+++ Accurate rules
+++ Excellent driveablity
+ AI behaviour (fellow competitors make mistakes and they seem to avoid you
when you make a mistake)
+ Customizable rules/options
+ Online racing
- No career mode
- No in-built editor (of course someone implements it)
- Slighty uninspiring weather effects
- Needs heavy machinery (I have 1.2ghz athlon, 256mb, gf2 with most of the
graphical options: high/1024/768
Easy 9.5/10
Excellent.
.mikko
F1 2002 first impressions and track bumpiness
After ten hours, a player praised F1 2002's rules, drivability and AI but noted no career mode and weak weather effects. The discussion focused on whether its bumpy tracks were a realistic plus or an artifact of poor polygon modelling, with Gregor Veble explaining the latter, and on physics rates, with GPL at 288 Hz.
Automated summary.
In article <VmiN8.80$[email hidden]>, [email hidden]
says...
I've got F1 2001 and didn't like it as the tracks seemed too narrow, the
gradients felt wrong and there seemed to be too few polygons in the
actual track bed giving a strange bumpy effect. Do you know if they've
fixed those problems?
- Michael
Quoted text (14 lines)
> +++ Accurate rules > +++ Excellent driveablity > + AI behaviour (fellow competitors make mistakes and they seem to avoid you > when you make a mistake) > + Customizable rules/options > + Online racing > > - No career mode > - No in-built editor (of course someone implements it) > - Slighty uninspiring weather effects > - Needs heavy machinery (I have 1.2ghz athlon, 256mb, gf2 with most of the > graphical options: high/1024/768 > > Easy 9.5/10Sounds great, but... did they fix the infamous split pedals deadzone from F1
2001 and the demo ? I would hate to do the DXTweak dance again.
Xavier.
I never had this problem, but yes they have fixed it.
Its in the plr-file and looks like this for each axis:
Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to
correct centering or split-axis issues)
"Xavier" <[email hidden]> wrote in message
news:ae4eoq$5ga$[email hidden]...
> Sounds great, but... did they fix the infamous split pedals deadzone fromF1
> 2001 and the demo ? I would hate to do the DXTweak dance again.
>
> Xavier.
>
>
I agree that the wheatereffects when in rain doesnt look good, but i love
the gfx-effect
when dry goes into overcast, and then into fog / rain :)
Online racing is great if the host got a good connection, otherwise i give
it a minus.
Btw, what kind of builtin-editor do you want??.
"Mikko �mm�l�" <[email hidden]> wrote in message
news:VmiN8.80$[email hidden]...
> +++ Accurate rules
> +++ Excellent driveablity
> + AI behaviour (fellow competitors make mistakes and they seem to avoidyou
Quoted text (9 lines)
> when you make a mistake) > + Customizable rules/options > + Online racing > > - No career mode > - No in-built editor (of course someone implements it) > - Slighty uninspiring weather effects > - Needs heavy machinery (I have 1.2ghz athlon, 256mb, gf2 with most of the > graphical options: high/1024/768Yes it is a good game, definately waiting for GP4 to directly compare.
I have just added the full physics hack to the PLR file so waiting to see
what sort of difference it makes..
Graphics are great, the only thing that spoils it for me is the weather, no
rain as such just spray off the wheels.
Would be nice to be able to truly hang it out like in GP2, maybe someone
knows a patch??? I am a fan of the 88-92 vintage formula 1.
Peregrine
--
System:
Asus P4S533
P4 1.6a @ 2.560Ghz
Kingmax DDR333 256Mb @ 200Mhz
Gainward 128Mb Ti4200 Golden Sample 340/580Mhz
SBLive!
2 x 20GB Seagate Barracudda III's
Creative DVXR2
Aopen 24x CD Writer
Windows XP build 2600
3DMark2001 Default Score 12597
"Mikko �mm�l�" <[email hidden]> wrote in message
news:VmiN8.80$[email hidden]...
> +++ Accurate rules
> +++ Excellent driveablity
> + AI behaviour (fellow competitors make mistakes and they seem to avoid
you
> when you make a mistake)
> + Customizable rules/options
> + Online racing
>
> - No career mode
> - No in-built editor (of course someone implements it)
> - Slighty uninspiring weather effects
> - Needs heavy machinery (I have 1.2ghz athlon, 256mb, gf2 with most of the
> graphical options: high/1024/768
>
> Easy 9.5/10
>
> Excellent.
>
> .mikko
>
>
>
>
>
> I've got F1 2001 and didn't like it as the tracks seemed too narrow, the
> gradients felt wrong and there seemed to be too few polygons in the
> actual track bed giving a strange bumpy effect. Do you know if they've
> fixed those problems?
They havnt touched them.
Doug
"Andreas Nystr�m" <[email hidden]> wrote in message
news:gdjN8.11536$[email hidden]...
> Btw, what kind of builtin-editor do you want??.
Creating new teams, creating seasons, fixing with teams' reliability and
capabilities...
These kind of editors always arrive within some weeks after release but it
would be nice if they were included...
.mikko
"MP" <[email hidden]> wrote in message
news:[email hidden]...
> I've got F1 2001 and didn't like it as the tracks seemed too narrow, the
> gradients felt wrong and there seemed to be too few polygons in the
> actual track bed giving a strange bumpy effect. Do you know if they've
> fixed those problems?
>
> - Michael
The bumps are a plus and not a minus. If you want glassy smooth tracks then
get F1RC.
I must disagree here. Those bumps occur at points where the curvature of
the track is large and polys aren't sufficiently good to represent them.
In order to do bumps properly you first need to smooth out the tracks, and
then add bumps at places where they should actually appear. The position
of bumps shouldn't be determined by the shortcomings of the
representation.
-Gregor
On Tue, 11 Jun 2002, Toad wrote:
>
> The bumps are a plus and not a minus. If you want glassy smooth tracks then
> get F1RC.
>
>
>
There are bumps in real tracks too. It just takes a burnout on the track
todo a new bump, thats why its not allowed. (Wonder if the motogp guys have
to pay some fine after each finish? =)
The problem with the tracks bumps was mostly that the physics engine didnt
run fast enough. 200Hz isnt enough for bumps.
at 300kmh you are going 84metres per second!. Now sample this 200 times, and
you will input data from the track per 42cm.
As we know in real life.. there can be big elevation changes in reallife
over 42cm on the road. If it just changes 10cm, the physics engine will
probably think we have hit something that is 10cm high, since the last time
the physics engine was feed with data, the ground was 10cm lower.
With 400Hz engine enabled, we get data putinto it at 21cm per track at
300kmh.
To get a good physicsengine, we would need atleast to have a physicsengine
that is so fast that we can sample the road for each cm, and then we are up
into the 10kHz(!) region (for a car that goes 300km/h)
Im sure its easy to cheat with this.. any sim-programmer here who can talk a
bit more about it?
One way todo it is as suggested, making the road flat, and add fake bumps.
But if we should do really accurate tracks (hm.. scaning the road with
lasers to pickup all the bumps etc in the tarmac?) we cant use fake bumps.
The bumps in F1 2002 are anyway much less then in F1 2001. Suzuka for
example was much rougher before.
But them bumps seems to be where they are in real life too and thats good. I
usually spin at T3? at Hungaroring, cause its so bumpy. The same happened to
the real drivers last year cause it was so bumpy there :)
Quoted text (8 lines)
> > Easy 9.5/10 > > I've got F1 2001 and didn't like it as the tracks seemed too narrow, the > gradients felt wrong and there seemed to be too few polygons in the > actual track bed giving a strange bumpy effect. Do you know if they've > fixed those problems? > > - MichaelIt worked fine for me without changing anything in the ini file.
--
Ian P
<email invalid due to spam>
"Andreas Nystr�m" <[email hidden]> wrote in message
news:jbjN8.11534$[email hidden]...
> I never had this problem, but yes they have fixed it.
> Its in the plr-file and looks like this for each axis:
>
>
> Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to
> correct centering or split-axis issues)
>
> "Xavier" <[email hidden]> wrote in message
> news:ae4eoq$5ga$[email hidden]...
> > Sounds great, but... did they fix the infamous split pedals deadzone
from
> F1
> > 2001 and the demo ? I would hate to do the DXTweak dance again.
> >
> > Xavier.
> >
> >
>
>
"Andreas Nystr�m" <[email hidden]> wrote in message
news:YSkN8.42738$[email hidden]...
> With 400Hz engine enabled, we get data putinto it at 21cm per track at
> 300kmh.
>
> To get a good physicsengine, we would need atleast to have a physicsengine
> that is so fast that we can sample the road for each cm, and then we areup
> into the 10kHz(!) region (for a car that goes 300km/h)
Very interesting. So we have to wait a few years before we can have the
computing power to run "real" sim's. :)
Do you know how fast the physics engine in GPL is?
I guess it's a way to measure the quality of a sim. It should have been
printed on the box.
Jone.
GPL is 200Hz from my knowledge.
"Jone Tytlandsvik" <[email hidden]> wrote in message
news:ae58fd$43v6i$[email hidden]...
physicsengine
Quoted text (7 lines)
> > "Andreas Nystr�m" <[email hidden]> wrote in message > news:YSkN8.42738$[email hidden]... > > With 400Hz engine enabled, we get data putinto it at 21cm per track at > > 300kmh. > > > > To get a good physicsengine, we would need atleast to have aQuoted text (13 lines)
> > that is so fast that we can sample the road for each cm, and then we are > up > > into the 10kHz(!) region (for a car that goes 300km/h) > > Very interesting. So we have to wait a few years before we can have the > computing power to run "real" sim's. :) > Do you know how fast the physics engine in GPL is? > I guess it's a way to measure the quality of a sim. It should have been > printed on the box. > > Jone. > >> GPL is 200Hz from my knowledge.
I thought it was 288Hz?
--
Cheers,
Robin ................... `o^=o-
now playing: Nick Warren Essential Mix 3/10/99
http://www.oppositelock.freeserve.co.uk - N�rburgring/GPL
On Tue, 11 Jun 2002 13:50:58 +0100, "Ian P" <[email hidden]> wrote:
>It worked fine for me without changing anything in the ini file.
I did have the same old problem, fixed it again with the dxtweak
trick.
Andre
There's another way to fix it. See my "F12002 Throttle Dead Zone Fix" thread
from the 6th.
David G Fisher
"Andre Warringa" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (8 lines)
> On Tue, 11 Jun 2002 13:50:58 +0100, "Ian P" <[email hidden]> wrote: > > >It worked fine for me without changing anything in the ini file. > > I did have the same old problem, fixed it again with the dxtweak > trick. > > Andre>"Mikko �mm�l�" <[email hidden]> wrote
> Easy 9.5/10
- - - - Incredible bad tracks.
- - No community multiplayer options, basic multiplayer
Easy 6/10. Not more.
--
-- Fran�ois M�nard <ymenard>
-- http://www.ymenard.8m.com/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
>"Toad" <[email hidden]> wrote
> If you want glassy smooth tracks then get F1RC.
At least they are realistic.
--
-- Fran�ois M�nard <ymenard>
-- http://www.ymenard.8m.com/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
Not if they're too smooth ! ;)
--
Ian P
<email invalid due to spam>
"ymenard" <[email hidden]> wrote in message
news:M7tN8.1519$[email hidden]...
> >"Toad" <[email hidden]> wrote
> > If you want glassy smooth tracks then get F1RC.
>
> At least they are realistic.
>
>
>
>
> --
> -- Fran�ois M�nard <ymenard>
> -- http://www.ymenard.8m.com/
> -- This announcement is brought to you by the Shimago-Dominguez
> Corporation - helping America into the New World...
>
>
>
Like N2002 and GPL? :-)
David G Fisher
"Ian P" <[email hidden]> wrote in message
news:ae5sev$d1s$[email hidden]...
Quoted text (28 lines)
> Not if they're too smooth ! ;) > > -- > > Ian P > <email invalid due to spam> > > > "ymenard" <[email hidden]> wrote in message > news:M7tN8.1519$[email hidden]... > > >"Toad" <[email hidden]> wrote > > > If you want glassy smooth tracks then get F1RC. > > > > At least they are realistic. > > > > > > > > > > -- > > -- Fran�ois M�nard <ymenard> > > -- http://www.ymenard.8m.com/ > > -- This announcement is brought to you by the Shimago-Dominguez > > Corporation - helping America into the New World... > > > > > > > >
"Gregor Veble" <[email hidden]> wrote in message
news:[email hidden]...
If they did that then it would probably run at 5fps. At least it's got
bumps!
Quoted text (8 lines)
> I must disagree here. Those bumps occur at points where the curvature of > the track is large and polys aren't sufficiently good to represent them. > In order to do bumps properly you first need to smooth out the tracks, and > then add bumps at places where they should actually appear. The position > of bumps shouldn't be determined by the shortcomings of the > representation. > > -Gregor
"ymenard" <[email hidden]> wrote in message
news:M7tN8.1519$[email hidden]...
> At least they are realistic.
What's realistic about tracks with no bumps?
Yes GPL runs at 288 Hz. That's exactly 8 physics frames per graphics frame,
if you're running at a steady 36 graphics frames per second.
I *think* that F1 2002 runs at 200 Hz by default, or 400 Hz with the "super
high physics rate" switch enabled.
Racer runs at 500 Hz as default but you can increase that to 1 kHz, or
reduce it if you like.
:0)
"Robin Lord" <[email hidden]> wrote in
message news:BFpN8.8166$[email hidden]...
Quoted text (14 lines)
> > GPL is 200Hz from my knowledge. > > I thought it was 288Hz? > > -- > Cheers, > > Robin ................... `o^=o- > > now playing: Nick Warren Essential Mix 3/10/99 > > http://www.oppositelock.freeserve.co.uk - N�rburgring/GPL > >>"Toad" <[email hidden]> wrote
> What's realistic about tracks with no bumps?
No, it's realistic. Our PC aren't able to model such high frequency bumps,
therefore the tracks should not have them.
--
-- Fran�ois M�nard <ymenard>
-- http://www.ymenard.8m.com/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
Haven't heard from Infogrames in a about a week. Hmmm, wonder if GP4 is
going to be delayed.
Wayne
"Peregrine" <[email hidden]> wrote in message
news:[email hidden]...
> Yes it is a good game, definately waiting for GP4 to directly compare.
> I have just added the full physics hack to the PLR file so waiting to see
> what sort of difference it makes..
> Graphics are great, the only thing that spoils it for me is the weather,no
the
Quoted text (34 lines)
> rain as such just spray off the wheels. > Would be nice to be able to truly hang it out like in GP2, maybe someone > knows a patch??? I am a fan of the 88-92 vintage formula 1. > > Peregrine > -- > System: > Asus P4S533 > P4 1.6a @ 2.560Ghz > Kingmax DDR333 256Mb @ 200Mhz > Gainward 128Mb Ti4200 Golden Sample 340/580Mhz > SBLive! > 2 x 20GB Seagate Barracudda III's > Creative DVXR2 > Aopen 24x CD Writer > Windows XP build 2600 > 3DMark2001 Default Score 12597 > > > > "Mikko �mm�l�" <[email hidden]> wrote in message > news:VmiN8.80$[email hidden]... > > +++ Accurate rules > > +++ Excellent driveablity > > + AI behaviour (fellow competitors make mistakes and they seem to avoid > you > > when you make a mistake) > > + Customizable rules/options > > + Online racing > > > > - No career mode > > - No in-built editor (of course someone implements it) > > - Slighty uninspiring weather effects > > - Needs heavy machinery (I have 1.2ghz athlon, 256mb, gf2 with most ofQuoted text (14 lines)
> > graphical options: high/1024/768 > > > > Easy 9.5/10 > > > > Excellent. > > > > .mikko > > > > > > > > > > > >
David G Fisher wrote:
>
> Like N2002 and GPL? :-)
Some of the 3rd party gpl tracks have bumps.
On Tue, 11 Jun 2002 20:14:14 GMT, "David G Fisher"
<[email hidden]> wrote:
>There's another way to fix it. See my "F12002 Throttle Dead Zone Fix" thread
>from the 6th.
>
>David G Fisher
Cheers, missed that one. Saves a lot of hassle.
Andre
"ymenard" <[email hidden]> wrote in message
news:C7zN8.7640$[email hidden]...
> No, it's realistic. Our PC aren't able to model such high frequencybumps,
> therefore the tracks should not have them.
I'll take some bumps as opposed to no bumps. I have both F12001 and F1RC and
to me F12001 feels more like I'm in a car because the road has bumps, even
if they are a bit overdone. F1RC just feels like I am driving a hovercraft
and not a car.
> + AI behaviour (fellow competitors make mistakes and they seem to avoidyou
Yes, but the AI at some tracks is horrinble (as in F1 2001). Just try Monaco
and you will see what I mean. They crash into the barriers constantly...
Also no in race save function. This is too bad, since I don't have time to
do a 100% race which is the most fun for me. I also hate how you exit the
race by just pressing the escape key. There should be a confirmation of some
sort.
Overall, not much has changed since last year.
Thanks to all of you for the feedback. Special thanks to Dave/Andreas for
the elegant way to solve the problem.
Xavier.
>
>Yes, but the AI at some tracks is horrinble (as in F1 2001). Just try Monaco
>and you will see what I mean. They crash into the barriers constantly...
Hmm, seems it's that way in real life too... ;)
-----------------------------------------
Dan Belcher
Webmaster,
http://www.gplworld.racesim.net/simcrash
In article <[email hidden]
mb.si>, [email hidden] says...
> I must disagree here. Those bumps occur at points where the curvature of
> the track is large and polys aren't sufficiently good to represent them.
> In order to do bumps properly you first need to smooth out the tracks, and
> then add bumps at places where they should actually appear. The position
> of bumps shouldn't be determined by the shortcomings of the
> representation.
That's exactly the problem I was referring to - looks like I'll give
this one a miss.
- Michael


































