>however, neither are positive posts with no facts to back it up. Please give
us some reasons why you like
ABC's Indy Racing.
Okay, the main reason I like Indy Racing is because of the driving model.
Here's a quick report card:
Driving Model : A
AI cars: B-
Damage: D
The effect of this should be to tell you that if your biggest criteria of what
you like, or whether you call a game a "sim" or an "arcade" game is based upon
Damage, then okay, its an arcade game. If its the driving model, then its a
sim. I think a lot of the problem here that I've seen is that the vast
majority of posts attacking this title have concentrated on Damage, with some
attacking the AI and very little saying much at all about the driving model.
I really like the driving model and the courses, mainly because there is a
really good 'bumpiness' profile and each circuit has characteristics which
will force you to learn the 'terrain' and figure out what the most stable and
fastest line through the corner is. Also, you can't just jump out of the
throttle while you're turning. TTO is nicely modelled in this game as well.
You learn to balance the throttle around the corners. The setup options also
work pretty well. There's a long list of things I'd like to see improved on
this game, but when you ask me whether I feel this game simulates driving an
IRL car around Indy, I'm going to say yes. If the damage model or sometimes
questionable AI is a deal-killer for you, then by all means avoid the game.
>Yes the AI in ABC's Indy Racing, and MS CART Precision Racing are both bad,
>and Indy Racing may be a little better than CPR, but that does not make a >bad
game good, just because it is better than another bad game. >
The main reason I bring up CPR is that very few of its critics have gone so far
to say its not a sim, but that its just an arcade game, in spite of the fact
that its AI is worse on the whole than Indy Racing's. Yet I see post after
post of person saying "the AI sucks so this isn't a sim". If you're going to
use that criteria to slam a game with not being a sim then you should apply it
evenly across the board, and not pick and choose the titles you're going to
trash.
> but after about 10 hours with ABC's Indy
>Racing, I had seen enough ramming by the AI(the cars seem to be on a track),
to decide to take it back.
May I ask what the difficultly slider was set to? I have been rammed a few
times by the AI cars, but by far most of the incidents were a result of me
moving over into an AI car I didn't know was there. Sometimes my immediate
reaction was profanities at the AI. Then I started looking at the replay
through helicopter view and saw that the problem really is that the Papy-style
mirrors aren't there to show me he's alongside, and the crew chief's messages
about the locations of cars are not always accurate or timely. If I had either
Papy-style mirrors or NASCAR 2 style spotters, those incidents wouldn't have
occurred. Again, this is just something I spent time analyzing, rather than
getting a hit and then screaming that the AI sucked.
>- Poor frame rate.
Obviously, since I have a P300 and a Riva 128 board, I'm on the bleeding edge.
A few short weeks ago I was using a P133, so I would have been closer to what
you were seeing. There are a ton of on/off/auto graphics settings as well as a
detail slider which determine how far away stuff is. Are you telling me that
you could turn the slider all the way to the left and turn off every single
graphic setting and still not get a decent frame rate? If so I think you may
have a configuration problem. Even CPR, which is the biggest hardware hog I've
seen in awhile, could be configured to run quickly provided you were willing to
turn off most of the graphics on my P133.
>r. The year old Rendition version of Indycar 2 is still the most beautiful >
This gets kind of tiring. Rendition or not, look at the hills around you at
Laguna Seca. Flat, textureless polys, rendition or not. That might have been
nice a couple of years ago, but its not anymore. I might argue that World
Circuit ran great on my machine, but what would be the point. They aren't state
of the art anymore. I still love ICR2, but its not in the same ballpark
anymore as the new sims where textures and graphics are concerned.
>, consistent frame rates with the detail necessary to give you that sense of
"being there".
That's pretty subjective, don't you think? A friend of mine used to run on
Hawaii with me and he turned EVERYTHING off to get as close to consistent 30fps
as possible. The guy was racing polys in mid-air! I didn't have that level of
tolerance. I had to have at least wall texture and grandstands, even if they
weren't textures. Other people will have different preferences. If you
couldn't find a satisfying trade-off that's perfectly legitimate for you, but
its very much a personal preference rather than an objective benchmark.
>Poor AI. Again, maybe not trash as stated in an earlier post, but not
acceptable for me.
Well, heck just getting someone to admit its not trash is a major step for this
newsgroup! If I seem like I'm on a crusade, its simply because I don't like to
see ANY software get unfairly abused just because someone wants to exaggerate.
I found the AI to be more competent than some others but I still got rammed
from behind a couple of times, and thats a couple of times too much. The AI
definitely needs tweaking, but it doesn't need the kind of of overhaul that CPR
does in this department. I think part of the problem that we're seeing today is
that since GP2, new sims seem to be getting released where the vast majority of
development time is going into the physics, graphics and options, and the AI is
looking more like an afterthought. One of the things I always liked about
Papyrus was how AI was factored in from the very beginning. You'll get no
argument from me there. However, saying the AI has some problems and saying
its trash are two very different things, don't you agree?
>-No crash model. Now I may have been doing something wrong here, but I was
never able to crash my car at any difficulty setting. >
I was. The only visible damage you're going to see is the suspension arms
pointing out into space instead of being attached to the tires. On the rear
you'll see them pointing out and down towards the pavement. On the front they
stick up in the air like antennae. I noticed that the car either developed a
push or became more loose in the turns afterwards. However, I do agree that
the damage is WAYYYYYY too toned down. You might say its closer to the
"arcade" damage in the Papy sims than anything else, but even then Papy showed
more damage than this one does. You can obviously see I agree with most of the
criticism about the damage since I give it a D. But since I base my
"simulation" grade mostly on the driving model, I'd still have to say this is a
sim. And since I do my utmost to avoid crashing, usually its not something
that bothers me the way it bothers others in the group. I'll just state the
facts on this one and let people decide where their priorities are.
>Again, I expect more than this in a sim or
>arcade racing game. It was just too forgiving.
I agree. But don't assume this is 100% the developers fault, either. We've
seen in the past, particularly in the case of Formula One sims, that FOCA has
not wanted to see cars getting trashed or any other kind of carnage so
developers have been told to tone down the damage, to the point where the
developers and not FOCA got the heat from end users. I'm not saying that's the
case here, because I don't know, but I'm always suspicious of this when it
comes to licensed sims. I've considered calling ABC and/or the IRL to ask them
whether this is their fault or not. Either way, its a black mark on the game.
(I'm also to some degree putting 2 and 2 together because of the injury plagued
season the IRL went through last year, not to mention Scott Brayton's demise at
Indianpolis...I can't help but wonder whether 'team orders' weren't involved
here).
>Poor Control. I have both a TSW and Thrustmaster Nascar Pro steering wheel
I don't know why. I use the latter and have no problem with the steering. Its
every bit as driveable to me as ICR2 is.
> Very loose and unstable.
Can you elaborate? Were you having problems driving a straight line down the
road at Indy? Are we talking about the car going loose? What's the deal here?
>-Unstable Multiplayer
I still need to test this out. Until then I'll just take your word for it.
>> This reeks of corporate butt kissing, especially given the fact that
Microsoft provided you with a 3DFX card to do that review.>>
Yeah they LOANED me a 3DFX board so that I would actually be able to run the
game and see more than 100 feet ahead of the car. Big deal. I really resent
this remark, even if to some degree I can see why you make it. If you knew me
you'd know that I don't play that game. I'm not a paid reviewer, and the board
was simply something to help me get the review done since the Stealth II
drivers were making the graphics in the game pop-up too much for the game to be
reviewable. I actually took heat from TR who felt I was too hard on them! I
stand by my comments in the review. As far as my 'bright note' in the closing
part of the review, this is more a counter-reaction to Microprose's hanging us
out to dry with GP2 than anything else. Few racing sims are "fully cooked"
when they are released as a 1.0. That's just the reality of it. What
determines the long term success of these sims is the vendor's willingness to
respond to customers and update the software to placate the thundering hordes
of sim-maniacs. The fact that Microsoft is doing a good job at addressing
these things compared to its competition is a positive note and should be
responded to. Few would disagree that its a major downer that we never got any
network, video or weather
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