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Rec.Autos.Simulators Archive

WC II questions

3 posts by 3 people · 11 Nov 1994 (approx.) - 16 Nov 1994 (approx.)

Will race for foo 11 Nov 1994 (approx.)#298201
1) Digital engine sounds? How is this implemented? Did they take the easy (read smart) was out for this- using .AIL drivers (32-bit?) 2) Graphics....TIE fighter is awfully fast, and the graphics BLOW WC out of the water. 3) Controls? Car editors? 4) Stuff I'd like to see: a) black flags and other MEANINGFUL flags, like blue, for instance b) refueling pit stops c) IMPORTANT (!!) When you downshift too quickly, the engine blows up. This should be flaggable, like using the F1 for autobrakes, etc. d) Shunts making the car undrivable e) Reasearch thread (like XCOM or UFO) and budgeting, say for active suspensions f) Changing driver names through the season g) Tyres blowing h) 16 tracks, and a randomly selected GP of Europe. Also, an editor to: i) Allow the addition of future tracks ii) Edit the season- who wants to race at Donnington when it's not part of the season. Lastly, a 'screw the world champion' option, where the FIA can use politics to force the end of the season to be the place where the World Championship is decided...... Jeff +-----------------------------------------------------------------------------+ | | | | +-----------------------------------------------------------------------------+
Benedict Ritchie ( 15 Nov 1994 (approx.)#298255
: 1) Digital engine sounds? How is this implemented? Did they take the : easy (read smart) was out for this- using .AIL drivers (32-bit?) : 2) Graphics....TIE fighter is awfully fast, and the graphics BLOW : WC out of the water. Yeah, I would rather have fast vectors like X-wing/TIE fighter than the texture mapping stuff in ICR. I still don't think processors are fast enough to do it properly (apart from the P90's) : : 3) Controls? Car editors? : 4) Stuff I'd like to see: : a) black flags and other MEANINGFUL flags, like blue, for instance Just dont have the ICR no-overtaking yellow. Wave it, sure, but it is increadibly boring lapping for a couple of laps at 100 mph :b) refueling pit stops :) IMPORTANT (!!) When you downshift too quickly, the engine blows up. : This should be flaggable, like using the F1 for autobrakes, etc. : d) Shunts making the car undrivable And more accidents in general, for the computer especially. I have gone through seasons where only 1 or 2 cars have DNF's at all. : e) Reasearch thread (like XCOM or UFO) and budgeting, say for active suspensions Nice idea. Multiple seasons and car changes would be a good idea, like with the williams team this year. Could be hard to do well, though.. :f) Changing driver names through the season : g) Tyres blowing As long as you can turn it off, or at least do something about it. Same with engine problems - these could become very frustrating. I may want to race a Williams, but I dont want to grind to a halt on the last lap, like Mansell or Coulthard. :h) 16 tracks, and a randomly selected GP of Europe. Also, an editor to: : i) Allow the addition of future tracks : ii) Edit the season- who wants to race at Donnington when it's not part : of the season. : : Lastly, a 'screw the world champion' option, where the FIA can use politics : to force the end of the season to be the place where the World Championship : is decided...... Bye bye Schumacher..... :-) : Jeff __ ____ ______________________________________________________________ | /|___|\ | | | | \| | \| | "Doctor, I must confess I am uncertain as to why pushing | |_/|___| | | someone into freezing, shark-infested water is amusing." | -------------| DATA, Generations | """""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
Fraser Mun 16 Nov 1994 (approx.)#298280
Is this definitely going to be implemented in the game? I certainly hope so, as engine noise is one of the most important aspects in a simulation and gives it so much atmosphere. Really, stereo sound should be implemented so that the location of other cars w.r.to you is obvious from the sounds. I agree - texture mapping as seen in IndyCar can actually be quite unsightly, unless it is SVGA mode ( as for NASCAR ). Otherwise, crisp and clear vectors with a well defined palate should suffice. Hopefully, someone should bring out a steering wheel with semi-automatic paddles - better than the T1. Yes - it would be much more interesting if they simulate the 1994 season ( ie with fuel-stops ). However, they might feel that this will throw up a few problems, such as the death of Ayrton Senna and Roland Ratzenberger as well as the early-season rule changes which affect the aero-dynamics of the cars. This should be flaggable, like using the F1 for autobrakes, etc. I disagree about the downshift thing - just about all ( if not every ) modern F1 car runs a semi-automatic gearbox, one of the advantages of which is to prevent engine blowups by electronically not permitting the driver to down-shift if the revs are too high. What I WOULD like to see is some sort a reliability factor ( flaggable ) which affects the performance of the gearbox, engine etc.. Yes - real F1 are quite delicate. In the original F1GP ( 'World Circuit' in America) damage was limited to broken front/rear wing or complete engine cut-out for high speed impacts. I think that it should also be possible to, for example, bend wish-bones on the car. I don't think that WCII should be that sort of game - I'd rather concentrate on the driving! There are various p.d. games, I believe, which cover these aspects of F1. Yes Again, yes. This worked quite well in the original Indy 500 game. It was possible to have a 'flat' and still limp back to the pits. If WCII is as comprehensive as I hope, then MicroProse should be able to add add-on packs for each season or individual tracks ( in a similar way to Microsoft with the FlightSim series ). Things I would like to see: 1) Advisory race set-up and planning. In a real Grand Prix, the race engineers would advise the driver on wing-settings, gear ratios etc. for each race. A driver will tailor these settings slightly for his own driving style. In F1GP ( WC ), these settings are totally left to the discretion of the driver. Also applies to fuel-stop strategy if implemented. 2) More realistic physics implemented in the handling of the car ( as in IndyCar ). F1GP often gives the impression that the car is 'on rails' although this might be due to the steering help option. 3) VERY IMPORTANT. Better computer driver A.I. While it was 'robust' in F1GP, it was not very satisfactory. In particuar, drivers infront would not block overtaking. At places like Monaco, it was possible to outbrake about 5 cars at a time at the entrance to the harbour. 4) Network play. This is, in my opinion, one of the futures of computer games. One day soon there may well be a 'virtual' world championship as well as a real one. What is really needed is for someone like MicroProse to try and steal a lead on this one and team up with one of the telephone carriers to offer some sort of play-by-telephone service, whereby you can play against 25 other drivers from across the country. The original F1GP required only 2400 baud for a two-player link up. With the advent of cheap, faster modems, what about a 26 player link-up through some central bulletin-board. If MicroProse were really going to make something of F1GP II then this is where they must be heading?? Fraser.

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