rec.autos.simulators

f12001 vs GPL

Steve Blankenshi

f12001 vs GPL

by Steve Blankenshi » Sat, 02 Feb 2002 05:09:17

A short, marginally OT tire model refresher:

Papy upgraded GPL's tire model with the original 1.1 patch, though they originally denied having made any physics changes.  The
consensus around here was that the changes made GPL easier and there was a briefly a bit of a huff about GPL being "dumbed down".
But that soon died away in the wake of the other improvements (& that *** 1.1 bug).  Try GPL version 1.0 again for a lark and
you'll quickly feel the change.  Dave Kaemmer was later quoted (in an N4-related interview) as saying something along the line that
he couldn't bring himself to drive GPL anymore due to the deficiencies in the tire model.  And now the cycle repeats itself with
N2002.

Anyone remember the way-back quote from the Wests during early WSC development that the more accuracy they packed into the physics
modeling, the EASIER it became to drive?  Think it was in a show interview, including Hyperstimulators' John Crooke.  Let's hope
that's so...

Anyway, I think we all more or less know that '67 GP cars didn't handle quite like the GPL versions.  Doesn't stop it from being a
milestone achievement, though, and a wonderful piece of work even today.  I don't race it as much lately, but it never fails to
deliver a big grin when I do fire it up.

Thanks again, Papy! (and everyone who's made add-ons)

SB


> I think it is interesting that Papy says that they changed their tire
> model for NR2002, and that the new tire model is both more realistic and
> easier to drive.  Now N4's physics engine was supposedly an adaptation
> of GPL's.  Makes me wonder how much of the difficulty in driving GPL is
> realistic and how much is due to the tire model.  While I have never
> driven any sort of open wheeled car, I have always felt that a small,
> light car like those in GPL could not possibly have been as squirrelly
> in real life as they are in the sim.  In the sim the darn things drive
> like a truck with worn out suspension bushings, I don't believe a light
> car mounted on any sort of decent racing suspension would drive like
> that.  So while F12001's physics model is not without issues either, I
> personally would vote for F12001 having the more realistic model.  It
> may not be possible to match actual track telemetry with F12001, but at
> least the darn things feel like what I would imagine a real race car
> feels like.  Plus people who are creating mods with F12001 have come up
> with some very realistic feeling cars, so I think that whatever
> shortcomings F12001 may have are probably in the track and vehicle
> files, rather than in the physics model itself.

Dirt

f12001 vs GPL

by Dirt » Sat, 02 Feb 2002 05:19:18

You can fix this problem with DXTweak.exe by manually
adjusting the total range of the pots to match the
range that is actually used.  I made it work in F1-2000.

-Dirt-

Rob Adam

f12001 vs GPL

by Rob Adam » Sat, 02 Feb 2002 05:24:54

I think only the real blinkered GPL bigots truly believe 67 F1 cars were as
hard to drive as GPL portrays them. Sure, most of us aren't as talented as
the F1 drivers of the era and sure, the missing physical feedback (through
the bum) is missing. However, neither of those truly account for all of the
difficulty in GPL, especially in low speed corners. The model isn't perfect,
that's a given. It's a simulation, which by definition means it doesn't get
everything exactly right.

However, no other sim I've driven (including F1 2001) gives me the feeling
of driving a race car like GPL does. As many have said, that's partly
because modern racing cars (excluding maybe Nascar) have so much less
suspension travel (higher frequency physics), so the car feel doesn't
translate as well to the screen. That's irrelevant though - it's all about
the final result. GPL feels the most "right" of any sim I've driven (IMO).

And of course it blows most other sims away with its online play (N4 and
Heat being the closest competitors). Get a good group of guys together (i.e.
a league) and race an hour and a half with them, then tell me that ain't
real racing. Once you get good enough at GPL *the game* to overcome the
limitations of the model, so you can concentrate on the *racing* you'll
understand where the fanatical loyalty comes from. You may not join us but
you'll at least understand us...


originally denied having made any physics changes.  The
briefly a bit of a huff about GPL being "dumbed down".
*** 1.1 bug).  Try GPL version 1.0 again for a lark and
N4-related interview) as saying something along the line that
the tire model.  And now the cycle repeats itself with
development that the more accuracy they packed into the physics
interview, including Hyperstimulators' John Crooke.  Let's hope
quite like the GPL versions.  Doesn't stop it from being a
I don't race it as much lately, but it never fails to

> deliver a big grin when I do fire it up.

> Thanks again, Papy! (and everyone who's made add-ons)

> SB




David G Fishe

f12001 vs GPL

by David G Fishe » Sat, 02 Feb 2002 05:51:52

F12001 does everything better than GPL except multiplayer and replay. The
FIA is the cause of the limited multiplayer.

David G Fisher


AlvinKlei

f12001 vs GPL

by AlvinKlei » Sat, 02 Feb 2002 05:51:49

Speaking of F1 2001 mods, the FIA GT mod is great, I spent
about an hour just in practice #1 with the AI yesterday
while driving the Viper at Silverstone.

Just imagine, what if you can have FIA GT mod with N4 quality
multiplayer, N4/GPL quality replay & suspension/engine
adjustments, with GPL addon quality tracks.  That would really
be sweet.  


>Plus people who are creating mods with F12001 have come up
>with some very realistic feeling cars, so I think that whatever
>shortcomings F12001 may have are probably in the track and vehicle
>files, rather than in the physics model itself.

Rob Adam

f12001 vs GPL

by Rob Adam » Sat, 02 Feb 2002 05:57:39

I still haven't seen any concrete proof of that: press release, copy of a
contract, etc. All I've seen is your blanket statements and a few posts
along the lines of "a friend of a friend heard from somebody who works with
somebody else who heard that the FIA might have said..."

URL, anybody? Please. Really, I'm not trying to start a fight. I just want
to understand why this restriction exists.

p.s. F1 2001 does "everything" better? Does it simulate 1967 cars better
than GPL? (Yep, THERE I'm trying to start a fight). Comparing GPL and F1
2001 is like comparing IL2 and MS Flight Simulator.



> F12001 does everything better than GPL except multiplayer and replay. The
> FIA is the cause of the limited multiplayer.

> David G Fisher



> > Im interested in opinions as to which is the most realistic sim.
> > Which is the superior physics engine .. and why ?

> > (I race GPL and love it .. havent tried f12001 yet ..... )

Manuel McLu

f12001 vs GPL

by Manuel McLu » Sat, 02 Feb 2002 06:40:32


>>>With my MSFF (gameport) is dual axis it ignores the first
>>>50% of the pedal travel.

>You can fix this problem with DXTweak.exe by manually
>adjusting the total range of the pots to match the
>range that is actually used.  I made it work in F1-2000.

Speaking of DXTweak.exe - does anyone know how to make it go past 1500 on the
scale? The Thrustmaster Nascar Pro Force Feedback goes from 0-4096 and DXTweak
insists on a max of 1500 or so, which means that if I use DXTweak to fix my
pedals the wheel stops working correctly.
Leo Landma

f12001 vs GPL

by Leo Landma » Sat, 02 Feb 2002 06:55:41



Nice question, Mike. It was time somebody asked! <g>
Never mind, we'll never know the correct answer to that one...

I have both games. Tried F12001 for half an hour - and found myself bored.
Felt like I was playing a game, not racing a car. So back to GPL at once,
and haven't touched F12001 since.

Yes I know, gentlemen, 30 mins is not enough to discover the no doubt
amazing depths of the new game, but let's just say I couldn't stand
wrestling those horrible menus again. And ofcourse there's no online racing,
whereas the next race in my GPL league is coming up so... why bother?

Bye,
Leo

ymenar

f12001 vs GPL

by ymenar » Sat, 02 Feb 2002 07:28:59


> Im interested in opinions as to which is the most realistic sim.
> Which is the superior physics engine .. and why ?

Well, I won't go anymore into comparing two different types of motorsports.
They share the same type of racing, but that's where the similitude stop.  I
personally don't really like F12001 and prefer F1RC to it (surprise,
surprise!).  It has it's excellent things about it, customisation and
scalability.  The AI is superior but it all comes back to how it flows in my
hands.  F1RC has better tracks, I mean really superior tracks.  I rate the
engines about the same.  GPL still has the best tracks (third user party and
enhanced original tracks).

I personally don't race the AI anymore, so if I do non-multiplayer racing
it's hotlapping offline.  GPL gives a much better fun out of hotlapping.
That's obvious, those monsters are incredibly fun to drive and are difficult
to master.  The challenge is very rewarding also, driving a GPL car to it's
limit is imho the most fun you can do in simracing today.  No other sim can
achieve this at the moment.  GPL also gives a much better fun out of
multiplayer racing (considering no other then Papyrus are able to do it
correctly).  The only thing left is during AI race, but since I don't do
them, I can't judge the quality of both.

--
-- Fran?ois Mnard <ymenard>
-- http://www.ymenard.8m.com/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...

ymenar

f12001 vs GPL

by ymenar » Sat, 02 Feb 2002 07:33:32


> Anyway, I think we all more or less know that '67 GP cars didn't handle

quite like the GPL versions.

Yes, I think about everybody has accepted that fact now.  I've accepted that
around a year ago and just said to myself "Oh well!".  I can drive GPL
without really caring about it, it has it's own different game engine then
reality, even if it's as close as GPL will ever get to that same reality.
Therefore, I'm able to just race it in it's own virtual environment with
it's proper laws and physics, and enjoy it :)

It's just normal that with time, other new titles become more sophisticated.
N4 and NR2002 are more sophisticated then GPL, but like somebody will say
"It's still no GPL".  There's a mystique and history behind it, there is the
mixture of cars/sound/sight that everybody here enjoys.

--
-- Fran?ois Mnard <ymenard>
-- http://www.ymenard.8m.com/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...

ymenar

f12001 vs GPL

by ymenar » Sat, 02 Feb 2002 07:35:39


> Just imagine, what if you can have FIA GT mod with N4 quality
> multiplayer, N4/GPL quality replay & suspension/engine
> adjustments, with GPL addon quality tracks.  That would really
> be sweet.

Have you tried the N4 converter at Silverstone?  It's pretty amazing.  Yes,
we lack the super downforce and lightweight of those FIA GT cars compared to
the heavy powerful Nascar Winston Cups, but it's very challenging.

Even the laptimes are amazing, the best lap I've seen there is a low 1:27.

So... perhaps that sub-8minute lap at the Nurburgring IS possible ;-D

--
-- Fran?ois Mnard <ymenard>
-- http://www.ymenard.8m.com/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...

ymenar

f12001 vs GPL

by ymenar » Sat, 02 Feb 2002 07:37:55


> F12001 does everything better than GPL except multiplayer and replay.

You are forgetting the tracks David.... and the community is much more
"into" GPL, I would say.  There's a much bigger following, but that's
perfectly normal.  GPL is a rare gem that nobody ever released close to it's
type of racing, but there's tons of modern F1 sims on the shelves.

--
-- Fran?ois Mnard <ymenard>
-- http://www.ymenard.8m.com/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...

Haqsa

f12001 vs GPL

by Haqsa » Sat, 02 Feb 2002 08:12:54

That is an awesome mod, but unfortunately it has tons of issues (at
least on my PC).  I can't drive any of the cars for more than a few
minutes without a lockup, and in some cases (usually the 996) it locks
up on the first corner.  Several of the cars have graphical errors
where, every few seconds, I see the car in wire frame view instead of
the normal view.  I have no problems with F1 2001, just with the mod.
OTOH I have not heard anyone else mention the same problems that I have
had.  So I guess I will try the next version, but for now I have given
up on it.


> Speaking of F1 2001 mods, the FIA GT mod is great, I spent
> about an hour just in practice #1 with the AI yesterday
> while driving the Viper at Silverstone.

> Just imagine, what if you can have FIA GT mod with N4 quality
> multiplayer, N4/GPL quality replay & suspension/engine
> adjustments, with GPL addon quality tracks.  That would really
> be sweet.


> >Plus people who are creating mods with F12001 have come up
> >with some very realistic feeling cars, so I think that whatever
> >shortcomings F12001 may have are probably in the track and vehicle
> >files, rather than in the physics model itself.

Phaso

f12001 vs GPL

by Phaso » Sat, 02 Feb 2002 09:13:55


I've had those problems.  Changing the backfire sound to a quieter one seems
to have solved the Turn 1 lockup problem for me (I think it actually was
hitting the brakes that caused it).  I have the graphical errors, including
a half-second green-out through the windshield just before the S/F line at
Spa.  With all that, it's still fun racing though.

    -Phasor

jason moy

f12001 vs GPL

by jason moy » Sat, 02 Feb 2002 10:34:11


The reason this happens is because F1 200x views the center value of
your pedal in DX as the zero value for that input.  Since DX sets the
center value as halfway between the pedal being fully depressed and
fully released, F1 2001 doesn't notice that you're depressing the
pedal until you've hit 50% travel.

I have no idea why this hasn't been patched yet, and I can't think of
a single sim that supports split-axis pedals and doesn't use the
calibration information properly (or non-sims for that matter).  You
can fix this with dxtweak by setting the center value for each pedal
axis one integer below (or above, depending on the axis) the value
that is shown for a fully released pedal.  Obviously, this can have
weird affects in other racing games that use DX for controller input.

I played the game for a bit in single-axis mode, but imho the grip
model is so odd it's not really worth it.  Brakes that don't lock up
above 50mph (and seemingly don't lock up independently) and tires that
magically grip when you're sliding sideways and nudge the brakes just
don't do it for me.  Not to mention the sheer and utter joy of drag
racing between chicanes for a few hours.

That said, if ISI at least acknowledges the split-axis problems I'll
give them another chance when Cart World Series 200x comes out.

Jason (CART SIM!)


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