How do you know? Have you polled a group of people? Any serious data you can
give us? If not, then you are like me, I have to trust your words like you
have to trust mine. You compare your lap to a low-quality MPG and some TV
footage, while I compare the track to all the experience I have there. Like
some people who live near Spa can say about the track, or the people who
live near Monaco.
I think we both are now searching for 2 different points. Yes the track
might be "average" for the casual gamer who simply want to do some laps
around a circuit and not care much about the track camber exiting the Senna
curve (one thing that is not modeled correctly per example). But some of us
DO care, especially on a newsgroup devoted to racing simulations, thus
recreating real-life situation via virtual reality.
I know the information they gave to other company who did a F1 simulation (I
think everybody knows that company). I can assume the situation easily.
The game was pushed by EA so they could have it on the shelves when the F1
season started as we all know. I also speculated about the game engine and
it's potential, and speculated on how good the 3d modelers are at ISI.
I never said it was pure shit. In fact I retracted many statements and I
can see how some people appreciate the title. I don't like the feeling of
the game engine and it's physics modeling, but I can see how it can please
simracers. I just wish it was more "brake/downshift/turn/accelerate" like
modern F1 cars behave compared to the software who makes us
"brake/turn&brake/turn&accelerate/accelerate". Anybody who was at the
hairpin in Montreal or the Senna curve this weekend during the first 2 days
(excluding the race since it rained) knew that they don't accelerate but
keep low-revs into the apex, and still keep low-revs until they reach a
point where the front-wheels won't induce any sideway slip, then accelerate.
It's not like that in F1 2000.
It's very important! It gives the whole flow to the corner and the next two
(heading into the curving stretch). How can you say a corner is less
important than others? The downhill + banking creates an incredible
sensation of acceleration when you are exiting the apex.
The old Papyrus game engine modeled oval banking very well on the stretches
(most of them have small banking on the stretches). The new one is even
better, per example the camber at Watkins Glen is very small in degrees yet
you can easily feel it. And be sure than when you are racing the track in
Montreal, you do feel the banking, especially when you want to do a correct
approach to your braking zone.
It's there in real-life, I know what you are talking about. It just shows
that your MPG footage gives your false information, since it's reall there
;)
It's from my calculations about 15% too wide, it's incredibly narrow,
especially on the first part before it straighten up.
True ;-P
And going on your track records of saying that X thing isn't important while
Y is in a racing simulator? Everything to my eyes is important, and the
technology should push them the most possible. I did not expect accuracy
5years back, but now with the tools they have, I do, especially in racing
simulations. We aren't talking about arcade games here, but racing
simulations! Something that simulates real-racing, in every aspect of it,
including the track modeling, the car shapes (ex: gp3), sound, overall
feeling, color palette (ex: F12k), etc... I'm mad when it's not correctly
done, but I accept it, unless somebody in this NG devoted to virtual reality
racing simulation and the accuracy of them says it's good, even for the
masses.
I'm anxious to see GP3's track accuracy, but don't expect me to post
anything about it unless the subject is brought often in the NG. I think we
all saw the incredible ammount of people since F1 2000 is released
complaining about the tracks. It goes back to C:PR the last time we had
such discussions about the tracks, since most of the software reach a level
of accuracy acceptable for the mass. I do think that even for the mass F1
2000 is a laugh.
This is a good thread when taken seriously, it shows we have a long way to
go and some incredible dilemnas to have by both the customer who wants
realism (you know, the "***" racing simulation fan") and also by the
*** companies who have to deal with all the business situation.
--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
-- http://www.racesimcentral.net/
-- People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world.