> >other patches, which really tried my patience. I didn't like the sound, but
> I
> >got used to it. The physics is not very good. GP2 has still much better
> physics
> The only problem with the sound IMHO is the highspeed downshift. There
> are replacement wave files on www.f1racingsim.com. I was re-energized
> about the game after I found all the addons for the game at that site.
> There is a 98 carset, and replacement skylines for canada and Melbourne
> and others. This along with an editor for just about everything you would
> want to do with F1RS.
It's not the quality of the sound I dont like, it's how the sound is connected
to the physics. The quality you get used to. I remember I didn't like how the
engine sound followed the gas pedal exactly, from zero gas to full there was no
delay whatsoever, making it impossible to rev the engine in neutral so it
sounded just as a real F1 car. knitpicking, I know, but still :o).
I haven't tried N2, so I have no clue on what you mean here. I suspect it's not
a compliment on the GP2 AI, though :o). I have little experience with the AI in
F1RS, but what I experienced I didn't like. The way they drive straight in to
you in the first corner after start is as if they dont see you at all and still
I'm very close to the AI in front of me going into the corner. It looks real
strange in the replay. Then when coming up to lap an AI they dont behave very
realistic either. I have lapped a lot of AI in F1RS at expert mode and it's very
seldom they just let you pass. They race you as if it was for position. Once I
realized this I passed them as if I was racing for position too. This is not a
correct simulation of a real F1 race, IMO. I onced trailed an AI very close for
several laps without it ever going out of the racing line to let me by. So I
guess all I can say is that into the first corner and lapping the AI in GP2 gets
my vote. When lapping the AIs in GP2, they most of the time see you and leave
the racing line, but sometimes they dont, and that feels very realistic.
So you're saying that F1RS wins in graphics, physics _and_ AI? Or do you judge a
racing sim from other parameters than I do?
Another thing I didn't like about F1RS is that it hadn't kerbs on critical
sections of the track as the real tracks has. For example Melbourne, the fast
right hander before the first intemidiate - kerbs on the real track, no kerbs in
F1RS -, Interlagos, fast left hander before the second intemidiate, or the fast
right hander after the first intemidiate (cant remember which now) - kerbs on
the real track, no kerbs in F1RS. These are very critical corners on both tracks
and when you went through them a little to fast you hit the glue grass instead
of kerbs.
/Christer