rec.autos.simulators

Comments on CPR

David G. Dahlstro

Comments on CPR

by David G. Dahlstro » Mon, 12 Jan 1998 04:00:00

I'm a bit new to racing sims (and racing in general) and I was wondering if
someone could shed some light on a few items in the patched version of CPR.
Are these bugs or features?

1.  Damage modeling.  Don't Formula 1 cars usually more or less disintegrate
if they crash into a wall (or head-on with another car) at 200+ mph.  Mine,
don't--and I can almost always drive away.

2.  Transmission 1.  I can drive around and around and around in first gear
revving at top speed without blowing the transmission.  Can real Indy cars
do this?

3.  Transmission 2.  I can pop the car into reverse at 200 mph grind to a
halt and start moving backwards with no ill effect.  Is this for real?

5.  Qualifying.  I don't understand how to qualify on the street tracks.  On
the ovals you must make two warm-up laps and two official laps.  On the
street tracks (like Australia) you must do 300!! laps.  Is this right or do
I not understand the rules?

Dave

Kevi

Comments on CPR

by Kevi » Mon, 12 Jan 1998 04:00:00


>I'm a bit new to racing sims (and racing in general) and I was wondering if
>someone could shed some light on a few items in the patched version of CPR.
>Are these bugs or features?

>1.  Damage modeling.  Don't Formula 1 cars usually more or less
disintegrate
>if they crash into a wall (or head-on with another car) at 200+ mph.  Mine,
>don't--and I can almost always drive away.

In all of the crashes that I've seen on TV, it's either the wheels or wings
that come off, sometimes the sides along the car.  The***pit and engine
area seem to always stay in tact.  I would agree that you can abuse the CPR
cars a little without damage and that the only damage that is modelled is
wheels and wings.  As to head-on collisions, I've never seen this in a race.
I saw one crash on an oval at 135 MPH where the car hit the wall directly in
the rear of the car.  The car sustained no visible damage, but the driver
was critically injured (high G forces caused head injury).

I believe that the cars have rev limiters so you can't over rev them.  I'm
not sure if the engines are protected when down-shifting though.

Probably not, but who cares since it doesn't affect game play.

Not sure about this.

--
Kevin
(Remove the "x-" prefix from my address in order to reply via email)

DAVID G FISHE

Comments on CPR

by DAVID G FISHE » Tue, 13 Jan 1998 04:00:00

I've noticed people saying that only the wings and wheels are damaged during
crashes on CPR but I have had the sides of my cars damaged too. It's all
gray where the body has come off. I rotated around the car over an over when
it was put in the pits to make sure.

Dave

Glenn Beaumari

Comments on CPR

by Glenn Beaumari » Tue, 13 Jan 1998 04:00:00


>>5.  Qualifying.  I don't understand how to qualify on the street tracks.
>On
>>the ovals you must make two warm-up laps and two official laps.  On the
>>street tracks (like Australia) you must do 300!! laps.  Is this right or
do
>>I not understand the rules?

>Not sure about this.

On the street (and road) courses, the lap board says 300, but at the top of
the same board it has a time (counting from 30 mins to 0).

In the realism menu, it is possible to make this time shorter.  30mins is
the time in real life.

Therefore it is only possible to do 300 laps in practice or test drive mode
:-)

--
Regards

Glenn Beaumaris

------------------------------------------
"I believe in God-After All Helen Hunt Exists"
===================================
The Quote of 1997:
"The first thing you notice is
her spirit and her talent, then her beauty hits you, and you're like, 'Well,
excuse me, but she's gorgeous!'  You don't even notice what she's wearing
because her aura dominates.  That's true style."

begin 666 Glenn Beaumaris.vcf
M0D5'24XZ5D-!4D0-"E9%4E-)3TXZ,BXQ#0I..D)E875M87)I<SM';&5N;CM(

M4CM(3TU%.T5.0T]$24Y'/5%53U1%1"U04DE.5$%"3$4Z.SL],$0],$$],$0]

M"DQ!0D5,.TA/344[14Y#3T1)3D<]455/5$5$+5!224Y404),13H],$0],$$]

M1#TP04%U<W1R86QI80T*14U!24P[4%)%1CM)3E1%4DY%5#IG;&5N;F]M0&US

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Questio

Comments on CPR

by Questio » Tue, 13 Jan 1998 04:00:00

The things you mention, and some others, are why many people don't consider
CPR a sim at all, but rather an arcade game.


>I'm a bit new to racing sims (and racing in general) and I was wondering if
>someone could shed some light on a few items in the patched version of CPR.
>Are these bugs or features?

>1.  Damage modeling.  Don't Formula 1 cars usually more or less
disintegrate
>if they crash into a wall (or head-on with another car) at 200+ mph.  Mine,
>don't--and I can almost always drive away.

>2.  Transmission 1.  I can drive around and around and around in first gear
>revving at top speed without blowing the transmission.  Can real Indy cars
>do this?

>3.  Transmission 2.  I can pop the car into reverse at 200 mph grind to a
>halt and start moving backwards with no ill effect.  Is this for real?

>5.  Qualifying.  I don't understand how to qualify on the street tracks.
On
>the ovals you must make two warm-up laps and two official laps.  On the
>street tracks (like Australia) you must do 300!! laps.  Is this right or do
>I not understand the rules?

>Dave

M. Lockwo

Comments on CPR

by M. Lockwo » Tue, 13 Jan 1998 04:00:00

You do not understand the rules.  When you qualify on the road courses, take a
look at your pit board (the one telling you 300 laps), and you'll also notice
a timer.  Qualifying on non-ovals involves turning the fastest lap you can
within that time limit.  Other cars are on the track at the same time.  It
says 300 laps to inform you that there is no rules-based limit on how many
laps you can do -- just a logical limit (i.e. if you have 15 minutes and can
do a lap in 1 minute, you can do appx 15 laps).

There is a setting, I believe in REALISM, that allows you to set the amount of
time you have to qualify on non-ovals.

-- Mark

David G. Dahlstro

Comments on CPR

by David G. Dahlstro » Tue, 13 Jan 1998 04:00:00

Thank-you all for the comments.

Dave


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