ Customizable rules/options
+ Online racing

- No career mode
- No in-built editor (of course someone implements it)
- Slighty uninspiring weather effects
- Needs heavy machinery (I have 1.2ghz athlon, 256mb, gf2 with most of the
graphical options: high/1024/768

Easy 9.5/10

Excellent.

.mikko

MP

F1 2002 - first impressions after about 10 hours of gameplay

by MP » Wed, 12 Jun 2002 17:37:51


says...

I've got F1 2001 and didn't like it as the tracks seemed too narrow, the
gradients felt wrong and there seemed to be too few polygons in the
actual track bed giving a strange bumpy effect. Do you know if they've
fixed those problems?

- Michael

Xavie

F1 2002 - first impressions after about 10 hours of gameplay

by Xavie » Wed, 12 Jun 2002 18:09:45

Sounds great, but... did they fix the infamous split pedals deadzone from F1
2001 and the demo ? I would hate to do the DXTweak dance again.

Xavier.

Andreas Nystr?

F1 2002 - first impressions after about 10 hours of gameplay

by Andreas Nystr? » Wed, 12 Jun 2002 18:13:51

I never had this problem, but yes they have fixed it.
Its in the plr-file and looks like this for each axis:

Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to
correct centering or split-axis issues)


Andreas Nystr?

F1 2002 - first impressions after about 10 hours of gameplay

by Andreas Nystr? » Wed, 12 Jun 2002 18:15:56

I agree that the wheatereffects when in rain doesnt look good, but i love
the gfx-effect
when dry goes into overcast, and then into fog / rain :)

Online racing is great if the host got a good connection, otherwise i give
it a minus.

Btw, what kind of builtin-editor do you want??.


Peregrin

F1 2002 - first impressions after about 10 hours of gameplay

by Peregrin » Wed, 12 Jun 2002 18:25:08

Yes it is a good game, definately waiting for GP4 to directly compare.
I have just added the full physics hack to the PLR file so waiting to see
what sort of difference it makes..
Graphics are great, the only thing that spoils it for me is the weather, no
rain as such just spray off the wheels.
Would be nice to be able to truly hang it out like in GP2, maybe someone
knows a patch???  I am a fan of the 88-92 vintage formula 1.

Peregrine
--
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Douglas Elliso

F1 2002 - first impressions after about 10 hours of gameplay

by Douglas Elliso » Wed, 12 Jun 2002 18:34:30

They havnt touched them.

Doug

Mikko ?mm?l

F1 2002 - first impressions after about 10 hours of gameplay

by Mikko ?mm?l » Wed, 12 Jun 2002 18:39:06


Creating new teams, creating seasons, fixing with teams' reliability and
capabilities...

These kind of editors always arrive within some weeks after release but it
would be nice if they were included...

.mikko

Toad

F1 2002 - first impressions after about 10 hours of gameplay

by Toad » Wed, 12 Jun 2002 18:47:26


The bumps are a plus and not a minus. If you want glassy smooth tracks then
get F1RC.

Gregor Vebl

F1 2002 - first impressions after about 10 hours of gameplay

by Gregor Vebl » Wed, 12 Jun 2002 19:15:10

I must disagree here. Those bumps occur at points where the curvature of
the track is large and polys aren't sufficiently good to represent them.
In order to do bumps properly you first need to smooth out the tracks, and
then add bumps at places where they should actually appear. The position
of bumps shouldn't be determined by the shortcomings of the
representation.

-Gregor


> The bumps are a plus and not a minus. If you want glassy smooth tracks then
> get F1RC.

Andreas Nystr?

F1 2002 - first impressions after about 10 hours of gameplay

by Andreas Nystr? » Wed, 12 Jun 2002 20:08:40

There are bumps in real tracks too. It just takes a burnout on the track
todo a new bump, thats why its not allowed. (Wonder if the motogp guys have
to pay some fine after each finish? =)

The problem with the tracks bumps was mostly that the physics engine didnt
run fast enough. 200Hz isnt enough for bumps.
at 300kmh you are going 84metres per second!. Now sample this 200 times, and
you will input data from the track per 42cm.
As we know in real life.. there can be big elevation changes in reallife
over 42cm on the road. If it just changes 10cm, the physics engine will
probably think we have hit something that is 10cm high, since the last time
the physics engine was feed with data, the ground was 10cm lower.
With 400Hz engine enabled, we get data putinto it at 21cm per track at
300kmh.

To get a good physicsengine, we would need atleast to have a physicsengine
that is so fast that we can sample the road for each cm, and then we are up
into the 10kHz(!) region (for a car that goes 300km/h)

Im sure its easy to cheat with this.. any sim-programmer here who can talk a
bit more about it?
One way todo it is as suggested, making the road flat, and add fake bumps.
But if we should do really accurate tracks (hm.. scaning the road with
lasers to pickup all the bumps etc in the tarmac?) we cant use fake bumps.

The bumps in F1 2002 are anyway much less then in F1 2001. Suzuka for
example was much rougher before.
But them bumps seems to be where they are in real life too and thats good. I
usually spin at T3? at Hungaroring, cause its so bumpy. The same happened to
the real drivers last year cause it was so bumpy there :)

Ian

F1 2002 - first impressions after about 10 hours of gameplay

by Ian » Wed, 12 Jun 2002 21:50:58

It worked fine for me without changing anything in the ini file.

--

Ian P
<email invalid due to spam>


> I never had this problem, but yes they have fixed it.
> Its in the plr-file and looks like this for each axis:

> Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to
> correct centering or split-axis issues)



> > Sounds great, but... did they fix the infamous split pedals deadzone
from
> F1
> > 2001 and the demo ? I would hate to do the DXTweak dance again.

> > Xavier.

Jone Tytlandsvi

F1 2002 - first impressions after about 10 hours of gameplay

by Jone Tytlandsvi » Thu, 13 Jun 2002 01:27:41


Very interesting. So we have to wait a few years before we can have the
computing power to run "real" sim's. :)
Do you know how fast the physics engine in GPL is?
I guess it's a way to measure the quality of a sim. It should have been
printed on the box.

Jone.

Andreas Nystr?

F1 2002 - first impressions after about 10 hours of gameplay

by Andreas Nystr? » Thu, 13 Jun 2002 01:31:43

GPL is 200Hz from my knowledge.




> > With 400Hz engine enabled, we get data putinto it at 21cm per track at
> > 300kmh.

> > To get a good physicsengine, we would need atleast to have a
physicsengine
> > that is so fast that we can sample the road for each cm, and then we are
> up
> > into the 10kHz(!) region (for a car that goes 300km/h)

> Very interesting. So we have to wait a few years before we can have the
> computing power to run "real" sim's. :)
> Do you know how fast the physics engine in GPL is?
> I guess it's a way to measure the quality of a sim. It should have been
> printed on the box.

> Jone.

Robin Lor

F1 2002 - first impressions after about 10 hours of gameplay

by Robin Lor » Thu, 13 Jun 2002 01:36:51

I thought it was 288Hz?

--
Cheers,

Robin ................... `o^=o-

now playing: Nick Warren Essential Mix 3/10/99

http://www.oppositelock.freeserve.co.uk - Nrburgring/GPL


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