rec.autos.simulators

*F1GP2 - Moans list and a question.

Chris Longhurs

*F1GP2 - Moans list and a question.

by Chris Longhurs » Wed, 31 Jul 1996 04:00:00

Considering the time we've had to wait, and the endless "we want it
to be as accurate and true-to-life as possible" messages we've had
out of Microprose since March, there's some very concerning problems
with F1GP2.

1. The damage model is very questionable. Try as I might I cannot cause
the car to flip over as it would IRL. Driving it headlong into a wall
at 100+mph breaks off the nosecone and then I can continue driving. Why?
The car should be a crumpled mess by this point.
Granted various parts of the car fly off it you get hit by another car,
but not in a realistic fashion. If you scrape the wall, the wheels stay
remarkably intact. If you touch someone else's wheel and are flipped up
into the air, when you come down the most damage I've had is a broken
nosecone. IRL, of course, the car would break behind the***pit and
probably catch fire.

2. Shading - if you go under a bridge, the shadow doesn't darken the
***pit. This wouldn't be so bad if Monaco didn't have a tunnel. In
there, the***pit should darken and the instruments should become
harder to read.

3. Speaking of Monaco - why does the engine sound not change in the
tunnel?

4. The car still drives on rails. If you approach a corner and for
whatever reason don't want to take the ideal line through it, the game
fights you for control of the car. The best example of this is if you
come up to a chicane that you might want to drive over. Not possible.
The closer you get to the chicane, the more the computer fights you to
turn into it.  The most appalling example of this is if you've selected
to pit-in but decide to go around again without cancelling the pit-in
signal. The game just will not let you go back out on to the main
track, but sucks you into the pit wall in an effort to get you into the
pits.  This was one of the major shortfalls of F1GP, and one which I
really hoped wouldn't make it into F1GP2.

5. The other cars seem to have the same suicidal British-driver
instinct as they did in F1GP. If you park in a corner, they don't try
to go around you, they just pile up behind you and bring the race to a
halt waiting for you to move on. The prime example is the first chicane
in Hockenheim. If you've got a good line into the corner, no matter
where you're placed, all the other cars try to drive through you and
force you out of the corner. Other examples: if you tangle wheels, the
other driver just will not turn away from you. If you're tangling on
the left and try to turn right, the other car follows you. This is
doubly bad if you're approaching a corner as the computer car heads off
on it's seemingly predetermined route, irrespective of the fact that
it's tangled with you, and you, the gamer, *always* come off worse.

6. No parade lap? For an 'accurate' sim, this is a glaring ommision.

7. Graphics glitches: lots. Usually the scenery on the outside of a
right-handed corner. It's especially bad on the corner onto the long
straight at Adelaide, and on the 180 at the end of the long straight in
Magny-Cours. Cars-in-walls shows up really badly if you spin at the
Eau-Rouge corner in Spa and look back up the track.

8. What happened to wet-weather racing and wet tyres? I see no mention
of them in the manual, cannot select a wet race for the "quickrace"
option and see no 'W' tyres on the tyre selection. This was one of the
strongest points of F1GP and seems to have disappeared!

9. The cars. Graphically superb. They look like the real cars instead
of the generic ones in F1GP. Problem? One minor and one major. The
minor problem is that IRL the lead car for each team has orange flashed
on it (in this case Schumacher's Benetton should have orange flashes on
the front and rear wings).  Major problem: They all handle the same.
Other than the colour of the***pit surround, they all handle the
same. They also all have the same instrument cluster. It would have
been nice for such an 'accurate' sim for the cars to handle
differently, and for the proper instrument clusters to be in there.
Proof that they all handle the same comes if you pick a Pacific car and
win a season with it with no fiddling or adjustment of the
game-standard settings. The real Pacific cars were so underpowered they
never even got a place in the top 10 finishers.

                   --------------------------------------------

It's an excellent game, no doubt about it, but I'm disappointed
that there are _so many_ problems with it. Especially considering
the amount of time we've been waiting, on the excuse of
"more realism and less bugs".

Now to the question: does anyone know if there are there plans for a
paintkit for the cars so we
can update to the current team colours?

--
    *** Pass or Pull Over! ** NO AD BREAKS IN TELEVISED F1 RACES ***

http://www.racesimcentral.net/~chrisl/
---------------------------..oooOOOooo..----------------------------
 Standard disclaimer: The views expressed here are entirely my own.
---------------------------..oooOOOooo..----------------------------

JEB

*F1GP2 - Moans list and a question.

by JEB » Wed, 31 Jul 1996 04:00:00


> Considering the time we've had to wait, and the endless "we want it
> to be as accurate and true-to-life as possible" messages we've had
> out of Microprose since March, there's some very concerning problems
> with F1GP2.

> 1. The damage model is very questionable. Try as I might I cannot cause
> the car to flip over as it would IRL. Driving it headlong into a wall
> at 100+mph breaks off the nosecone and then I can continue driving. Why?
> The car should be a crumpled mess by this point.
> Granted various parts of the car fly off it you get hit by another car,
> but not in a realistic fashion. If you scrape the wall, the wheels stay
> remarkably intact. If you touch someone else's wheel and are flipped up
> into the air, when you come down the most damage I've had is a broken
> nosecone. IRL, of course, the car would break behind the***pit and
> probably catch fire.

> 2. Shading - if you go under a bridge, the shadow doesn't darken the
>***pit. This wouldn't be so bad if Monaco didn't have a tunnel. In
> there, the***pit should darken and the instruments should become
> harder to read.

> 3. Speaking of Monaco - why does the engine sound not change in the
> tunnel?

> 4. The car still drives on rails. If you approach a corner and for
> whatever reason don't want to take the ideal line through it, the game
> fights you for control of the car. The best example of this is if you
> come up to a chicane that you might want to drive over. Not possible.
> The closer you get to the chicane, the more the computer fights you to
> turn into it.  The most appalling example of this is if you've selected
> to pit-in but decide to go around again without cancelling the pit-in
> signal. The game just will not let you go back out on to the main
> track, but sucks you into the pit wall in an effort to get you into the
> pits.  This was one of the major shortfalls of F1GP, and one which I
> really hoped wouldn't make it into F1GP2.

> 5. The other cars seem to have the same suicidal British-driver
> instinct as they did in F1GP. If you park in a corner, they don't try
> to go around you, they just pile up behind you and bring the race to a
> halt waiting for you to move on. The prime example is the first chicane
> in Hockenheim. If you've got a good line into the corner, no matter
> where you're placed, all the other cars try to drive through you and
> force you out of the corner. Other examples: if you tangle wheels, the
> other driver just will not turn away from you. If you're tangling on
> the left and try to turn right, the other car follows you. This is
> doubly bad if you're approaching a corner as the computer car heads off
> on it's seemingly predetermined route, irrespective of the fact that
> it's tangled with you, and you, the gamer, *always* come off worse.

> 6. No parade lap? For an 'accurate' sim, this is a glaring ommision.

> 7. Graphics glitches: lots. Usually the scenery on the outside of a
> right-handed corner. It's especially bad on the corner onto the long
> straight at Adelaide, and on the 180 at the end of the long straight in
> Magny-Cours. Cars-in-walls shows up really badly if you spin at the
> Eau-Rouge corner in Spa and look back up the track.

> 8. What happened to wet-weather racing and wet tyres? I see no mention
> of them in the manual, cannot select a wet race for the "quickrace"
> option and see no 'W' tyres on the tyre selection. This was one of the
> strongest points of F1GP and seems to have disappeared!

> 9. The cars. Graphically superb. They look like the real cars instead
> of the generic ones in F1GP. Problem? One minor and one major. The
> minor problem is that IRL the lead car for each team has orange flashed
> on it (in this case Schumacher's Benetton should have orange flashes on
> the front and rear wings).  Major problem: They all handle the same.
> Other than the colour of the***pit surround, they all handle the
> same. They also all have the same instrument cluster. It would have
> been nice for such an 'accurate' sim for the cars to handle
> differently, and for the proper instrument clusters to be in there.
> Proof that they all handle the same comes if you pick a Pacific car and
> win a season with it with no fiddling or adjustment of the
> game-standard settings. The real Pacific cars were so underpowered they
> never even got a place in the top 10 finishers.

>                    --------------------------------------------

> It's an excellent game, no doubt about it, but I'm disappointed
> that there are _so many_ problems with it. Especially considering
> the amount of time we've been waiting, on the excuse of
> "more realism and less bugs".

> Now to the question: does anyone know if there are there plans for a
> paintkit for the cars so we
> can update to the current team colours?

> --
>     *** Pass or Pull Over! ** NO AD BREAKS IN TELEVISED F1 RACES ***

> http://www.racesimcentral.net/~chrisl/
> ---------------------------..oooOOOooo..----------------------------
>  Standard disclaimer: The views expressed here are entirely my own.
> ---------------------------..oooOOOooo..----------------------------

An excellent assessment of the situation, if one chooses to focus
on these matters, however, I'm afraid that you have not discovered
how to turn off the steering help if you are reporting that the CPU
fights you for control of the car. With the steering help off you
have to fight with the CPU to get into a curve, not the other way
around. You can turn completely in reverse and drive the wrong
direction on the track if the steering help is off. I'd check that
in the setup menus if I were you. Otherwise a good list, a bit
childish in parts, I mean who gives a shit if there is a shadow over
the***pit in the tunnel at Monaco. We need a patch for that???
I think not.

JEB in Vegas

Craig Marc

*F1GP2 - Moans list and a question.

by Craig Marc » Wed, 31 Jul 1996 04:00:00


>> 2. Shading - if you go under a bridge, the shadow doesn't darken the
>>***pit. This wouldn't be so bad if Monaco didn't have a tunnel. In
>> there, the***pit should darken and the instruments should become
>> harder to read.

Actually, they have brightened up the tunnel with alot of lights recently, to
help reduce being blinded by the sun when exiting the tunnel, this way, your
eyes don't have to adjust as much. Maybe it's not so dark in there? I couldn't
tell from the last race, too  much rain. Now, if we had RAIN in GP2.....!!!!

Craig

Marco Verhoev

*F1GP2 - Moans list and a question.

by Marco Verhoev » Thu, 01 Aug 1996 04:00:00

[list of complaints deleted]

I must agree that the CPU still tries to steer you into a corner even
when you're not steering at all. Try to approach a turn and do not
steer into this turn. Every single time your car will go into the turn
and exit it halfway instead of completely missing it. Annoying to say
the least.

Marco

--
"Reality is for people who can't handle Star Trek."

Chris Longhurs

*F1GP2 - Moans list and a question.

by Chris Longhurs » Thu, 01 Aug 1996 04:00:00


> > 2. Shading - if you go under a bridge, the shadow doesn't darken the
> >***pit.

> Getting a bit picky now, aren't we?

> > 3. Speaking of Monaco - why does the engine sound not change in the
> > tunnel?

> Surely it is much more important to be able to hear you opponents?
> Changing sounds in the tunnel - while nice - is just ear candy.

For both of the above points: I'm being picky because Microprose delayed
the game for so long on grounds of "accuracy" and "technical excellence"
etc. So how come they've missed these points given those excuses and the
delay in release?

I've tried, but it's a greyed-out option when you're playing with a
keyboard. And driving with a mouse or joystick is well-near impossible.
But even with a joystick and steering help off - if you cruise into a
corner slowly, the car will turn in and exit at about half way around
the corner (usually opposite the apex) without you needing to touch the
steering at all.

I still find that they drive into me if I happen to be in their way on
the line they want to take. I tried again last night, out-braking one of
the cars and taking the inside line. Once I was clearly ahead of him, I
turned into the corner and was rammed from the left side-pod as he
followed the "computer-preffered" line in the corner. When we both
stopped on the side of the track, all the other cars piled up behind
without making any effort to steer around the problem or overtake.

--
    *** Pass or Pull Over! ** NO AD BREAKS IN TELEVISED F1 RACES ***

http://www.racesimcentral.net/~chrisl/
---------------------------..oooOOOooo..----------------------------
 Standard disclaimer: The views expressed here are entirely my own.
---------------------------..oooOOOooo..----------------------------

MalSo

*F1GP2 - Moans list and a question.

by MalSo » Thu, 01 Aug 1996 04:00:00

:
: I must agree that the CPU still tries to steer you into a corner even
: when you're not steering at all. Try to approach a turn and do not
: steer into this turn. Every single time your car will go into the turn
: and exit it halfway instead of completely missing it. Annoying to say
: the least.
:
: Marco
:
: --
: "Reality is for people who can't handle Star Trek."

turn steering help off in "control method"
--
-------
Carlos Ribas
President
MalSoft
http://www.nol.net/~draconis

Chris Longhurs

*F1GP2 - Moans list and a question.

by Chris Longhurs » Thu, 01 Aug 1996 04:00:00


> An excellent assessment of the situation, if one chooses to focus
> on these matters, however, I'm afraid that you have not discovered
> how to turn off the steering help if you are reporting that the CPU
> fights you for control of the car. With the steering help off you
> have to fight with the CPU to get into a curve, not the other way
> around. You can turn completely in reverse and drive the wrong
> direction on the track if the steering help is off. I'd check that
> in the setup menus if I were you.

The steering help option is greyed out on my setup screen when I have
the keyboard selected. It only un-greys when I select a joystick/mouse,
and driving with one of these is almost impossible.

I'm just pointing out that considering so much hype was put into the
"realism factor" and we had to wait so long, that this is a bit of an
obvious oversight..... :-)

--
    *** Pass or Pull Over! ** NO AD BREAKS IN TELEVISED F1 RACES ***

http://www.racesimcentral.net/~chrisl/
---------------------------..oooOOOooo..----------------------------
 Standard disclaimer: The views expressed here are entirely my own.
---------------------------..oooOOOooo..----------------------------

Chris Longhurs

*F1GP2 - Moans list and a question.

by Chris Longhurs » Thu, 01 Aug 1996 04:00:00


> On the shadow issue, someone has pointed out the fact that there are
> lights in the tunnel, and sure enough there are. I did not really
> notice them until after I read that post. Loading up Monaco and
> drving through the tunnel and looking up revealed the lights.

So consequently that raises the question: why is there a shadow in the
tunnel if it's so well lit then?

--
    *** Pass or Pull Over! ** NO AD BREAKS IN TELEVISED F1 RACES ***

http://www.division.co.uk/~chrisl/
---------------------------..oooOOOooo..----------------------------
 Standard disclaimer: The views expressed here are entirely my own.
---------------------------..oooOOOooo..----------------------------

Toni Hilakar

*F1GP2 - Moans list and a question.

by Toni Hilakar » Thu, 01 Aug 1996 04:00:00


> > 4. The car still drives on rails. If you approach a corner and for
> > whatever reason don't want to take the ideal line through it, the game
> > fights you for control of the car. The best example of this is if you
> > come up to a chicane that you might want to drive over. Not possible.
> > The closer you get to the chicane, the more the computer fights you to
> > turn into it.  The most appalling example of this is if you've selected
> > to pit-in but decide to go around again without cancelling the pit-in
> > signal. The game just will not let you go back out on to the main
> > track, but sucks you into the pit wall in an effort to get you into the
> > pits.  This was one of the major shortfalls of F1GP, and one which I
> > really hoped wouldn't make it into F1GP2.

> An excellent assessment of the situation, if one chooses to focus
> on these matters, however, I'm afraid that you have not discovered
> how to turn off the steering help if you are reporting that the CPU
> fights you for control of the car. With the steering help off you
> have to fight with the CPU to get into a curve, not the other way
> around. You can turn completely in reverse and drive the wrong
> direction on the track if the steering help is off. I'd check that
> in the setup menus if I were you. Otherwise a good list, a bit
> childish in parts, I mean who gives a shit if there is a shadow over
> the***pit in the tunnel at Monaco. We need a patch for that???
> I think not.
> JEB in Vegas


Ok, Jeb. would you please tell me (as you are obviously so smart) how is streering
help turned off ? I am driving with keyboard so think before you answer. If you
know the right answer, I thank you and apologize my tone of voice, but if you
don't - in future think very hard before commenting somebodys message. Chris
doesn't tell what device he uses to drive his GP2 but maybe your answer will help
him too.

And by the way Jeb, I found your reply childish too. Maybe somebody does care
about some of his views so give him a chance. And for all: give everybody else a
chance too, every possible patch for GP2 would be good news and only chance to get
them is to keep noice about bugs etc.

Greetings
Toni
.
.
.
.
.
.
.
.
.
.

Chris Longhurs

*F1GP2 - Moans list and a question.

by Chris Longhurs » Thu, 01 Aug 1996 04:00:00


> Considering the time we've had to wait, and the endless "we want it
> to be as accurate and true-to-life as possible" messages we've had
> out of Microprose since March, there's some very concerning problems
> with F1GP2.

<snip>

For those interested, I also sent a copy of this posting to Microprose
too and if I get any response, I'll post it here.

--
    *** Pass or Pull Over! ** NO AD BREAKS IN TELEVISED F1 RACES ***

http://www.division.co.uk/~chrisl/
---------------------------..oooOOOooo..----------------------------
 Standard disclaimer: The views expressed here are entirely my own.
---------------------------..oooOOOooo..----------------------------

JEB

*F1GP2 - Moans list and a question.

by JEB » Thu, 01 Aug 1996 04:00:00


> For both of the above points: I'm being picky because Microprose delayed
> the game for so long on grounds of "accuracy" and "technical excellence"
> etc. So how come they've missed these points given those excuses and the
> delay in release?

>     *** Pass or Pull Over! ** NO AD BREAKS IN TELEVISED F1 RACES ***

> http://www.division.co.uk/~chrisl/
> ---------------------------..oooOOOooo..----------------------------
>  Standard disclaimer: The views expressed here are entirely my own.
> ---------------------------..oooOOOooo..----------------------------

My advice to you is take the game back and get a refund.
It is obvious that this product does not have some important,
to you, features, and therefore you are not satisfied with it.
Personally, I find that most of your original concerns are valid,
and stated so, but some of your concerns are a bit too picky and
in the case of steering your broad claim is not factual, it is
only if you use a keyboard and therefore you should have made
it clear that from a keyboard users point of view there is a
problem with steering, not that the game is defective.
I also doubt that you would be able to keep the car on the
track for any length of time to speak of if you did not have
the steering help on when using the keyboard. It is a struggle
to keep the car on the tracks with a wheel and pedal arrangement.
Not because the driving model is bad, just because the tracks are
tough.

JEB in Vegas

JEB

*F1GP2 - Moans list and a question.

by JEB » Thu, 01 Aug 1996 04:00:00


> Ok, Jeb. would you please tell me (as you are obviously so smart) how is streering
> help turned off ? I am driving with keyboard so think before you answer. If you
> know the right answer, I thank you and apologize my tone of voice, but if you
> don't - in future think very hard before commenting somebodys message. Chris
> doesn't tell what device he uses to drive his GP2 but maybe your answer will help
> him too.

> And by the way Jeb, I found your reply childish too. Maybe somebody does care
> about some of his views so give him a chance. And for all: give everybody else a
> chance too, every possible patch for GP2 would be good news and only chance to get
> them is to keep noice about bugs etc.

> Greetings
> Toni
> .

It would appear that if you use the keyboard you can NOT turn off
steering help.
I don't know, I DO NOT USE A KEYBOARD for driving sims. I use a wheel,
because
when I go and look into a car, any car, or truck for that matter, I see
a
wheel, and not a keyboard.
If you use a keyboard then you should not be posting up a note that
states that
the sim is faulty because it interferes with your steering as that is
what it
is designed to do, when using a keyboard. It is not factual, therefore,
to
conclude that there is a "bug" or "problem" with the steering control.
If you use a controller, you CAN turn off the steering help, and should,
and
there is no problem. In short, the original poster's claim that there is
a
problem with steering help is not only misleading, as he did not
identify
the control method that he was using, he made a sweeping claim, and it
is also
not factual.
If you use a control device other than the keyboard you can turn off the
steering help, and when you do you will find that the "driving" model,
or
steering characteristics in GP2 are very well done indeed.

On the views issue, I say give the programmers a break. They did not
include
the soda vending machines in the grandstand area either, but do we need
a
patch for every nit picky thing that someone thinks should be included
in
a $49.00 simulation. Again, I think not.

JEB in Vegas

Marco Verhoev

*F1GP2 - Moans list and a question.

by Marco Verhoev » Thu, 01 Aug 1996 04:00:00



>:
>: I must agree that the CPU still tries to steer you into a corner even
>: when you're not steering at all. Try to approach a turn and do not
>: steer into this turn. Every single time your car will go into the turn
>: and exit it halfway instead of completely missing it. Annoying to say
>: the least.
>:
>: Marco
>:
>: --
>: "Reality is for people who can't handle Star Trek."

>turn steering help off in "control method"

It IS off! And this kinda thing still happens.

Marco

--
"Reality is for people who can't handle Star Trek."

Red

*F1GP2 - Moans list and a question.

by Red » Thu, 01 Aug 1996 04:00:00


>Considering the time we've had to wait, and the endless "we want it
>to be as accurate and true-to-life as possible" messages we've had
>out of Microprose since March, there's some very concerning problems
>with F1GP2.
>1. The damage model is very questionable. Try as I might I cannot cause
>the car to flip over as it would IRL. Driving it headlong into a wall
>at 100+mph breaks off the nosecone and then I can continue driving. Why?
>The car should be a crumpled mess by this point.
>Granted various parts of the car fly off it you get hit by another car,
>but not in a realistic fashion. If you scrape the wall, the wheels stay
>remarkably intact. If you touch someone else's wheel and are flipped up
>into the air, when you come down the most damage I've had is a broken
>nosecone. IRL, of course, the car would break behind the***pit and
>probably catch fire.
>2. Shading - if you go under a bridge, the shadow doesn't darken the
>cockpit. This wouldn't be so bad if Monaco didn't have a tunnel. In
>there, the***pit should darken and the instruments should become
>harder to read.
>3. Speaking of Monaco - why does the engine sound not change in the
>tunnel?
>4. The car still drives on rails. If you approach a corner and for
>whatever reason don't want to take the ideal line through it, the game
>fights you for control of the car. The best example of this is if you
>come up to a chicane that you might want to drive over. Not possible.
>The closer you get to the chicane, the more the computer fights you to
>turn into it.  The most appalling example of this is if you've selected
>to pit-in but decide to go around again without cancelling the pit-in
>signal. The game just will not let you go back out on to the main
>track, but sucks you into the pit wall in an effort to get you into the
>pits.  This was one of the major shortfalls of F1GP, and one which I
>really hoped wouldn't make it into F1GP2.
>5. The other cars seem to have the same suicidal British-driver
>instinct as they did in F1GP. If you park in a corner, they don't try
>to go around you, they just pile up behind you and bring the race to a
>halt waiting for you to move on. The prime example is the first chicane
>in Hockenheim. If you've got a good line into the corner, no matter
>where you're placed, all the other cars try to drive through you and
>force you out of the corner. Other examples: if you tangle wheels, the
>other driver just will not turn away from you. If you're tangling on
>the left and try to turn right, the other car follows you. This is
>doubly bad if you're approaching a corner as the computer car heads off
>on it's seemingly predetermined route, irrespective of the fact that
>it's tangled with you, and you, the gamer, *always* come off worse.
>6. No parade lap? For an 'accurate' sim, this is a glaring ommision.
>7. Graphics glitches: lots. Usually the scenery on the outside of a
>right-handed corner. It's especially bad on the corner onto the long
>straight at Adelaide, and on the 180 at the end of the long straight in
>Magny-Cours. Cars-in-walls shows up really badly if you spin at the
>Eau-Rouge corner in Spa and look back up the track.
>8. What happened to wet-weather racing and wet tyres? I see no mention
>of them in the manual, cannot select a wet race for the "quickrace"
>option and see no 'W' tyres on the tyre selection. This was one of the
>strongest points of F1GP and seems to have disappeared!
>9. The cars. Graphically superb. They look like the real cars instead
>of the generic ones in F1GP. Problem? One minor and one major. The
>minor problem is that IRL the lead car for each team has orange flashed
>on it (in this case Schumacher's Benetton should have orange flashes on
>the front and rear wings).  Major problem: They all handle the same.
>Other than the colour of the***pit surround, they all handle the
>same. They also all have the same instrument cluster. It would have
>been nice for such an 'accurate' sim for the cars to handle
>differently, and for the proper instrument clusters to be in there.
>Proof that they all handle the same comes if you pick a Pacific car and
>win a season with it with no fiddling or adjustment of the
>game-standard settings. The real Pacific cars were so underpowered they
>never even got a place in the top 10 finishers.

10. Put the gears in Neutral and rev the engine to its highest,
it takes a long time before you blow it up. (that is IF it blows)

Greetings from Rob,
                    All British F1 drivers fan.

Julian Lov

*F1GP2 - Moans list and a question.

by Julian Lov » Thu, 01 Aug 1996 04:00:00


> Considering the time we've had to wait, and the endless "we want it
> to be as accurate and true-to-life as possible" messages we've had
> out of Microprose since March, there's some very concerning problems
> with F1GP2.

> 1. The damage model is very questionable.

Agreed by everyone. It feels like the arcade model in ICR2

Getting a bit picky now, aren't we?

Surely it is much more important to be able to hear you opponents?
Changing sounds in the tunnel - while nice - is just ear candy.

Disable steering help, and the car handles very realistically IMO.

I find they are quite good - they will make room for you in a corner, and
not try and push you off the road. 90% of the tangles I've had with other
cars have been my fault.

Yes, it would be nice

These don't really bother me - the graphics are lovely, and the odd
glitch is OK by be - I would rather heave them spend their time on more
important things.

An unforgiveable omission, especially as some of the code already seems
to be in the program. The best, most exciting F1 races have been in the
wet.

Yes. At first I thought they were cartoonish, but I appreciate their
beauty now.

Agreed - according to MicroProse the player's car always handles like a
Williams. If I'm driving a McLaren, I want it to handle like one!

It's still a great game - I enjoy it far more than ICR2, but there are
some definite improvements that could be made. Unfortunately, I don't
think any patches or upgrades will be forthcoming :(

Julian

_____________________________________________________________________

                                University of Oxford


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