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F1 2001: zooming and spinning 'round tracks

9 posts by 6 people · 11 Feb 2002 23:52 UTC - 13 Feb 2002 03:35 UTC

Ice D 11 Feb 2002 23:52 UTC#137026
I never noticed this before: in F1 2001, you can not only grab the tracks with the little hand (when selecting the circuit), but with [right-click + move] you can zoom in and out as well. You can see the height differences in the track up close, very nice. I also noticed you can give the track a fast spin by dragging it fast with the left left mouse button, and then letting go! Pretty funny to see. You're all going 'duh!' now, right..? This game is just the best. Ice D
"Ice D" <[email hidden]> wrote in message news:<_OY98.15$[email hidden]>...
Quoted text (10 lines)> I never noticed this before: in F1 2001, you can not only grab the tracks > with the little hand (when selecting the circuit), but with [right-click + > move] you can zoom in and out as well. You can see the height differences in > the track up close, very nice. I also noticed you can give the track a fast > spin by dragging it fast with the left left mouse button, and then letting > go! Pretty funny to see. > > You're all going 'duh!' now, right..? > > This game is just the best.
Man, I wish instead of that sort of thing they would implement proper dual-axis pedal support, fix the brake model, and add a linearity slider. Jason
> Man, I wish instead of that sort of thing they would implement proper > dual-axis pedal support, fix the brake model, and add a linearity > slider. 1. Dual axis can be fixed in Win9x with DXtweak. 2. The brake model is fine. 3. There is a linearity setting - it's called 'speed sensitivity'.
"Damien Smith" <[email hidden]> wrote in message news:<a4a056$1dhrmm$[email hidden]>... > 1. Dual axis can be fixed in Win9x with DXtweak. Completely unnecessary. Also, I still haven't seen this work properly with my MS wheel, althought I won't question others have gotten it to work. I have the wheel on the second controller ID (ID 1) and for some reason dxtweak seems to have issues with that. No it doesn't make sense, but I swear if I input the correct values for my wheel I start getting really odd things happening in F1 2001 (like being able to turn the wheel with the accelerator pedal). Anyway, whether it's fixable via a utility or not doesn't make it any less ridiculous that they couldn't get this working correctly. > 2. The brake model is fine. If not being able to lock up your brakes above 50-75km/h on grooved tires with both wings set to minimum values and/or ripped off is realistic, then I would like the brake technology F1 uses installed in my car please. I'm not 100% up to speed on FIA rules but I was pretty sure last time I checked that ABS systems were still illegal, and the downforce generated by the body of the car is minimal thanks to FIA's continual intervention. Factor in tires with less grip than they had 5 years ago and I really don't know how anyone can think that brakes that don't lock up are a realistic phenomenon. I think this is amplified somewhat because I need to get 50% travel on the brake pedal before I get the slightest bit of braking power, but I normally just mash the brakes all the way down until I get below 100km/H anyway. > 3. There is a linearity setting - it's called 'speed sensitivity'. Hm. 0% is unrealistic because it's just as easy to steer the car at 200km/H as it is at 10km/H. 100% seems like it was meant for joystick or keyboard users. Is 50% true linearity? Has ISI explained this setting anywhere and I'm just too daft to notice? A single 0%-->100% linear slider would make so much more sense than a series of confusing menus. Sure, they could have an 'advanced controller' setup tab or something for people who like that sort of thing, but there's nothing that annoys me more than controller setups that are needlessly confusing. Except driving cars with magic brakes on piddly flat point-and-squirt circuits. Jason
Why dont you write your own game then? "jason moyer" <[email hidden]> wrote in message news:[email hidden]... > "Damien Smith" <[email hidden]> wrote in messagenews:<a4a056$1dhrmm$[email hidden]>...
Quoted text (46 lines)> > > 1. Dual axis can be fixed in Win9x with DXtweak. > > Completely unnecessary. Also, I still haven't seen this work properly > with my MS wheel, althought I won't question others have gotten it to > work. I have the wheel on the second controller ID (ID 1) and for > some reason dxtweak seems to have issues with that. No it doesn't > make sense, but I swear if I input the correct values for my wheel I > start getting really odd things happening in F1 2001 (like being able > to turn the wheel with the accelerator pedal). > > Anyway, whether it's fixable via a utility or not doesn't make it any > less ridiculous that they couldn't get this working correctly. > > > 2. The brake model is fine. > > If not being able to lock up your brakes above 50-75km/h on grooved > tires with both wings set to minimum values and/or ripped off is > realistic, then I would like the brake technology F1 uses installed in > my car please. I'm not 100% up to speed on FIA rules but I was pretty > sure last time I checked that ABS systems were still illegal, and the > downforce generated by the body of the car is minimal thanks to FIA's > continual intervention. Factor in tires with less grip than they had > 5 years ago and I really don't know how anyone can think that brakes > that don't lock up are a realistic phenomenon. > > I think this is amplified somewhat because I need to get 50% travel on > the brake pedal before I get the slightest bit of braking power, but I > normally just mash the brakes all the way down until I get below > 100km/H anyway. > > > 3. There is a linearity setting - it's called 'speed sensitivity'. > > Hm. 0% is unrealistic because it's just as easy to steer the car at > 200km/H as it is at 10km/H. 100% seems like it was meant for joystick > or keyboard users. Is 50% true linearity? Has ISI explained this > setting anywhere and I'm just too daft to notice? > > A single 0%-->100% linear slider would make so much more sense than a > series of confusing menus. Sure, they could have an 'advanced > controller' setup tab or something for people who like that sort of > thing, but there's nothing that annoys me more than controller setups > that are needlessly confusing. Except driving cars with magic brakes > on piddly flat point-and-squirt circuits. > > Jason
Damien Smith <[email hidden]> wrote in message news:a4a056$1dhrmm$[email hidden]...
Quoted text (9 lines)> > Man, I wish instead of that sort of thing they would implement proper > > dual-axis pedal support, fix the brake model, and add a linearity > > slider. > > 1. Dual axis can be fixed in Win9x with DXtweak. > > 2. The brake model is fine. > > 3. There is a linearity setting - it's called 'speed sensitivity'.
Unless they've got their terminology totally wrong, 'speed sensitivity' is not the same thing as 'linearity'... Jonny
"jason moyer" <[email hidden]> wrote in message news:[email hidden]... > "Damien Smith" <[email hidden]> wrote in messagenews:<a4a056$1dhrmm$[email hidden]>...
Quoted text (7 lines)> > > 3. There is a linearity setting - it's called 'speed sensitivity'. > > Hm. 0% is unrealistic because it's just as easy to steer the car at > 200km/H as it is at 10km/H. 100% seems like it was meant for joystick > or keyboard users. Is 50% true linearity? Has ISI explained this > setting anywhere and I'm just too daft to notice?
The steering sensitivity is the ratio of steering wheel movement to front wheel movement. It does not change with speed in a real car (well, most real cars) and it should not change with speed in a racing sim. Therefore 0% SPEED sensitivity is the most realistic setting. You then use the X Axis sensitivity to set the ratio that you want, and can further modify it with the steering wheel lock angle setting in the vehicle setup. Basically, set the lock angle to be sufficient to get around the tightest corners (I usually use 20 - 22 degrees), and then set the X axis sensitivity to a value that allows you to get around medium speed corners without excessive wheel movement (I like about 20%). Some people then put a little speed sensitivity back in to give it a more stable feel at speed, but lately I have turned that off because I think any amount of speed sensitivity can really fool you when decelerating into a corner. It's like having a wheel that automatically turns more as you apply the brakes, and at high settings is so extreme that you can literally get yourself out of a severe push by hitting the brakes harder - something which is impossible in real life.
> .......20%). Some people then put a little speed sensitivity back in togive > it a more stable feel at speed, but lately I have turned that off > because I think any amount of speed sensitivity can really fool you when > decelerating into a corner. It's like having a wheel that automatically > turns more as you apply the brakes, and at high settings is so extreme > that you can literally get yourself out of a severe push by hitting the > brakes harder - something which is impossible in real life. Very well put....This game really came alive for me once I put speed sensitivity at 0%. Naturally, I had to lower X-axis sensitivity to make the car controllable at high speed. I've got it at 3% atm. Feels fantastic. I've got FF at 100% but I had to lower it to 70% for the GT mod - maybe because of the heavier cars. As I've said, I can lock the brakes at 200km/h and above with the GT mod, so I would say that the brake problem is not inherent to the physics engine.
"Haqsau" <[email hidden]> wrote in message news:<a4c8t5$1dmkvq$[email hidden]>...
Quoted text (17 lines)> The steering sensitivity is the ratio of steering wheel movement to > front wheel movement. It does not change with speed in a real car > (well, most real cars) and it should not change with speed in a racing > sim. Therefore 0% SPEED sensitivity is the most realistic setting. You > then use the X Axis sensitivity to set the ratio that you want, and can > further modify it with the steering wheel lock angle setting in the > vehicle setup. Basically, set the lock angle to be sufficient to get > around the tightest corners (I usually use 20 - 22 degrees), and then > set the X axis sensitivity to a value that allows you to get around > medium speed corners without excessive wheel movement (I like about > 20%). Some people then put a little speed sensitivity back in to give > it a more stable feel at speed, but lately I have turned that off > because I think any amount of speed sensitivity can really fool you when > decelerating into a corner. It's like having a wheel that automatically > turns more as you apply the brakes, and at high settings is so extreme > that you can literally get yourself out of a severe push by hitting the > brakes harder - something which is impossible in real life.
Ah, that makes much more sense. Basically from your explanation, it sounds to me like it's similar to Papy's low-speed-steering hack, except that rather than being an on/off thing below a certain speed it fades in/out gradually depending on how fast you're going. I'll have to play around more with the lock in the garage. I've been using 0% speed sensitivity and 0% X sensitivity and the steering felt really twitchy at high speed, but now that I think about it, it did seem realistic. Sort of like how a GPL car handles with 7:1 steering. Thanks again for the explanation. Jason

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