John,
Call me shallow, but it's the little things that turn me onto CPR. I'm
a BIG stickler for realism, and when I did my first spin on a roadcourse,
then attempted to do a half doughnut to get pointed in the right direction
(Ala Mario Andretti at IMS), I was very impressed to see that I could in
fact break the rears loose and get her around. What really impressed me
though was, when I looked at the racetrack directly in front of me, there
were the two burnout tracks from my rear tires on the pavement! I was so
taken by surprise that I spent the next five minutes melting the rear tires
to see it again! Hey, they even stuck around after a couple of runs around
the track. Very cool. Unfortunatly, durinng that same period, I also drive
headlong into a wall at 180 mph and the only thing that happened was the
nose cone popped off (and Bob Varsha's smart ass comment about Racecars and
wings...Thanks, pal! <G>). This, combined with no yellow flags, and I was
quickly unamused with the potential race problems. I wiped out about three
cars on the start at Miami and all I got was a small flash of yellow flag,
then back to green. Not a good way to be on the speedway. Also, the crash
dynamics are tragic. Hit a wall at 180 mph, and they shouldn't be able to
find all the pieces of your car, yet in CPR I backed up and drove away, none
the worse for wear (other then sans the nose cone). I have yet to see an AI
car wreck without my intervention (or unwilling participation, re: blasting
into the back of me), and if it did, I probably wouldn't see it anyway as
the car would have driven away, not ever recieving terminal damage.
All of this said, I am NOT going to return it, even though it runs like
a dog on my P166/Velocity 128/64MB machine. I hope the patch will help, and
if it doesn't address everything, we'll just simply talk with Dean or others
about the deficiencies. The CPR team is as interested in selling more
product, and nothing sells software faster then rave reviews from users.
Fortunatly, most racing sim users are also "realism seekers", and as such,
won't let these kind of deficiencies slide. After all, if all I wanted was
some cool graphics at a decent frame rate, I'd go out and buy a Nintendo 64!
> >It is hard to understand how you know that in cpr all you have to do is
> >slide 'er round on the ovals, when in the next paragraph you say you
> >haven't tried the whole game yet and the demo only includes Laguna.
> Hey, I've got a fertile imagination! :)
> No, actually what I said was that I have no chance to try the full
> product (present/future tense), not that I've never _tried_ the full
> product. A friend got it mailed to him from the States and I tried it
> a few times at his house.
> There's a lot to like, and CPR captures the "rush" of driving these
> cars very well with the engine roar, skittishness etc, but for me the
> problems vastly outweighed any fun I might have with it. I'm hopeful
> that the patch will address all the problems, and if so I'm sure that
> it is a product that I would have enjoyed. Unfotunetaly Ubi-F1 has
> arrived and most likely stolen CPR's thunder, at least here in Europe,
> so I doubt I'll ever get round to buying CPR myself now, unless the
> patch gives a total transformation to lift CPR above Ubi-F1.
> Cheers!
> John