Certainly a great demo. Aimed at a slightly more casual racing crowd than
the likes of GTR or N2003 but rFactor certainly posesses a more advanced
graphics and physics engine than any sim I can think of at the moment
(initial impression) The textures etc are fairly basic like LFS.
I honestly can't believe I'm playing an ISI game which recommends hosting no
more than 18 players on a 128kbit upload dedicated server !! Haven't
actually seen that many on such a server yet but so far the multiplayer
seems very impressive.
Notable threadIs rFactor an LFS killer?
Steve Simpson praised rFactor's graphics and physics and noted its AI in multiplayer. Others debated texture quality, hefty hardware demands and multiplayer smoothness, with temporary placeholder cars used to avoid join freezes. ISI's Joe Campana explained most multiplayer problems came from servers exceeding upload bandwidth and said a headless dedicated server was coming. Some also criticised LFS's product activation.
With Joe Campana (ISI)
Automated summary.
AI cars in multiplayer - that's new for ISI too....
In article <[email hidden]>, [email hidden] (Steve Simpson)
wrote:
> The textures etc are fairly basic like LFS.
You reckon? I think the track textures are superb, and that's what I think
matters most for a sense of speed and immersion. I have no problems with
the rest either, looks great. Mind you, I am using an x800pro which may be
helping a little.
One thing I'm finding with this demo is that the faster I drive, the
better it gets. I'm not sure I've ever felt quite so satisfied in a sim as
when I hit a corner right and hear that satisfying rumble as I catch the
strip on the exit. It just feels "right" somehow.
Andrew McP
> You reckon? I think the track textures are superb, and that's what I think
> matters most for a sense of speed and immersion. I have no problems with
> the rest either, looks great. Mind you, I am using an x800pro which may be
> helping a little.
The track textures are pretty good. It's the car textures that a bit
low-res. Still, I bet there's some mod makers out there that are absolutely
rubbing their hands together after seeing this demo....
> You reckon? I think the track textures are superb, and that's what I think
> matters most for a sense of speed and immersion. I have no problems with
> the rest either, looks great. Mind you, I am using an x800pro which may be
> helping a little.
The track textures are pretty good. It's the car textures that a bit
low-res. Still, I bet there's some mod makers out there that are absolutely
rubbing their hands together after seeing this demo....
Here's an example....
http://www.mypage.tsn.cc/wiw_stats/rfactor.jpg
In article <[email hidden]>, [email hidden] (Steve
Simpson) wrote:
> It's the car textures that a bit
> low-res.
Oh, right. Sorry, my attempt to play online was hampered a little
by the fact I forgot I was downloading something*. So I didn't see
much of the other drivers :-)
Andrew McP
*For those of you sucked into the political threads here recently,
I offer up http://www.kuro5hin.org/story/2004/10/24/115621/52 and
its (bittorrent) link to the first of three thought-provoking
BBC documentaries which may be of interest to some. This is what I
was downloading. Can't find any links to the other two
programmes unfortunately.
"Steve Simpson" <[email hidden]> wrote in message
news:[email hidden]...
> > You reckon? I think the track textures are superb, and that's what Ithink
> > matters most for a sense of speed and immersion. I have no problems with
> > the rest either, looks great. Mind you, I am using an x800pro which maybe
> > helping a little.
>
> The track textures are pretty good. It's the car textures that a bit
> low-res. Still, I bet there's some mod makers out there that areabsolutely
Looks like they may have only included low res textures in the demo. They
have released screenshots with higher resolution textures.
Kyle
Quoted text (7 lines)
> rubbing their hands together after seeing this demo.... > > Here's an example.... > > http://www.mypage.tsn.cc/wiw_stats/rfactor.jpg > >Andrew MacPherson wrote:
here you go.
http://conspiracy.hopto.org:6969/index.html?search=nightmare
All 3 shows, tho I found the 3rd's video I bit jumpy at times
--
(clear the weather to reply)
Quoted text (20 lines)
> In article <[email hidden]>, [email hidden] (Steve > Simpson) wrote: > > >>It's the car textures that a bit >>low-res. > > > Oh, right. Sorry, my attempt to play online was hampered a little > by the fact I forgot I was downloading something*. So I didn't see > much of the other drivers :-) > > Andrew McP > > *For those of you sucked into the political threads here recently, > I offer up http://www.kuro5hin.org/story/2004/10/24/115621/52 and > its (bittorrent) link to the first of three thought-provoking > BBC documentaries which may be of interest to some. This is what I > was downloading. Can't find any links to the other two > programmes unfortunately."Kyle Roberts" <[email hidden]> wrote in
news:duKkd.18363$[email hidden]
I tried it for a short while last night...I saw 1 car that looked like a
Baja Dune buggy. Very boxy with exposed wheels and yellow covered cockpit.
Most of the other cars seemed ok, My ping to the server was listed as 0-10
so I'm guessing I was pretty close to the guy, but the other cars generally
showed pings to me in the 1400 range. (don't know if that is good or bad)
dave henrie
Quoted text (10 lines)
>> http://www.mypage.tsn.cc/wiw_stats/rfactor.jpg >> >> > Looks like they may have only included low res textures in the demo. > They have released screenshots with higher resolution textures. > > Kyle > > >Steve Simpson wrote:
Wow that looks awful, my graphics are like 10 times better, I have a
radeon 9800 pro, let me go take a screenshot.
Quoted text (13 lines)
>>You reckon? I think the track textures are superb, and that's what I think >>matters most for a sense of speed and immersion. I have no problems with >>the rest either, looks great. Mind you, I am using an x800pro which may be >>helping a little. > > > The track textures are pretty good. It's the car textures that a bit > low-res. Still, I bet there's some mod makers out there that are absolutely > rubbing their hands together after seeing this demo.... > > Here's an example.... > > http://www.mypage.tsn.cc/wiw_stats/rfactor.jpgwell SP2 managed to completely fuck up my computer, so i cant right
now... SP2 locked up on install on 2 attempts. first time i just left
the computer for about half an hour and when i came back windows had
rebooted... but then windows update said i still hadnt installed SP2 so
i tried again... this time when it locked up i just rebooted the
computer then windows bitched to me that SP2 was halfway installed so
please uninstall it... so i uninstall it and all these warnings come up
listing every program on my comptuer and how they wont work anymore...
so SP2 decided to take all kinds of drivers down with it... sigh
On Thu, 11 Nov 2004 12:28:19 -0600, Dave Henrie wrote:
I saw this one, too, only a couple of hours ago on some MP test
server. Maybe one of the ISI guys is pulling our strings / rattling
our cage or whatever ;-)
uwe
--
mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
Quoted text (7 lines)
> > I tried it for a short while last night...I saw 1 car that looked like a > Baja Dune buggy. Very boxy with exposed wheels and yellow covered cockpit. > Most of the other cars seemed ok, My ping to the server was listed as 0-10 > so I'm guessing I was pretty close to the guy, but the other cars generally > showed pings to me in the 1400 range. (don't know if that is good or bad) >Uwe Sch�rkamp wrote:
The yellow car thing is what prevents the freeze when someone joins the
server. It has that yellow car pre-loaded then when you go to pits it
will load up all the cars of the people that have since joined
Quoted text (15 lines)
> On Thu, 11 Nov 2004 12:28:19 -0600, Dave Henrie wrote: > >> I tried it for a short while last night...I saw 1 car that looked like a >>Baja Dune buggy. Very boxy with exposed wheels and yellow covered cockpit. >>Most of the other cars seemed ok, My ping to the server was listed as 0-10 >>so I'm guessing I was pretty close to the guy, but the other cars generally >>showed pings to me in the 1400 range. (don't know if that is good or bad) >> > > > I saw this one, too, only a couple of hours ago on some MP test > server. Maybe one of the ISI guys is pulling our strings / rattling > our cage or whatever ;-) > > uweMy mistake, I had the graphics settings set to 'high' instead of full. The
framerate has gone from excellent to a complete dog though unfortunately but
I've only got an old 9600.
http://www.mypage.tsn.cc/wiw_stats/rfactor_fixed.jpg
the baja buggy's are temporarily loaded then replaced with the drivers
actual car, it is to avoid lockups while a new player joins the race.
...and ISI had AI in SCGT multiplayer in 1999.
In article <baMkd.12134$[email hidden]>,
[email hidden] (Kinesin) wrote:
> here you go.
> http://conspiracy.hopto.org:6969/index.html?search=nightmare
Thanks, I did find the streamed versions but the downloaded vids
are easier to watch.
Andrew McP
"Spede" <[email hidden]> wrote in news:1100213214.561042.5790
@f14g2000cwb.googlegroups.com:
>
> the baja buggy's are temporarily loaded then replaced with the drivers
> actual car, it is to avoid lockups while a new player joins the race.
> ..and ISI had AI in SCGT multiplayer in 1999.
yes, but 4 cars were enough to collapse the online flow... :)
dh
"Steve Simpson" <[email hidden]> wrote in message
news:[email hidden]...
Unfortunately it requires a hefty system to run well. Framerates are about
half of what they are in the GTR demo and on third of what I get out of LFS
at a similar resolution. The DX9 graphical touches are certainly nice, but
I could do without to keep a good framerate. The developers of LFS are
claiming a not-too-heavy framerate hit with the move to S2, and the improved
graphical details. Given that they have managed to improve framerate over
the development of S1, I believe this. LFS strikes a great balance between
visual charm and framerate performance on less than bleeding edge machines.
LFS will still keep my attention because the selection of cars is very
attractive for me. Just the inclusion of the Caterham clones is something
to keep me coming back.
The other winning thing for LFS still, and it is difficult to evaluate
rFactor in this area, is the track design. For a series of fantasy tracks,
the LFS tracks are a lot of fun to race on. A good mix of corner types and
some good racing possibilities. I'm curious if the S2 tracks have "grown
up" a bit to handle the faster cars. The track in the rFactor demo didn't
do much for me.
Quoted text (10 lines)
> Certainly a great demo. Aimed at a slightly more casual racing crowd than > the likes of GTR or N2003 but rFactor certainly posesses a more advanced > graphics and physics engine than any sim I can think of at the moment > (initial impression) The textures etc are fairly basic like LFS. > > I honestly can't believe I'm playing an ISI game which recommends hosting > no more than 18 players on a 128kbit upload dedicated server !! Haven't > actually seen that many on such a server yet but so far the multiplayer > seems very impressive. >In article <41948e1d$[email hidden]>, [email hidden]
(Stephen F.) wrote:
> Framerates are about half of what they are in the GTR demo
> and on third of what I get out of LFS at a similar
> resolution.
Ah. My enthusiasm for the demo may be assisted by the fact I'm
running it in "ultra" mode on an x800pro with no frame rate issues
whatsoever. After spending so many years playing catch-up with
hardware I keep forgetting that I am (briefly) on the bleeding
edge of vid card technology.
Otherwise there's nothing too special about my setup. 2.2GHz AMD,
1Gb pc3200, 166fsb. So it must be vid card limited.
> The track in the rFactor demo didn't do much for me.
You're not going fast enough ;-)
I know what you mean, but the original track for LFS was (and
still is) pretty tedious to drive around, especially in those
slow, basic cars.
Andrew McP
On Fri, 12 Nov 2004 12:39 +0000 (GMT Standard Time),
[email hidden] (Andrew MacPherson) wrote:
I guess that's the AMD 2200+ CPU? I've one, and with a GeForce 3
ti200 rFactor, with all settings low, 1024x786x32, is a slideshow...
BTW Andrew, slightly of topic here, but how the heck can you take off
from a carrier in PF with a spitfire without a SPLOOSH sound?
Cheers!
Remco
Quoted text (15 lines)
>In article <41948e1d$[email hidden]>, [email hidden] >(Stephen F.) wrote: > >> Framerates are about half of what they are in the GTR demo >> and on third of what I get out of LFS at a similar >> resolution. > >Ah. My enthusiasm for the demo may be assisted by the fact I'm >running it in "ultra" mode on an x800pro with no frame rate issues >whatsoever. After spending so many years playing catch-up with >hardware I keep forgetting that I am (briefly) on the bleeding >edge of vid card technology. > >Otherwise there's nothing too special about my setup. 2.2GHz AMD, >1Gb pc3200, 166fsb. So it must be vid card limited.In article <[email hidden]>, [email hidden]
(Remco Moedt) wrote:
> I guess that's the AMD 2200+ CPU?
No, it's a mobile Athlon 2500+ (they're still unlocked I believe) which
overclocks nicely to 2.4-5Ghz for some people. I can squeeze 2300 out of
mine, but to be honest there's no noticeable benefit. 2.2GHz seems like
more than enough to cope with anything I've run on the PC recently (apart
from Lomac, which always eats whatever CPU and vid power you throw at it).
> with a GeForce 3ti200 rFactor, with all settings low, 1024x786x32
> is a slideshow...
That a shame. I guess there must be some major DX9 hardware support used
in rFactor. The GF3's still a good card for many older sims, but maybe the
time's come to start thinking about something a little newer.
Since I had a GF3 in my games box (gave it away to a friend in need) I've
had a 2nd hand ti4200, a second hand 9700Pro, and now a new x800pro (it
was either that or start having driving lessons. So the British roads will
be safe for another year or three ;-)
The ti4200 wasn't a huge improvement over the GF3 in raw frame rate terms,
but it did allow me to run at higher resolutions with more fsaa. The
9700Pro was a very nice upgrade, giving me more of everything and that
increasingly important DX9 hardware support. I'd probably still be using
it if I hadn't been seduced by Doom3's amazing (IMO) use of hardware
lighting.
FWIW I just installed the demo on this email/work box which has an older
KT7a motherboard with 768Mb of pc133 and an Athlon1700+ running at
1680MHz. The vid card is a 9800se (which I bought for the AIW features and
the hope it'd flash to a 9800Pro... it didn't :-) and it handles rFactor
"ok". At 1024x768, auto visual settings, I can tell the frame rate's not
consistent, but it's certainly very drivable. At 800x600, auto, it's
smooth but ugly.
The 9800se is roughly equivalent to a 9600/9600Pro (not a particularly
good buy). I still think the 9800Pro represents excellent value for money.
The trick is raising the money :-)
> how the heck can you take off from a carrier in PF with a
> spitfire without a SPLOOSH sound?
If you look out of the front of the cockpit you'll see some things
sticking out the front of the plane. They're called "propeller blades". If
you can count them, that means the engine is what we pilots called "not
turned on". I advise consulting a trained technician who may be able to
show you how to make these blades spin fast enough to dry what hair you
have left and perhaps also assist in the takeoff process.
;-)
I have no problems taking off in PF. Plenty of throttle, lots of flaps,
just enough back pressure on the stick to take off without risking an
early bath, and it just happens. Landing is a different matter... still
waiting for my first successful trap. I can touch down without problem but
I appear to have aircraft equipped with rubber hooks!
Still, it's far more fun to crash land with the undercarriage up, coming
to a stop balanced on the front of the carrier. To be honest though I get
a far bigger kick out of just sitting on the moving deck with the graphics
in "Perfect" mode. The reflections of the nearby ships and the sense of
motion of the carrier are quite special. But there again, the vid card
helps the experience.
Andrew McP... in essay-writing mode, obviously.
I've only tried it for a few scant minutes so far, but my first impressions of
the MP were not good. With only perhaps 6 cars on track, I find that my
opponents constantly pop in and out of view both in front of me and in my
mirrors.
Perhaps there's a setting that I need to adjust? BTW -- I'm on a cable modem
connection.
Steve Simpson wrote:
Quoted text (9 lines)
> Certainly a great demo. Aimed at a slightly more casual racing crowd than > the likes of GTR or N2003 but rFactor certainly posesses a more advanced > graphics and physics engine than any sim I can think of at the moment > (initial impression) The textures etc are fairly basic like LFS. > > I honestly can't believe I'm playing an ISI game which recommends hosting no > more than 18 players on a 128kbit upload dedicated server !! Haven't > actually seen that many on such a server yet but so far the multiplayer > seems very impressive.I've only tried it for a few scant minutes so far, but my first impressions of
the MP were not good. With only perhaps 6 cars on track, I find that my
opponents constantly pop in and out of view both in front of me and in my
mirrors.
Perhaps there's a setting that I need to adjust? BTW -- I'm on a cable modem
connection.
Quoted text (9 lines)
> Certainly a great demo. Aimed at a slightly more casual racing crowd than > the likes of GTR or N2003 but rFactor certainly posesses a more advanced > graphics and physics engine than any sim I can think of at the moment > (initial impression) The textures etc are fairly basic like LFS. > I honestly can't believe I'm playing an ISI game which recommends hosting no > more than 18 players on a 128kbit upload dedicated server !! Haven't > actually seen that many on such a server yet but so far the multiplayer > seems very impressive."Andrew MacPherson" <[email hidden]> wrote in message
news:[email hidden]...
> In article <[email hidden]>, [email hidden]
> (Remco Moedt) wrote:
><snip>
That a shame. I guess there must be some major DX9 hardware support used in
rFactor.
<snip>
FWIW, from the readme:
"Known Graphics Limitations:
- Shader source code is not exposed;
- DX9 render path disabled;
- Live cube mapping disabled;
- Moving shadow receivers disabled;
- Object reflections disabled"
From what I've seen to date, rFactor doesn't look that CPU-dependent,
particularly online without a bunch of AI. But it definitely wants all the
GPU you can throw at it, just like RBR.
SB
BRH wrote:
did it ever enter your mind you were on a shitty server
Quoted text (7 lines)
> I've only tried it for a few scant minutes so far, but my first impressions of > the MP were not good. With only perhaps 6 cars on track, I find that my > opponents constantly pop in and out of view both in front of me and in my > mirrors. > > Perhaps there's a setting that I need to adjust? BTW -- I'm on a cable modem > connection.Hmmm...... Could be. I'll try again.
buster wrote:
Quoted text (10 lines)
> BRH wrote: > > I've only tried it for a few scant minutes so far, but my first impressions of > > the MP were not good. With only perhaps 6 cars on track, I find that my > > opponents constantly pop in and out of view both in front of me and in my > > mirrors. > > > > Perhaps there's a setting that I need to adjust? BTW -- I'm on a cable modem > > connection. > > did it ever enter your mind you were on a shitty serverHmmm...... Could be. I'll try again.
Quoted text (9 lines)
> > I've only tried it for a few scant minutes so far, but my first impressions of > > the MP were not good. With only perhaps 6 cars on track, I find that my > > opponents constantly pop in and out of view both in front of me and in my > > mirrors. > > Perhaps there's a setting that I need to adjust? BTW -- I'm on a cable modem > > connection. > did it ever enter your mind you were on a shitty serverQuoted text (7 lines)
> I've only tried it for a few scant minutes so far, but my first > impressions of the MP were not good. With only perhaps 6 cars on > track, I find that my opponents constantly pop in and out of view > both in front of me and in my mirrors. > > Perhaps there's a setting that I need to adjust? BTW -- I'm on a > cable modem connection.Jan Verschueren wrote:
You gotta remember this is just a TEST so they can get some feedback and
improve their service. Papy had years and years of netcode tweaking
before it was in its current state.
Quoted text (16 lines)
>>I've only tried it for a few scant minutes so far, but my first >>impressions of the MP were not good. With only perhaps 6 cars on >>track, I find that my opponents constantly pop in and out of view >>both in front of me and in my mirrors. >> >>Perhaps there's a setting that I need to adjust? BTW -- I'm on a >>cable modem connection. > > > Probably someone hosting too many cars for his connection, Bert. I had some > pretty good races last night, but I can't say I see a dramatic improvement > over the multi in F1C (except you now get ridiculous looking temporary cars > instead of a freeze when someone joins). > > Also the lobby/matchmaking server works rather crappy compared to the > slickness that is VROC/Sierra."buster" wrote...
>> <snip>
> You gotta remember this is just a TEST so they can get some
> feedback and improve their service. Papy had years and years
> of netcode tweaking before it was in its current state.
A friend gave me this link:
http://forum.rscnet.org/showthread.php?t=185532
Which improves things quite a bit, but this aspect still needs quite a lot
of work IMNSHO (a complete re-write is on the cards, I think, as it appears
to only be able to show the player a limited snapshot of all races being
hosted).
I didn't mean to sound as if I was thrashing rFactors multiplayer, but the
Papy "advance" on ISI didn't build up with time as you seem to imply. NR3
and GPL shipped with better online multiplayer back in 1998. GPLSpyBoy (as
VROC was then called) followed soon after and also worked right out of the
box.
Of course it's early days and with everyone joining in, ISI are coming up
against things they didn't envisage when they wrote their code. They need
time and feedback to make their mulitplayer more robust. I'm certainly
looking forward to them doing so, because the driving itself is really quite
good (and has been since F1 2k2).
Jan.
=---
BRH <"bhoenig<no-spam>"@comcast.net> wrote in message news:<[email hidden]>...
Hi -
As a client, you don't really need a ton of bandwidth. Most of the MP
problems are generally caused by misconfigured servers, in particular
servers which overstep their upload bandwidth (easy to do since upload
bw seems to be at a premium among most ISPs). Most cable users
starting a server should use the 128 kbit setting, even if your line
reports higher uploads. This helps the throttling to be more
efficient.
joe
image space
Quoted text (21 lines)
> I've only tried it for a few scant minutes so far, but my first impressions of > the MP were not good. With only perhaps 6 cars on track, I find that my > opponents constantly pop in and out of view both in front of me and in my > mirrors. > > Perhaps there's a setting that I need to adjust? BTW -- I'm on a cable modem > connection. > > > > Steve Simpson wrote: > > > Certainly a great demo. Aimed at a slightly more casual racing crowd than > > the likes of GTR or N2003 but rFactor certainly posesses a more advanced > > graphics and physics engine than any sim I can think of at the moment > > (initial impression) The textures etc are fairly basic like LFS. > > > > I honestly can't believe I'm playing an ISI game which recommends hosting no > > more than 18 players on a 128kbit upload dedicated server !! Haven't > > actually seen that many on such a server yet but so far the multiplayer > > seems very impressive.[email hidden] (Scoob Droolins) wrote in
news:[email hidden]:
Wha? A DeeeVelper? Here? hehehe
Good thing to know Joe.
dh
Quoted text (12 lines)
> Hi - > > As a client, you don't really need a ton of bandwidth. Most of the MP > problems are generally caused by misconfigured servers, in particular > servers which overstep their upload bandwidth (easy to do since upload > bw seems to be at a premium among most ISPs). Most cable users > starting a server should use the 128 kbit setting, even if your line > reports higher uploads. This helps the throttling to be more > efficient. > > joe > image spaceOn Thu, 11 Nov 2004 21:41:55 +1000, "Steve Simpson" <[email hidden]>
wrote:
Don't make me laugh.
rFactor is DOA
Quoted text (10 lines)
>Certainly a great demo. Aimed at a slightly more casual racing crowd than >the likes of GTR or N2003 but rFactor certainly posesses a more advanced >graphics and physics engine than any sim I can think of at the moment >(initial impression) The textures etc are fairly basic like LFS. > >I honestly can't believe I'm playing an ISI game which recommends hosting no >more than 18 players on a 128kbit upload dedicated server !! Haven't >actually seen that many on such a server yet but so far the multiplayer >seems very impressive. >ISI had AI in multiplayer with SCGT in 1999.
The baja's are loaded temporarily in place of the users car to help
avoid lockups when a new player joins the race.
rFactor is brilliant.Physics are papy like and graphics are great.
"Jim V." <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (17 lines)
> On Thu, 11 Nov 2004 21:41:55 +1000, "Steve Simpson" <[email hidden]> > wrote: > >>Certainly a great demo. Aimed at a slightly more casual racing crowd than >>the likes of GTR or N2003 but rFactor certainly posesses a more advanced >>graphics and physics engine than any sim I can think of at the moment >>(initial impression) The textures etc are fairly basic like LFS. >> >>I honestly can't believe I'm playing an ISI game which recommends hosting >>no >>more than 18 players on a 128kbit upload dedicated server !! Haven't >>actually seen that many on such a server yet but so far the multiplayer >>seems very impressive. >> > > Don't make me laugh. > rFactor is DOALFS was dead as soon as they added the annoying Product Activation scheme.
-Larry
Steve Simpson wrote:
Quoted text (11 lines)
> Certainly a great demo. Aimed at a slightly more casual racing crowd than > the likes of GTR or N2003 but rFactor certainly posesses a more advanced > graphics and physics engine than any sim I can think of at the moment > (initial impression) The textures etc are fairly basic like LFS. > > I honestly can't believe I'm playing an ISI game which recommends hosting no > more than 18 players on a 128kbit upload dedicated server !! Haven't > actually seen that many on such a server yet but so far the multiplayer > seems very impressive. > >"Larry" <[email hidden]> wrote in message
news:uAAld.1682$ol.1527@lakeread02...
> LFS was dead as soon as they added the annoying Product Activation scheme.
Well now you can race rFactor & stop complaining maybe? ;-)
Product Activation has it's pros & cons but I'd say they've done a hell of a
lot better taking the path they did than if they'd waited until they had a
publisher.
Malc.
On Sun, 14 Nov 2004 15:14:05 -0000, Malc wrote:
> Product Activation has it's pros & cons but I'd say they've done a hell of a
> lot better taking the path they did than if they'd waited until they had a
> publisher.
I agree. It's a hell of a difference wether you're dropping a line to
Victor of LFS, asking him kindly to reset your activation counter, and
receive a kind reply within the hour, or submitting all your details
to some unknown billy-based hack or calling a number to receive your
windows product activation thingy or whatever they call it these
days.
Larry should be running anything, but not a "modern" version of
windows. I hope he manages to live up to his own standards ;-)
Cheers,
uwe
--
mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
On Fri, 12 Nov 2004 14:20 +0000 (GMT Standard Time),
[email hidden] (Andrew MacPherson) wrote:
Ah, ok.
>> with a GeForce 3ti200 rFactor, with all settings low, 1024x786x32
>> is a slideshow...
>
>That a shame. I guess there must be some major DX9 hardware support used
>in rFactor. The GF3's still a good card for many older sims, but maybe the
>time's come to start thinking about something a little newer.
Hehe, yup. Update is planned for Jan. 2005
I succeeded in taking of with the Seafire from the carrier now. Since
it only had 'Landing' flaps I thought I didn't need them when taking
off. Even with the flaps it's quite a challenge, I've to raise the
gear ASAP, and even then I almost touch the water...scary stuff.
>Landing is a different matter... still
>waiting for my first successful trap. I can touch down without problem but
>I appear to have aircraft equipped with rubber hooks!
50% of the time I hit the back of the carrier, the other 50% I do an
unintentional touch & go.... :-/
>Still, it's far more fun to crash land with the undercarriage up, coming
>to a stop balanced on the front of the carrier. To be honest though I get
>a far bigger kick out of just sitting on the moving deck with the graphics
>in "Perfect" mode. The reflections of the nearby ships and the sense of
>motion of the carrier are quite special. But there again, the vid card
>helps the experience.
Rub it in...
Cheers!
Remco
Quoted text (10 lines)
>In article <[email hidden]>, [email hidden] >(Remco Moedt) wrote: > >> I guess that's the AMD 2200+ CPU? > >No, it's a mobile Athlon 2500+ (they're still unlocked I believe) which >overclocks nicely to 2.4-5Ghz for some people. I can squeeze 2300 out of >mine, but to be honest there's no noticeable benefit. 2.2GHz seems like >more than enough to cope with anything I've run on the PC recently (apart >from Lomac, which always eats whatever CPU and vid power you throw at it).Quoted text (15 lines)
>> how the heck can you take off from a carrier in PF with a >> spitfire without a SPLOOSH sound? > >If you look out of the front of the cockpit you'll see some things >sticking out the front of the plane. They're called "propeller blades". If >you can count them, that means the engine is what we pilots called "not >turned on". I advise consulting a trained technician who may be able to >show you how to make these blades spin fast enough to dry what hair you >have left and perhaps also assist in the takeoff process. > >;-) > >I have no problems taking off in PF. Plenty of throttle, lots of flaps, >just enough back pressure on the stick to take off without risking an >early bath, and it just happens.In article <[email hidden]>, [email hidden]
(Remco Moedt) wrote:
> I succeeded in taking of with the Seafire from the carrier now.
Glad to hear it. The "landing" flaps thing is a bit confusing, but without
flaps you're never going to get off a carrier without getting wet.
> even then I almost touch the water...scary stuff.
The Seafire does seem quite reluctant to take to the air. Some other
planes are far easier to get in the air.
> 50% of the time I hit the back of the carrier, the other 50% I do an
> unintentional touch & go.... :-/
Last night I finally made a successful landing (I haven't really flown
PF much to be honest). I cheated and did it in F2 view first just to prove
it could be done. Then I came in quite tightly, very slowly, and at an
angle so I could clearly see the deck until the last moment. Try aiming
the nose at the front of the carrier and let your airspeed drop as you
lose sight of it.
It's very satisfying when you finally manage it... though I must admit I
did manage to damage my propeller.
Andrew McP
In article <[email hidden]>,
[email hidden] (Andrew MacPherson) writes:
Hmm...carrier landings and propellers?!? What is PF? Sounds like something
I'd be interested in... Gotta be a WWII Pacific Campaign game! I *love* that
part of history. My dad was on the USS Independence in the war...
Eldred
--
http://www.umich.edu/~epickett
GPLRank -6.0 MoGPL rank +267.80
Ch.Rank +52.58
Hist. +82.34
N2k3 rank: -1.182
Slayer Spektera lvl 79 assassin
Slayer Spectral_K lvl 44 Necro
US East
Quoted text (15 lines)
>If you look out of the front of the cockpit you'll see some things >sticking out the front of the plane. They're called "propeller blades". If >you can count them, that means the engine is what we pilots called "not >turned on". I advise consulting a trained technician who may be able to >show you how to make these blades spin fast enough to dry what hair you >have left and perhaps also assist in the takeoff process. > >;-) > >I have no problems taking off in PF. Plenty of throttle, lots of flaps, >just enough back pressure on the stick to take off without risking an >early bath, and it just happens. Landing is a different matter... still >waiting for my first successful trap. I can touch down without problem but >I appear to have aircraft equipped with rubber hooks! >In article <[email hidden]>,
[email hidden] (Scoob Droolins) writes:
Have you seen the thread where I commented that I couldn't get it to run on my
servers? If so, any suggestions? I'd be curious to see how many cars could
run smoothly on mine. Thanks.
Eldred
--
http://www.umich.edu/~epickett
GPLRank -6.0 MoGPL rank +267.80
Ch.Rank +52.58
Hist. +82.34
N2k3 rank: -1.182
Slayer Spektera lvl 79 assassin
Slayer Spectral_K lvl 44 Necro
US East
Quoted text (7 lines)
>As a client, you don't really need a ton of bandwidth. Most of the MP >problems are generally caused by misconfigured servers, in particular >servers which overstep their upload bandwidth (easy to do since upload >bw seems to be at a premium among most ISPs). Most cable users >starting a server should use the 128 kbit setting, even if your line >reports higher uploads. This helps the throttling to be more >efficient.[email hidden] (EldredP) wrote in
news:[email hidden]:
> Hmm...carrier landings and propellers?!? What is PF? Sounds like
> something I'd be interested in... Gotta be a WWII Pacific Campaign
> game! I *love* that part of history. My dad was on the USS
> Independence in the war...
>
> Eldred
My Dad was an Amphibious tracked vehicle driver in the Pac. His best
landing was when his 'boat' sank and he tracked/crawled ashore on the
bottom. I don't know how the Marines felt about an Army Sergeant piloting
something that was supposed to float.
dave henrie
>
> Have you seen the thread where I commented that I couldn't get it to
> run on my servers? If so, any suggestions? I'd be curious to see how
> many cars could run smoothly on mine. Thanks.
>
> Eldred
Most likely the server's lack of dx8 capability, or whatever level it
uses.
dh
> Hmm...carrier landings and propellers?!? What is PF? Sounds like something
> I'd be interested in... Gotta be a WWII Pacific Campaign game! I *love* that
> part of history. My dad was on the USS Independence in the war...
>
> Eldred
Pacific Fighters, basically a sequel to IL-2
Dave Henrie <[email hidden]> wrote in message news:<[email hidden]>...
headless dedicated server coming soon - will not require any
DX-compatible video, sound, or input HW. Will run on server 2003 and
potentially other windows-compatible platforms. And you should be
able to run multiple servers on a single box, with the right HW.
stay tuned.
joe
image space
Quoted text (10 lines)
> > > > Have you seen the thread where I commented that I couldn't get it to > > run on my servers? If so, any suggestions? I'd be curious to see how > > many cars could run smoothly on mine. Thanks. > > > > Eldred > > Most likely the server's lack of dx8 capability, or whatever level it > uses. > dhQuoted text (10 lines)
>> > Have you seen the thread where I commented that I couldn't get it to >> > run on my servers? If so, any suggestions? I'd be curious to see how >> > many cars could run smoothly on mine. Thanks. >> > >> > Eldred >> >> Most likely the server's lack of dx8 capability, or whatever level it >> uses. >> dh >Quoted text (8 lines)
>headless dedicated server coming soon - will not require any >DX-compatible video, sound, or input HW. Will run on server 2003 and >potentially other windows-compatible platforms. And you should be >able to run multiple servers on a single box, with the right HW. >stay tuned. > >joe >image spaceOn 18 Nov 2004 07:19:13 -0800, Scoob Droolins wrote:
> headless dedicated server coming soon - will not require any
> DX-compatible video, sound, or input HW. Will run on server 2003 and
> potentially other windows-compatible platforms. And you should be
> able to run multiple servers on a single box, with the right HW.
> stay tuned.
Hi joe,
great news. While you're making it headless, could you please relase a
linux / posix compatible server version, too?
Thanks & keep up the good work,
uwe
--
mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
In article <4IUmd.33041$[email hidden]>, buster
<[email hidden]> writes:
Ooh...gotta find THAT one... Does it have an AI component, or online only?
Thanks!
Eldred
--
http://www.umich.edu/~epickett
GPLRank -6.0 MoGPL rank +267.80
Ch.Rank +52.58
Hist. +82.34
N2k3 rank: -1.182
Slayer Spektera lvl 79 assassin
Slayer Spectral_K lvl 44 Necro
US East
Quoted text (10 lines)
>> Hmm...carrier landings and propellers?!? What is PF? Sounds like >something >> I'd be interested in... Gotta be a WWII Pacific Campaign game! I *love* >that >> part of history. My dad was on the USS Independence in the war... >> >> Eldred > >Pacific Fighters, basically a sequel to IL-2 >Its still IL2 except with Pacific theatre and planes so yes it still has AI.
Its still great dont get me wrong but I HATE it when devs add a few minor
updates and call it *NEW* instead of a expansion pack or a patch as it
should have been.
Mitch
"EldredP" <[email hidden]> wrote in message >>
Quoted text (16 lines)
> > Ooh...gotta find THAT one... Does it have an AI component, or online > only? > Thanks! > > Eldred > -- > http://www.umich.edu/~epickett > > GPLRank -6.0 MoGPL rank +267.80 > Ch.Rank +52.58 > Hist. +82.34 > N2k3 rank: -1.182 > Slayer Spektera lvl 79 assassin > Slayer Spectral_K lvl 44 Necro > US EastOn Wed, 17 Nov 2004 22:33:48 -0500, buster <[email hidden]> wrote:
So, does that mean it's finally been released?
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