Pretty much my experience the weather effects are so deep. Its not
just a case of its wet or its dry its totally realistic the rain can
start on one side of the track, it gets a little damp the rain stops
you come in for your pit stop what do you do ? what do you do ??
Grooves ? It's not raining that hard - But the track is getting wetter
the weather forcast said a 40% chance of light rain half an hour into
the race and 10% chance of medium rain
Wets ? ? It's not raining that hard - But the track is getting wetter
the weather forcast said a 40% chance of light rain half an hour into
the race and 10% chance of medium rain
This feature really advances racing sims. I've not felt like this
racing any other game. The level of decision making just changed in
sims.
I believe now that GPL is the best car simulator but GP3 is the best
racing simulator.
Regards Mike
On Sun, 23 Jul 2000 12:40:04 -0500, rrevved
<[email hidden]> wrote:
Positive GP3 race report and debate over predetermined failures
Players posted enthusiastic GP3 race reports praising the dynamic weather and strategy. Uwe Schuerkamp pointed out that mechanical failures, as in GP2, are determined at the start of the race and recur on reload regardless of how the car is driven. Posters debated whether random failures are realistic or whether failures should depend on how the car is treated.
Automated summary.
Thanks for your view. It was nice to hear someone have an idea what a game is
supposed to have GAMEPLAY !!! this is where you enjoy yourself not spend your time
looking around at graphics ( which according to all the pics ive seen are really
good anyway ) . I shall certainley be picking my copy up on Friday and i wont be
seen for weeks goodbye life !!!
Well, I'm still in love with GP3!! I wrote this report after my first 100%
race distance which I drove at amateur level using the default setup. Today,
I did some more testing and created a my first racestup for Spa (boy, I love
that track). With a car with fuel for 25 laps I was able to do laps of low
1.52's. Still not that good, but I'm improving. I also promoted myself to
semi-pro :-)
BTW, after some testing with different setups I was able to drift the cars
through some (slow, 2nd gear) corners, so the cars are not always on rails
:-) Only in fast corners. Imho the physics are not bad at all. Actually,
after some experimenting I'm still amazed at the physics, I think they
really simulate how it must be driving a F1 car. You can lock your wheels,
have wheelspin, drift the car, catch an oversteering car etc etc.
With my new setup I then started a new 100% race, qualified first (again).
Made a bad start (again) and was 3rd after the fisrt corner. Schumi was
first, Irvine 2nd and Mika 4th. At my first 100% race I was a lot faster
than the AI (amateur level), but now I had a hard time to pass Irvine.
Actually, I couldnt get pass him at all! The AI is great, they really try to
block you. Overtaking is definately as difficult as in real F1 races.
Unfortunately at lap 8 I had an engine problem and had to quit the race
(that's racing....).
Cheers,
JeDa
In article <[email hidden]>, rrevved
<[email hidden]> writes:
>Because I was so exited I spun in the last lap and Irvine passed me
>again :-(
>
>I finished 4th, Mika 1st and Schumi 2nd.
>
Pretty good race report! I can never remember enough details to do those...but
they're fun to read.
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
GPL hcp. +69.95
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
JeDa <[email hidden]> wrote in message
news:laJe5.402$[email hidden]...
> BTW, after some testing with different setups I was able to drift the cars
> through some (slow, 2nd gear) corners, so the cars are not always on rails
> :-) Only in fast corners. Imho the physics are not bad at all.
sounds very reasonable. The aerodynamics of a modern F1-car generate more
downforce at higher speeds. Therefore, the car will feel loose at the start
and in slow corners and feel 'like on rails'at high speed.
Actually,
> after some experimenting I'm still amazed at the physics, I think they
> really simulate how it must be driving a F1 car. You can lock your wheels,
> have wheelspin, drift the car, catch an oversteering car etc etc.
>
> Pretty good race report!
Thanks, I really like this sim, I will try to make another race report from
my next GP.
Quoted text (12 lines)
> >With my new setup I then started a new 100% race, qualified first (again). >Made a bad start (again) and was 3rd after the fisrt corner. Schumi was >first, Irvine 2nd and Mika 4th. At my first 100% race I was a lot faster >than the AI (amateur level), but now I had a hard time to pass Irvine. >Actually, I couldnt get pass him at all! The AI is great, they really try to >block you. Overtaking is definately as difficult as in real F1 races. >Unfortunately at lap 8 I had an engine problem and had to quit the race >(that's racing....). > >Cheers, >JeDaIn article <[email hidden]>, Ronald Stoehr <[email hidden]>
writes:
At the risk of stating the obvious, maybe it's done so you can't save-cheat
your way to a race victory....?
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
GPL hcp. +69.95
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
Quoted text (18 lines)
>Uwe Schuerkamp wrote: >> >snip >> did you save the game before you started the race? If so, >> please reload the saved game, and this time be really really >> careful with the engine not to overrev it and such. Please tell >> us about your results. I predict you will have the exact same >> engine problem on lap eight, at the exact same spot you had it >> previously. >> >> That's not "racing", that's shoddy programming, and >> unacceptable in a product claiming to be a "simulation". > >Why would that be shoddy?? You're able to SAVE the race, >that's okay for a sim, but not allowing you to get around a >blown up engine by reshuffling the "random generator for >engine failure" is unworthy of a sim? Geez! >Maybe, but, IMO, it's not up to the developer to mistrust his customer in
this respect. One of the few things which used to grate me with Keammer
sims, eventhough I'm not personally affected by it.
The trouble with the GP2(/GP3 ?) implementation is the roll of the dice
happens as you start a race weekend, you can practise and qualify your butt
off and be real carefull in the race, your engine will blow X-amount of time
into the race, end of story. Potentially a lot of wasted effort for
something that only seemingly ehances the realism.
Jan.
=---
EldredP wrote...
> <snip>
> At the risk of stating the obvious, maybe it's done so you can'tsave-cheat
> your way to a race victory....?
>
> Eldred
> --
"Ronald Stoehr" <[email hidden]> wrote in message
news:[email hidden]...
I would agree that it would be bad to have the "random generator" reset for
truly random acts, like a wing failure or a bad wheel bearing, but in a true
simulation it would be nice if your treatment of the engine had something to
do with the blowup or a dropped gear. Then again, it seems with the race
engines nowadays, failures are more a case of a roll of the dice and are not
necessarily related to the driver's skill, but more how well they were
rebuilt. I can live with it either way. I have had engines go bang in GPL
no matter how gently I drive. More important to me for the "racing
experience" would be a good calculation of fuel usage as a function of
driving style.
Stephen
Quoted text (19 lines)
> Uwe Schuerkamp wrote: > > > snip > > did you save the game before you started the race? If so, > > please reload the saved game, and this time be really really > > careful with the engine not to overrev it and such. Please tell > > us about your results. I predict you will have the exact same > > engine problem on lap eight, at the exact same spot you had it > > previously. > > > > That's not "racing", that's shoddy programming, and > > unacceptable in a product claiming to be a "simulation". > > Why would that be shoddy?? You're able to SAVE the race, > that's okay for a sim, but not allowing you to get around a > blown up engine by reshuffling the "random generator for > engine failure" is unworthy of a sim? Geez! > > --Uwe Schuerkamp wrote:
> snip
Why would that be shoddy?? You're able to SAVE the race,
that's okay for a sim, but not allowing you to get around a
blown up engine by reshuffling the "random generator for
engine failure" is unworthy of a sim? Geez!
--
l8er
ronny
Your mouse has moved. Windows must be restarted for the change
to take effect. Reboot now?
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
Quoted text (9 lines)
> did you save the game before you started the race? If so, > please reload the saved game, and this time be really really > careful with the engine not to overrev it and such. Please tell > us about your results. I predict you will have the exact same > engine problem on lap eight, at the exact same spot you had it > previously. > > That's not "racing", that's shoddy programming, and > unacceptable in a product claiming to be a "simulation".Jan Verschueren wrote:
>
> I resent the failures "only" being random.... see Uwe's post. I don't select
> breakdowns in any sim where they're implemented like that.
Nobody defended the missing feature of penalizing the misshandling of
the car (overrevving, locking wheels). But some engines run hundreds
of miles, some blow up leaving the pits. That's real, that's happening.
And you shouldn't be able to get around a blown engine by just reloading
the saved game, but by switching of "random failures".
--
l8er
ronny
Your mouse has moved. Windows must be restarted for the change
to take effect. Reboot now?
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
Uwe Schuerkamp wrote:
> snip
>
> Yep, it is. Not because reloading a saved game is "unworthy"
> of a sim in the first place, but because I strongly doubt that
> even tyre wear is modelled correctly. As another poster pointed
> out, the way you treat the car should affect the outcome of the
I agree with the tyre wear. Lots of people were intentionally
locking up the brakes before every corner without penalty.
Of course, that's something completely different than what I
responded to, isn't it?
--
l8er
ronny
Your mouse has moved. Windows must be restarted for the change
to take effect. Reboot now?
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
In article <[email hidden]>,
[email hidden] (Uwe Schuerkamp) writes:
If everything that ever broke on a car was due to abuse/driver error, I'd agree
with you. However, there's no way that a breakdown on grid, or on the pace lap
could even be *prevented*. Some $0.75 part breaks thru no one's fault, and
your day is over.
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
GPL hcp. +69.95
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
Quoted text (14 lines)
>Yep, it is. Not because reloading a saved game is "unworthy" >of a sim in the first place, but because I strongly doubt that >even tyre wear is modelled correctly. As another poster pointed >out, the way you treat the car should affect the outcome of the >race, not just a freaking number pulled from /dev/random once >the race starts (and even before that for that matter, try >reloading a pre race practise, you'll get the same effect). > >How often have you heard post race interviews where drivers >stated "I was trying to conserve fuel / be easy on the engine / >save the tyres"? Well, I'm afraid it won't make a fscking >difference in GP3, JLGP2. Yes, for me that's shoddy >programming. >I resent the failures "only" being random.... see Uwe's post. I don't select
breakdowns in any sim where they're implemented like that.
Jan.
=---
EldredP wrote...
Quoted text (11 lines)
> <snip> > That would be the case ANY time you select the 'player > breakdowns' option. There's a random chance SOMETHING > would go wrong. The only way to avoid this would be > not to select it... The same thing happens in real life. > Someone can lead the lap charts in every practice session, > get pole position by setting a track record, and break > on the pace lap. What's the difference? Shit happens, > unfortunately... > > EldredIn article <[email hidden]>, "Jan Verschueren"
<[email hidden]> writes:
That would be the case ANY time you select the 'player breakdowns' option.
There's a random chance SOMETHING would go wrong. The only way to avoid this
would be not to select it...
The same thing happens in real life. Someone can lead the lap charts in every
practice session, get pole position by setting a track record, and break on the
pace lap. What's the difference? Shit happens, unfortunately...
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
GPL hcp. +69.95
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
Quoted text (19 lines)
>Maybe, but, IMO, it's not up to the developer to mistrust his customer in >this respect. One of the few things which used to grate me with Keammer >sims, eventhough I'm not personally affected by it. > >The trouble with the GP2(/GP3 ?) implementation is the roll of the dice >happens as you start a race weekend, you can practise and qualify your butt >off and be real carefull in the race, your engine will blow X-amount of time >into the race, end of story. Potentially a lot of wasted effort for >something that only seemingly ehances the realism. > >Jan. >=--- >EldredP wrote... >> <snip> >> At the risk of stating the obvious, maybe it's done so you can't >save-cheat >> your way to a race victory....? >> >> EldredOn Tue, 25 Jul 2000 02:12:50 +0200, Ronald Stoehr <[email hidden]> wrote:
Yep, it is. Not because reloading a saved game is "unworthy"
of a sim in the first place, but because I strongly doubt that
even tyre wear is modelled correctly. As another poster pointed
out, the way you treat the car should affect the outcome of the
race, not just a freaking number pulled from /dev/random once
the race starts (and even before that for that matter, try
reloading a pre race practise, you'll get the same effect).
How often have you heard post race interviews where drivers
stated "I was trying to conserve fuel / be easy on the engine /
save the tyres"? Well, I'm afraid it won't make a fscking
difference in GP3, JLGP2. Yes, for me that's shoddy
programming.
Regards,
Uwe
--
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
Ever wondered what's wrong with the world? http://bnetwork.com/
PGP Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
Quoted text (10 lines)
>Uwe Schuerkamp wrote: >> >snip >Why would that be shoddy?? You're able to SAVE the race, >that's okay for a sim, but not allowing you to get around a >blown up engine by reshuffling the "random generator for >engine failure" is unworthy of a sim? Geez! >On Tue, 25 Jul 2000 19:51:45 +0200,
[email hidden] (Uwe Schuerkamp) wrote:
You mean that BEFORE a race starts, GP3 allready determines where and
when you will have an engine failure, no matter how carefull you
drive? Was this also the case in GP2?
I simply can't believe this is true...
Andre
Quoted text (7 lines)
>Yep, it is. Not because reloading a saved game is "unworthy" >of a sim in the first place, but because I strongly doubt that >even tyre wear is modelled correctly. As another poster pointed >out, the way you treat the car should affect the outcome of the >race, not just a freaking number pulled from /dev/random once >the race starts (and even before that for that matter, try >reloading a pre race practise, you'll get the same effect).Quoted text (17 lines)
>How often have you heard post race interviews where drivers >stated "I was trying to conserve fuel / be easy on the engine / >save the tyres"? Well, I'm afraid it won't make a fscking >difference in GP3, JLGP2. Yes, for me that's shoddy >programming. > >Regards, > >Uwe > > > >-- >Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/ >Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E) >Ever wondered what's wrong with the world? http://bnetwork.com/ >PGP Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61In article <[email hidden]>, [email hidden]
says...
> You mean that BEFORE a race starts, GP3 allready determines where and
> when you will have an engine failure, no matter how carefull you
> drive? Was this also the case in GP2?
> I simply can't believe this is true...
I guess it depends on how you look at it, in some respect this can be
somewhat realistic. Components don't fail due to abuse alone. There are
some components that will just fail for the sake of failing. Think of a
worn rubber seal that may have been overlooked (for example) failing,
given the same wear and tear on the motor, you'd reasonably expect it to
fail at a given point. Consider that same failure inherit in the motor
during a restore game.
Now, if it modelled this failure and increased its likelyhood of earlier
failure due to abuse, I'd be impressed. Is this so? I guess it all
depends on how you look at it. I'd suggest that not all retirements in F1
have been due to abuse of the car.
Cheers,
Rod.
In article <[email hidden]>, Uncle Fester <[email hidden]>
writes:
Hadn't thought of THAT. As much as I play sims, I'm in the mindset of, it's a
new car every session...<g>
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
GPL hcp. +69.95
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
Quoted text (14 lines)
>EldredP wrote: >> >> If everything that ever broke on a car was due to abuse/driver error, I'd >agree >> with you. However, there's no way that a breakdown on grid, or on the pace >lap >> could even be *prevented*. Some $0.75 part breaks thru no one's fault, and >> your day is over. >> > > >Or from over-enthusiastic driving during qualifying and/or practice >taking it's toll on the parts. >"Jan Verschueren" <[email hidden]> wrote:
And what happens in real life? Right: EXACTLY the same. There you have your
realism.
JoH
------- The best way to accelerate a Mac is 9.81 m/s2 --------
--------------------------------------------------------------
Quoted text (9 lines)
>Maybe, but, IMO, it's not up to the developer to mistrust his customer in >this respect. One of the few things which used to grate me with Keammer >sims, eventhough I'm not personally affected by it. > >The trouble with the GP2(/GP3 ?) implementation is the roll of the dice >happens as you start a race weekend, you can practise and qualify your butt >off and be real carefull in the race, your engine will blow X-amount of time >into the race, end of story. Potentially a lot of wasted effort for >something that only seemingly ehances the realism.EldredP wrote:
>
> If everything that ever broke on a car was due to abuse/driver error, I'd agree
> with you. However, there's no way that a breakdown on grid, or on the pace lap
> could even be *prevented*. Some $0.75 part breaks thru no one's fault, and
> your day is over.
>
Or from over-enthusiastic driving during qualifying and/or practice
taking it's toll on the parts.
Chuck
On Tue, 25 Jul 2000 21:11:39 +0200, "Jan Verschueren"
<[email hidden]> wrote:
Then switch the damage off if it annoys you THAT much ....
Cheers.....Ken
Quoted text (10 lines)
>Maybe, but, IMO, it's not up to the developer to mistrust his customer in >this respect. One of the few things which used to grate me with Keammer >sims, eventhough I'm not personally affected by it. > >The trouble with the GP2(/GP3 ?) implementation is the roll of the dice >happens as you start a race weekend, you can practise and qualify your butt >off and be real carefull in the race, your engine will blow X-amount of time >into the race, end of story. Potentially a lot of wasted effort for >something that only seemingly ehances the realism. >> > You mean that BEFORE a race starts, GP3 allready determines where and
> > when you will have an engine failure, no matter how carefull you
> > drive? Was this also the case in GP2?
> > I simply can't believe this is true...
Yes, GP2 did this too. I once had a very exciting race at Spa finish early
because of a loose wheel. Loaded a savegame from the beginning of the race,
and suffered the same loose wheel in the exact same lap.
These failures are not determined BEFORE the race, but AT THE START. If you
save in the weekend-screen before the race, new failures will happen.
Somewhere in the code for GP2 there was a reliability-multiplyer for all
teams, so that Minardi's broke down often, and Willams almost never, and I
assume this will also be the case for GP3.
(not tested)


































