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Rec.Autos.Simulators Archive

GP MANAGER Bugs

3 posts by 3 people · 06 Feb 1996 - 07 Feb 1996

Joe Ch 06 Feb 1996#312226
Hello All, I am trying to get hold of the list of bugs in GP Manager that was floating around on this newsgroup for a while. I would appreciate it if the person who originated the list, or anyone who has a copy (however incomplete), would *email* me a copy. regards, Joe
In article <4f7g40$[email hidden]>, Joe Chan <[email hidden]> wrote: >I am trying to get hold of the list of bugs in GP Manager that was >floating around on this newsgroup for a while. I would appreciate it >if the person who originated the list, or anyone who has a copy >(however incomplete), would *email* me a copy. The latest list is below. For those who don't know, there's now a patch available (1.01) on the MPS website in ftp://ftp.microprose.com/pub/mps-online/new-versions/ There are three files, gpm???.zip where ??? signifies the language (eng for English). I'm not particularly encouraged by the list of fixes in the readme, although I should point out that I haven't tried it yet. In particular, they say they have not and will not address the 256-color mode bug, something which I'm sure will annoy the hell out of a lot of folks. It's beginning to become clear that the developers (Edcom, I beliieve) really are as incompetent as they appear. Grand Prix Manager: Bugs and Misfeatures ======================================== Last revised: 05 February 1995 Grand Prix Manager is not an inherently bad game. It's reasonably well thought out and well presented, but sadly it suffers from a lack of testing, both for bugs, and in terms of the details of the user interface, which conspire to make the game extremely frustrating. Below, I present a fairly complete list of the bugs and misfreatures, mostly found by myself, although some were sent in by readers of the USENET newsgroup rec.autos.simulators (which are usually presented as quoted passages of text). -- Dave 'Gizmo' Gymer -- [email hidden] -- http://www.mal.com/~dgymer/ 1. Bugs 1.1. Bogus fastest laps at start of race At the start of a race, after the formation lap is complete, as the cars cross the line for the first time during the proper race, the game reports a series of fastest laps, which is clearly both meaningless and impossible. This does not happen every race, and does not appear to follow any pattern, but is frequent, perhaps occuring every other race. 1.2. Altering wing settings prone to bogus lack of time message After a season or two, one begins to find that during test sessions (and possibly the race also), when trying to change the front and rear wing settings, the game complains that there is not enough time left. Despite this, you can change the wings settings by pressing the space bar, and only pressing the mouse button when the desired wing setting is reached. The "time bar" displayed on the screen shows that no time remains, despite not having done anything. 1.3. The wind tunnel does not work The top speeds reported in wind-tunnel testing are completely meaningless. 1.4. Car weight has little effect It appears that the weight of the car has little or no impact on any of top speed, lap times, or race performance. Car weight only seems to come into play at 700kg, at which point one suddenly finds ones drivers qualifying last (or not at all). The engineers and mechanics should also suggest which parts could be changed to reduce weight. 1.5. Contract details forgotten or misremembered The game repeatedly and randomly forgets about driver contracts; I've had to renogotiate some contracts up to 5 times during a season when the game appears to have simply forgotten who I've lined up as a replacement driver. More annoying is that if the end of a season coincides with the end of a contract for which a replacement driver has been lined up, the game sometimes not only forgets about the replacement, but lines up a temporary driver for an extortionate price without any opportunity to negotiate. 1.6. Parts not always flagged as illegal Most of the time, when a part is illegal, it will be displayed with a black flag so one doesn't accidently select it. Very occaisionally, and especially with in-house parts, the black flag is not display and a DQ and ban results. [See also 2.14.] 1.7. Pit stops can go badly wrong "Playing Ferrari, I qualified 1 & 2 for the first race, and selected a 1-stop strategy. Ran 1 & 2 up to half distance, and then Gerhard comes into the pits for a 12 second stop; he rejoins more than *2 minutes* behind the leader! Not only that but he's still on the lead lap, even though the leader is lapping in under 1:20! Pit stops seem to be seriously screwed :-(" 1.8. Pit screen fails to appear during stop Sometimes, when a car pits, the pit screen fails to appear and the car either just sits there or disappears, depending on whether it's during a race or during some other session. Happens about 1 time in 15-20 stops; only really annoying during a race. 1.9. Test sessions mis-report advancements If you go to a test session and immediately hit the chequered flag, the game reports that you have improved both selected objectives. It is lying (I suspect that it's an improvement of 0 internal units, which would indicate sloppy internal design). [See also 2.1.] 1.10. Windows errors Occaisionally, Windows reports an application error, and prompts to cancel the program or ignore the error. Hitting "ignore" seems to work (but this doesn't exactly inspire confidence in the game). 1.11. Driver contracts bug Signing up a driver by breaking his contract to another team falsely reports that a replacement has also been signed up (carried over from the other team). This is a major problem because one cannot then sign up a real replacement. 1.12. Cars fall off bridge at Suzuka When driving across the bridge at Suzuka, where the track crosses over itself, cars sometimes "fall off" and have to drive round the previous part of the loop again. Once again, this indicates a severe lack of game testing. 1.13. Wet tyres magically replenished On one occaision, a driver pitted with wet weather tyres. I clicked the wet tyre button again, after having mistakenly selected another compound; the tyres magically returned to 100% wear rating (ie. perfect). 1.14. Possible to fool car weight calculation "Changing vanes (car externals) off and back on reduces car weight about 15kg. Can done only once though." 1.15. Fastest lap not scored "I found something interesting when I set up the points scoring, I added a 1 point for fastest lap but I have never seen it scored." 1.16. I'm always the 9th best team One I've seen is that upon winning both the constructors & drivers chamionships, I still get voted 9th best team in F1. 1.17. Scoring wraps round at 255 Each driver and team score is obviously packed into a single byte, because on reaching 256 it wraps around to 0. 1.18. Benetton cheating? "Another interesting and at the same time sad thing. I finished first season with Williams. Almost all season long Benetton led the costructor's championship, but I finally caught up with them and won the title in the last race by 3 points. In the points standings it showed that my team was first, but in the news it said "First title for Benetton" and a pretty happy guy that doesn't look anything like me or Frank Williams :) Is that somehow related to the real end of the season and no matter what team wins in 1995, the game will say that Benetton won?" 1.19. Cars miss or take extra pit stops When mixed in traffic whilst passing the pit entrance, a car which is due to pit may forget to, and a car which should stay out may pit with another car (which was due to). This happens often enough that it would seem to be a bug rather than an intened feature. 1.20. One race contracts for engines are rubbish If you arrive at the start of a new season without having signed a deal with an engine manufacturer, the game claims that it has done a one race deal with a private supplier. In fact, it has resigned the existing contract. In fact, this is the only to get a deal with a small supplier like Nissan. 1.21. Computer cars never change? "Have you noticed that the computer teams use the same car all the time. The cars are always the 0001 model." 2. Mis-features 2.1. A non-interactive test session should be available When testing between races, it should be possible to select a non-interactive mode, as can be done be deselecting all the phases of a race. Many players, including myself, prefer to concentrate on the management aspects of the game. One can simply exit the test session without sending any cars out, and the game reports that both selected objectives have been achieved; however, I have seen no improvement from such sessions. (Also a bug?) In addition, the times reported at the end of a test session appear to be meaningless. 2.2. Use of meaningless superlatives The game is littered with meaningless superlatives. For example, the amount of interest shown by sponsors is variously described as "fair", "great", "brilliant", "outstanding", and so on. Not only are these lacking in quantitative value, but there is also no consistency between different uses of these superlatives. A better system would use either fractions (eg. 5/6, 1/6), or percentages. 2.3. The game is not sufficiently configurable It's nice to be able to configure things like drivers' names, but there are some significant things which remain unconfigurable. For example, whilst one can change the engine names, one cannot change their power, weight, or country of origin. This can make customizing the game rather painful. 2.4. Mixed Windows/non-Windows interface The game looks like it was originally designed to run under DOS, and was moved Windows as an afterthought. It's extremely annoying having a "custom" interface when standard Windows features would have been at least as good, not least because sometimes a standard Windows feature, such as the message boxes, pops up; it just makes the game look cheap. 2.5. Over-eagerness to reuse driver names The game appears to have a fixed list of ficticious drivers to replace the aging ones as the years go by. Unfortunately, it sometimes reuses one name before the previous one has retired, and ... read more »
Thanks for this info. I agree with you that according to the readme, this patch doesn't really fix any problems with the game. Only two of the fixes seemed to have any real significance: increased top team *** and added wet race AI. The 256-color problem really isn't that simple to fix, it will probably need the rewrite of many routines in the game (though I think they should do it). This happens also the other way, so the cars jump on the bridge, and make it really fast around the track. This is not a bug. In real Formula One, teams are allowed to use as many wet tyres as they will during a weekend. I installed it in C:\GAMES\GPM with no troubles using the install program. Samppa -- Samuli Takala, Pajamaentie 14 C 38, 00360 Helsinki | "Ron Dennis smiled like URL: [link lost in import: /~tax/] (soon) | -- Matti Kyllonen

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