David G Fisher
David G Fisher
> David G Fisher
--
-- Fran?ois Mnard <ymenard>
-- http://ymenard.cjb.net/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
> > David G Fisher
> Another miss by Ubisoft.
> > > http://f1rc.simracing.dk/default.asp?id=14&uid1=35
> > > David G Fisher
> > Another miss by Ubisoft.
> I am shocked by your response.
> I am shocked by your response.
--
-- Fran?ois Mnard <ymenard>
-- http://ymenard.cjb.net/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
1) You can customize the cars/cockpits/graphics/etc. to your heart's content
(Isn't that what you been telling game developers to do for years? Wasn't it
you who said along the lines of "Just give us a good core and the community
will handle the rest...")
2) Same Accurate Tracks... To my recollection, aside from multiplayer and
physics (which we will get to)... track accuracy has been your biggest beef
with F1 Titles to date.
3) Force Feedback... Everyone who has handled the review version has said
the FFB effects have been drastically improved
4) Physics.... Everyone I have talked to with the review version has agreed
that the physics have improved dramatically. More visual cues accompanied by
FFB effects to be expected have provided a unanimous vote of improvement. I
am yet to find anyone who says it is the *same* as F1RC.
5) Multiplayer... there isn't much documentation on the multiplayer aspect
in the review version... but a dedicated group of guys have been
systematically decyphering the MP settings and determining the direct effect
of each. So far... full fields have been accomplished with 6 viewable in
front and 1 viewable in rear (ala GPL). Keep in mind this is on P2P with a
lowly ADSL line hosting. Indications are that the bandwidth/speed is HOST
dependant now... and that the clients need only 33.6 kbps regardless of
competitor numbers. You can also customize the number of visible cars to
improve gameplay as required. You can also set the different datarates to
accompany a more frequent packet request for those with higher connections
(and LAN environments). Indeed... initial indications are that this will
actually BEAT GPL in the multiplayer department. Yes you heard me right....
with the correct settings... it will be an improvement over GPL in the MP
area... on P2P basis no less. W're looking into a dedicated server
availability as we speak... which should again improve multiplayer beyond
P2P limitations.
Before you blow it off... take a long hard look in the mirror at what you
been asking for all these years... and then look again at RS3. I think
you'll find that once you get over your embedded dislike for Ubi (we all
know you hate them for other reasons) you'll find that Ubi were the only
publishers with gonads big enough to provide what we been asking for. Give
those who are spending time to wrap their heads around the game time... I
think you'll be pleasantly surprised with what comes of it within a month of
release (with a lot of help from the community of course).
My 10 cents worth on the topic.
Cheers,
Schumi
> > David G Fisher
> Another miss by Ubisoft.
> --
> -- Fran?ois Mnard <ymenard>
> -- http://ymenard.cjb.net/
> -- This announcement is brought to you by the Shimago-Dominguez
> Corporation - helping America into the New World...
Do you know if there will be qualifying in multiplayer (saveable ALA
mgprs2)? If so, bring it on :)
All the best,
Ash
-Larry
RS3 could have been released 2 years ago. Nothing makes it look like a
modern 2002 title.
I expect more. They could have been updated, tweaked, added, etc... but
they simply didn't change anything. Seriously they mostly took the same
tracks. No work has been done to correct the small errors.
Everybody here said it was a small step. F1 2002 has everything superior to
F1RC except the tracks. F1 2002 seems to have everything better to RS3
except the tracks.
Because there's not much. The community options, client/server
architecture, etc... it's all not there. Nothing to compare to Papyrus.
Sorry but if Ubisoft wants to play in the big leagues, they need to give me
more then just that. It's not up to the role of the community to create
that in 2002.
Or all the cars like NR2002. GPL is not really what people should aim for
multiplayer. NR2002 is 10x times better.
--
-- Fran?ois Mnard <ymenard>
-- http://ymenard.cjb.net/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
-Larry
> >What's the full name for this? RS3 isn't ringing any bells.
> >-Larry
> Racing Simulation 3. And they have already used this modifiable
> approach years ago with Monaco Grand Prix Racing Simulation 2.
David G Fisher
> 1) You can customize the cars/cockpits/graphics/etc. to your heart's
content
> (Isn't that what you been telling game developers to do for years? Wasn't
it
> you who said along the lines of "Just give us a good core and the
community
> will handle the rest...")
> 2) Same Accurate Tracks... To my recollection, aside from multiplayer and
> physics (which we will get to)... track accuracy has been your biggest
beef
> with F1 Titles to date.
> 3) Force Feedback... Everyone who has handled the review version has said
> the FFB effects have been drastically improved
> 4) Physics.... Everyone I have talked to with the review version has
agreed
> that the physics have improved dramatically. More visual cues accompanied
by
> FFB effects to be expected have provided a unanimous vote of improvement.
I
> am yet to find anyone who says it is the *same* as F1RC.
> 5) Multiplayer... there isn't much documentation on the multiplayer aspect
> in the review version... but a dedicated group of guys have been
> systematically decyphering the MP settings and determining the direct
effect
> of each. So far... full fields have been accomplished with 6 viewable in
> front and 1 viewable in rear (ala GPL). Keep in mind this is on P2P with a
> lowly ADSL line hosting. Indications are that the bandwidth/speed is HOST
> dependant now... and that the clients need only 33.6 kbps regardless of
> competitor numbers. You can also customize the number of visible cars to
> improve gameplay as required. You can also set the different datarates to
> accompany a more frequent packet request for those with higher connections
> (and LAN environments). Indeed... initial indications are that this will
> actually BEAT GPL in the multiplayer department. Yes you heard me
right....
> with the correct settings... it will be an improvement over GPL in the MP
> area... on P2P basis no less. W're looking into a dedicated server
> availability as we speak... which should again improve multiplayer beyond
> P2P limitations.
> Before you blow it off... take a long hard look in the mirror at what you
> been asking for all these years... and then look again at RS3. I think
> you'll find that once you get over your embedded dislike for Ubi (we all
> know you hate them for other reasons) you'll find that Ubi were the only
> publishers with gonads big enough to provide what we been asking for. Give
> those who are spending time to wrap their heads around the game time... I
> think you'll be pleasantly surprised with what comes of it within a month
of
> release (with a lot of help from the community of course).
> My 10 cents worth on the topic.
> Cheers,
> Schumi
> > > http://f1rc.simracing.dk/default.asp?id=14&uid1=35
> > > David G Fisher
> > Another miss by Ubisoft.
> > --
> > -- Fran?ois Mnard <ymenard>
> > -- http://ymenard.cjb.net/
> > -- This announcement is brought to you by the Shimago-Dominguez
> > Corporation - helping America into the New World...