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Gamespot - The Story of Papyrus Racing Games

73 posts by 22 people · 25 Jul 2004 20:31 UTC - 15 Aug 2004 21:59 UTC

Notable threadGameSpot's history of Papyrus racing games

Jason Moyer linked GameSpot's feature on the history of Papyrus, prompting memories of wrecking AI in Indy 500, including Dave Kaemmer's own admission. Magnulus argued Papyrus self-destructed and that EA's more approachable games and career modes had merit, which drew strong replies that online racing was the heart of hardcore simming. Members then shared their histories in long-running leagues such as the Screamers GPL league and TPTCC.

industry/businesscommunity/metaonline racing/leaguesGrand Prix LegendsNASCAR Racing 2003 Season

Automated summary.

Papyrus self-destructed. That's what it sounds like to me (although no doubt Vivendi's mismanagement of all their gaming software divisions was part of the problem). EA's racing simulations/games are far more approachable and don't just sell to gearheads and hardcore simulation nuts, and as the many mods show, not all race simulation fans are adverse to EA's approach.
On Mon, 26 Jul 2004 03:26:25 -0400, "magnulus" <[email hidden]> wrote: > EA's racing simulations/games are far more >approachable and don't just sell to gearheads and hardcore simulation nuts, >and as the many mods show, not all race simulation fans are adverse to EA's >approach. ISI is no longer associated with EA, and I think you'll find that the PC versions of Sierra's Nascar titles both sold better (regularly in the top 10 in PC sales) and were better received than their EA counterparts.
"Jason Moyer" <[email hidden]> wrote in message news:[email hidden]... > Decent article: > > http://www.gamespot.com/features/6103365/index.html Funny to see that Kaemmer is one of the original "wreckers", and he recalls (no doubt with a sheepish grin) that the Indy road course was the best one for backwards driving, or just laying in wait on the front straight, as he could take out almost the whole field in one accident. :-) Stephen p.s. tongue in cheek here; anything goes in an offline environment. p.p.s. of course I also did this...
"Stephen F." <[email hidden]> wrote in message news:41050a69$[email hidden]...
Quoted text (8 lines)> > "Jason Moyer" <[email hidden]> wrote in message > news:[email hidden]... > > Decent article: > > > > http://www.gamespot.com/features/6103365/index.html > > Funny to see that Kaemmer is one of the original "wreckers", and he
recalls
Quoted text (9 lines)> (no doubt with a sheepish grin) that the Indy road course was the best one > for backwards driving, or just laying in wait on the front straight, as he > could take out almost the whole field in one accident. :-) > > Stephen > > p.s. tongue in cheek here; anything goes in an offline environment. > p.p.s. of course I also did this... >
That should be "Indy oval". Stephen
"Jason Moyer" <[email hidden]> wrote in message news:[email hidden]... > ISI is no longer associated with EA, and I think you'll find that the > PC versions of Sierra's Nascar titles both sold better (regularly in > the top 10 in PC sales) and were better received than their EA > counterparts. I expect PC sales of NASCAR Thunder on PC wouldn't be too high. It's a new series, and PC games don't sell as well as console games. But that hardly means that NASCAR Thunder has been a failure on the PC. It seems to sell fairly well on consoles too. Let's not forget Infogrames Dirt to Daytona (that would make a good PC game, too bad...). I hate to say "The Emperor has no Clothes", but there are several things that Papyrus got wrong with their games. First off, NASCAR stock cars have power steering. This is simulated in NASCAR HEAT, NASCAR Thunder, but not in any of Papyrus NASCAR games. Why is that? At best, you get some speed sensitivity at low settings. You can really feel this if you play the games with a force feedback wheel- the forces are raw, ragged, overwhelming, and the degree of steering you need changes with the speed (like a riding lawnmower or go-kart going 200 mph). And why do people praise EA's F-1 for it's physics, and slam NASCAR Thunder's physics in the same breath? It's the same gosh darn physics engine in both games. One cannot be good, and the other bad. And let's not mention the total absence of a career mode, or any other frills, in Papyrus games. The only focus that they did well at was online racing. Granted, it's no small feat to get 42 players online all on one server playing the same game, racing around a virtual world at high speeds. And for that, they deserve praise. But beyond that, as games, they are sterile affairs that will only appeal to hardcore "sim-ers" (can't use the word game with these folks) who hold their noses up in the air ever so slightly above the rest of us. For a design team that claims to have realism down to a T, so many other developers have done a good job, but haven't gotten the credit due to them. And that's unfair. How bad it is that every single racing developer will have the ghost of Papyrus haunting them forever. Like the champ boxer that retires with the title, every other developer will have to live up to this guy they can never hope to beat.
On Mon, 26 Jul 2004 15:43:06 +0200, Stephen F. wrote: > > Funny to see that Kaemmer is one of the original "wreckers", and he recalls > (no doubt with a sheepish grin) that the Indy road course was the best one > for backwards driving, or just laying in wait on the front straight, as he > could take out almost the whole field in one accident. :-) I confess... me too! ;-) The accidents in Indy 500 on the amiga were spectacular in its day, and I thoroughly enjoyed causing a few of those myself ;-) 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 Mon, 26 Jul 2004 11:38:45 -0400, magnulus wrote: > > And let's not mention the total absence of a career mode, or any other > frills, in Papyrus games. The only focus that they did well at was online > racing. Granted, it's no small feat to get 42 players online all on one > server playing the same game, racing around a virtual world at high speeds. I think you're partly missing the point on what racing means for most hardcore simracing enthusiasts. It's getting into shape online and offline for online races, so to them / us, the online aspect is where it's at and a core feature of the product, not a mindless add-on to boast on the box. Once you've spent the better half of a decade racing friends in a league, it becomes an aspect you don't want to miss in any new release. 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
"Uwe Sch�rkamp" wrote: > Once you've spent the better half of a decade racing friends in a > league, it becomes an aspect you don't want to miss in any new > release. Absolutely. An offline career mode is fun but without the online aspect sits once completed it just sits on the shelf just like an FPS.
"Stephen F." wrote: > Funny to see that Kaemmer is one of the original "wreckers", and he > recalls > (no doubt with a sheepish grin) that the Indy road course was the best one > for backwards driving, or just laying in wait on the front straight, as he > could take out almost the whole field in one accident. :-) I remember being amazed at the shower of triangles on first impact. Yes I too admit to indulging in starting some wild accidents. Triggering it off and then seeing this mass of debris flying in the air next time around and avoiding the stricken cars without lifting are still a fond memory 14 years on (whoosh, where did that go?) All in glorious 320x200 and I thought it looked great :)
"magnulus" wrote: > Papyrus self-destructed. That's what it sounds like to me (although no > doubt Vivendi's mismanagement of all their gaming software divisions was > part of the problem). EA's racing simulations/games are far more > approachable and don't just sell to gearheads and hardcore simulation > nuts, and as the many mods show, not all race simulation fans are adverse > to EA's approach. Once the cash cow of Nascar sims was lost due to Sierra no longer having the license there was no real use for Papyrus at Vivendi. There were all sorts of rumours they were to move into consoles. To the hardcore simmers this was a scandalous waste, which is neither a pompous nor superior stance, simply that moving one of the few talents capable of providing hardcore sims into an area already well served simply seemed a loss. Whilst the loyal few will mourn the loss of Papyrus, the future now looks far more promising without Sierra and Vivendi at the helm, and we may see another open wheeler from Kaemmer. I would hope there is a place for niche developers to co-exist with the mainstream. Even if we do have to admit to being gearheads...
Larry 26 Jul 2004 18:40 UTC↳ reply to magnulus#34124
I think they had an AWFUL lot of help from a couple of "could give a crap less" corporations that controlled them. -Larry "magnulus" <[email hidden]> wrote in message news:tm2Nc.21923$[email hidden]... > Papyrus self-destructed. That's what it sounds like to me (although no > doubt Vivendi's mismanagement of all their gaming software divisions was > part of the problem). EA's racing simulations/games are far more > approachable and don't just sell to gearheads and hardcore simulationnuts, > and as the many mods show, not all race simulation fans are adverse toEA's > approach. > >
Uwe 'Gets' it :) Half a decade? Damn, you know, it HAS been 3 or 4 years since my first run with Rascar (I forget now). I will NOT forget the first day. -Larry "Uwe Sch�rkamp" <[email hidden]> wrote in message news:[email hidden]... > On Mon, 26 Jul 2004 11:38:45 -0400, magnulus wrote: > > > > And let's not mention the total absence of a career mode, or any other > > frills, in Papyrus games. The only focus that they did well at wasonline > > racing. Granted, it's no small feat to get 42 players online all on one > > server playing the same game, racing around a virtual world at highspeeds.
Quoted text (21 lines)> > I think you're partly missing the point on what racing means for most > hardcore simracing enthusiasts. It's getting into shape online and > offline for online races, so to them / us, the online aspect is where > it's at and a core feature of the product, not a mindless add-on to > boast on the box. > > Once you've spent the better half of a decade racing friends in a > league, it becomes an aspect you don't want to miss in any new > release. > > 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
Anyone who says they haven't gone backwards in an offline race to see just how much maylee they could cause (or to see the BIZARRE reactions of the AI drivers) is either lying or can't steer to the right :) -Larry "Stephen F." <[email hidden]> wrote in message news:41050a69$[email hidden]...
Quoted text (8 lines)> > "Jason Moyer" <[email hidden]> wrote in message > news:[email hidden]... > > Decent article: > > > > http://www.gamespot.com/features/6103365/index.html > > Funny to see that Kaemmer is one of the original "wreckers", and he
recalls
Quoted text (10 lines)> (no doubt with a sheepish grin) that the Indy road course was the best one > for backwards driving, or just laying in wait on the front straight, as he > could take out almost the whole field in one accident. :-) > > Stephen > > p.s. tongue in cheek here; anything goes in an offline environment. > p.p.s. of course I also did this... > >
"Uwe Sch�rkamp" <[email hidden]> wrote in message news:[email hidden]... > On Mon, 26 Jul 2004 11:38:45 -0400, magnulus wrote: > > > > And let's not mention the total absence of a career mode, or any other > > frills, in Papyrus games. The only focus that they did well at wasonline > > racing. Granted, it's no small feat to get 42 players online all on one > > server playing the same game, racing around a virtual world at highspeeds.
Quoted text (16 lines)> > I think you're partly missing the point on what racing means for most > hardcore simracing enthusiasts. It's getting into shape online and > offline for online races, so to them / us, the online aspect is where > it's at and a core feature of the product, not a mindless add-on to > boast on the box. > > Once you've spent the better half of a decade racing friends in a > league, it becomes an aspect you don't want to miss in any new > release. > > Cheers, > > uwe > >
IAWTP uwe, this guy seems to like the gaming aspect and doesn't truly understand the simming aspect. In those terms, EA was not even close to being in the same state, much less the same ball park, as Papy and their NASCAR sims. EA "swears" they are going to go after and win over the simmers and bring them into the small fold of gamers that already play the NASCAR Blunder series. We'll see. If they can't get the damage, physics and online features implemented close to where Papy left off, it will be a mighty uphill struggle. Us PC "simmers" could really care less about photorealism and useless features like a career mode, or how well it ported from the console to PC. IMHO anyway. True sims are written for PC and ported to consoles to begin with. We'll see how well EA can do this in reverse...
On Mon, 26 Jul 2004 11:38:45 -0400, "magnulus" <[email hidden]> wrote: > I expect PC sales of NASCAR Thunder on PC wouldn't be too high. It's a >new series, and PC games don't sell as well as console games. But that >hardly means that NASCAR Thunder has been a failure on the PC. It seems to >sell fairly well on consoles too. Let's not forget Infogrames Dirt to >Daytona (that would make a good PC game, too bad...). Console sales are irrelevant if you're talking about sims, since there's been a total of 2 sims I can think of that have ever been released on a console, and I'm pretty sure F355 was a disaster sales-wise and RBR was released fully expecting it not do as well as the PC version. > I hate to say "The Emperor has no Clothes", but there are several things >that Papyrus got wrong with their games. First off, NASCAR stock cars have >power steering. This is simulated in NASCAR HEAT, NASCAR Thunder, but not >in any of Papyrus NASCAR games. It is? I've never found any way to adjust power steering in either of those titles, and there's nothing in the physics parameters for either that has anything to do with power steering. In N2003 (and NT for that matter) you can emulate it by adjusting linearity and force effects anyway. >>lawnmower or go-kart going 200 mph). And why do people praise EA's F-1 for >it's physics, and slam NASCAR Thunder's physics in the same breath? It's >the same gosh darn physics engine in both games. One cannot be good, and >the other bad. Probably because the stock car modelling is total shit. It's the same reason people can praise GTR or F1C cars and dislike the many hastily put together mods. I never had the impression ISI knew much about NASCAR, nor did they really seem to care about the license the way they did with the F1 titles. > And let's not mention the total absence of a career mode, or any other >frills, in Papyrus games. If you want a game with a career mode, buy a PS2 and play Gran Turismo or something. The intended market for a Papyrus sim is the same as the intended market for a game like IL-2 or Mig Alley or Flight Simulator. People who want a believable experience first and foremost, with everything else being a bonus. > The only focus that they did well at was online >racing. Aside from having the best tracks, the best tire model, the best suspension model, the best aero model, the best uh...er nevermind I guess that could go on for awhile. > But beyond that, as games, they are >sterile affairs that will only appeal to hardcore "sim-ers" (can't use the >word game with these folks) who hold their noses up in the air ever so >slightly above the rest of us. Bingo. There are those of us who want sims, and not some watered down game experience that we can already get from a plethora of sources. Nobody has dedicated themselves to perfecting the experience of simulated driving like Dave Kaemmer, and unlike most of his competitors and people who criticize him, he has real life experience behind the wheel of a variety of real race cars. I think the fanbase of N2003 (which includes almost every active Nextel, Busch, and CTS driver) speaks for itself. Jason
On Mon, 26 Jul 2004 14:44:35 -0400, Larry wrote: > Uwe 'Gets' it :) > > Half a decade? Damn, you know, it HAS been 3 or 4 years since my first run > with Rascar (I forget now). I will NOT forget the first day. > Thanks Larry ;-) I've been part of the "Screamers Racing League" for well over five years now, we've been racing GPL since shortly after its release. Founded by the great Jeff "Murchman" Murchison and his dad nicknamed "senior", we feature remarkably low fluctuation and interesting conversations on the mailing list, both on racing and most of life's other issues. 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
Magnulus, I see this as a 1/10ths full VS 9/10ths empty arguement with you. as I see it, you see the 2 or 3 things that just might be more realistic about a game that is 9/10ths arcade BS, but then also like to nitpic the 3 things that are "arcady" about a 9/10ths decent simulator... . It is wierd to watch you proclaim exactly the opposite of what has been more or less proven over time, with sales, remarks from Real life drivers, and even what is in use to this day (Papy's NR'series)... All of which, the success-nor-realism cannot yet and has not been duplicated yet respectively... add to that there have been several interviews or exposays about real Nascar Drivers, talking about sims they drive over the last year... It speaks volumes to me, that of the 2 handfull's of tittles out there since NR(1), Papyrus is picked by real NASCAR drivers over just about anything out there, online or offline. Lets face it, Dale Jr has the money & inclination to get whatever is available (and has enough money to get what isnt yet available if he really wanted to) and they run NR2003... so what gives? BTW, I have a playstation that dont mean I simulate real innercity life, playing GrandTheftAuto on it either, mostly because back when I held up liquor stores and killed prostitutes or stole cars, I didnt have some funky ass key combination to press on a joypad, It just aint realstic... :P magnulus wrote:
Quoted text (43 lines)> "Jason Moyer" <[email hidden]> wrote in message > news:[email hidden]... >> ISI is no longer associated with EA, and I think you'll find that the >> PC versions of Sierra's Nascar titles both sold better (regularly in >> the top 10 in PC sales) and were better received than their EA >> counterparts. > > I expect PC sales of NASCAR Thunder on PC wouldn't be too high. > It's a new series, and PC games don't sell as well as console games. > But that hardly means that NASCAR Thunder has been a failure on the > PC. It seems to sell fairly well on consoles too. Let's not forget > Infogrames Dirt to Daytona (that would make a good PC game, too > bad...). > > I hate to say "The Emperor has no Clothes", but there are several > things that Papyrus got wrong with their games. First off, NASCAR > stock cars have power steering. This is simulated in NASCAR HEAT, > NASCAR Thunder, but not in any of Papyrus NASCAR games. Why is that? > At best, you get some speed sensitivity at low settings. You can > really feel this if you play the games with a force feedback wheel- > the forces are raw, ragged, overwhelming, and the degree of steering > you need changes with the speed (like a riding lawnmower or go-kart > going 200 mph). And why do people praise EA's F-1 for it's physics, > and slam NASCAR Thunder's physics in the same breath? It's the same > gosh darn physics engine in both games. One cannot be good, and the > other bad. > > And let's not mention the total absence of a career mode, or any > other frills, in Papyrus games. The only focus that they did well at > was online racing. Granted, it's no small feat to get 42 players > online all on one server playing the same game, racing around a > virtual world at high speeds. And for that, they deserve praise. But > beyond that, as games, they are sterile affairs that will only appeal > to hardcore "sim-ers" (can't use the word game with these folks) who > hold their noses up in the air ever so slightly above the rest of us. > > For a design team that claims to have realism down to a T, so many > other developers have done a good job, but haven't gotten the credit > due to them. And that's unfair. How bad it is that every single > racing developer will have the ghost of Papyrus haunting them > forever. Like the champ boxer that retires with the title, every > other developer will have to live up to this guy they can never hope > to beat.
"Uwe Sch�rkamp" wrote: > Thanks Larry ;-) I've been part of the "Screamers Racing League" for > well over five years now, we've been racing GPL since shortly after its > release. Founded by the great Jeff "Murchman" Murchison and his dad > nicknamed "senior", we feature remarkably low fluctuation and > interesting conversations on the mailing list, both on racing and most > of life's other issues. My first league race was in December 98. I was second to a certain John Simmons as I recall with ZZ Busch a couple of places behind... It was pretty dedicated stuff for the Brits as it ran at 03:00, but at the time there were no cable or ADSL connections in the UK. I still race and enjoy online pick up and offline races, but for me by far the best gaming experience is online league sim racing. As Uwe says not just for the on track racing but also the friendship. Cheers Tony
"Jason Moyer" <[email hidden]> wrote in message news:[email hidden]... > On Mon, 26 Jul 2004 11:38:45 -0400, "magnulus" > <[email hidden]> wrote: > Aside from having the best tracks, the best tire model, the best > suspension model, the best aero model, the best uh...er nevermind I > guess that could go on for awhile. No. > > But beyond that, as games, they are > >sterile affairs that will only appeal to hardcore "sim-ers" (can't usethe
Quoted text (13 lines)> >word game with these folks) who hold their noses up in the air ever so > >slightly above the rest of us. > > Bingo. There are those of us who want sims, and not some watered down > game experience that we can already get from a plethora of sources. > Nobody has dedicated themselves to perfecting the experience of > simulated driving like Dave Kaemmer, and unlike most of his > competitors and people who criticize him, he has real life experience > behind the wheel of a variety of real race cars. I think the fanbase > of N2003 (which includes almost every active Nextel, Busch, and CTS > driver) speaks for itself. > > Jason
The article still had some of those comments that always made me roll my eyes. "Nevertheless, Grand Prix Legends was--and quite likely still is--the ultimate in extreme realism." After not running this sim since '98, I decided to re-install the other night and use the new demo to make a quick update (looks much better). After an hour and a half of practice with the AI on track at WG (in the Ferrari), I was able to get pole, and finished in second one second behind the leader (they had a much better start). Tried the Lotus last night with the default qual setup, and got pole again, and finished first, 5 seconds ahead in a 9 lap race after trailing for the first 4 laps (perfect start by one driver again). Since it's been years since I ran GPL, and I didn't run it much even then after finishing VROC beta, I would say that this game was absolutely new to me once again. I approached it the same way I approach any driving sim or arcade racer. I think people (especially older simmers) wanted to badly believe the above quote (so thy can seperate themselves from arcaders), and then thought WAY too much about how to drive this sim. Like all of them, you just steer, brake, shift. Did the same thing in POD. :-o No *ultimate* realism that I noticed. Had fun though. Once again, just like six years ago, it was *immediately* apparent that the tires had too little grip. Never understood how that could of been so vehemently denied by so many here. Finally admitted the truth to themselves after about four years (and Kaemmer saying it himself). I did enjoy myself, but this never ending "Papyrus makes the most ultra-realistic sims" stuff is just nonsense. F1C is easily a more realistic experience IMO. You can drive GPL like any other sim, and the results will be the same. Bottom line, it's just a game like all the rest. :-) David G Fisher
"David G Fisher" wrote: DGF and GPL - just like the old days! - a sleeping giant awakes... > Tried the Lotus last night with the default qual setup, and got pole > again, and > finished first, 5 seconds ahead in a 9 lap race after trailing for the > first 4 laps (perfect start by one driver again). You will find some AI tweaks for the experienced sim racer. You don't say what difficulty level you are on. Plus GPL speeds up to your pace after a few races... > No *ultimate* realism that I noticed. Had fun though. Running cars with limited grip, no traction control and no wings is fun. It probably explains why some prefer it to modern day F1, even those who had no interest in historic racing (like me before GPL). Also as we have debated before some prefer the Papy style of physics modelling in that it feels more natural to them, but I would be the first to agree there are no right answers, it comes down to preference. > Once again, just like six years ago, it was *immediately* apparent that > the > tires had too little grip. Never understood how that could of been so > vehemently denied by so many here. Finally admitted the truth to > themselves after about four years (and Kaemmer saying it himself). After running the 1965 mod which has revised grip levels I would agree. If you get time give it a go, it is a worthy experience and updates what you correctly describe as a flaw in the original model. > I did enjoy myself, > but this never ending "Papyrus > makes the most ultra-realistic sims" stuff is just nonsense. F1C is easily > a more realistic experience IMO. It does work extremely well on-line though and probably still gives the greatest experience of on-line racing on road courses available even now with the 65 mod. > You can drive GPL like any other sim, and the results will be the same. > Bottom line, it's just > a game like all the rest. :-) Troll !!!!
On Mon, 26 Jul 2004 18:15:39 -0400, "David G Fisher" <[email hidden]> wrote: <snip a pile of shit I've responded to before> >F1C is easily a >more realistic experience IMO. F1C fails in the two areas I care the most about in a sim. Tracks, and tire model. Now, to be fair, GPL fails in both of these areas to about the same extent (slightly better tracks, slightly worse tire model) but in the end, N2003 is the only sim I know of with a realistic depiction of tire deformation with speed. It's lacking a good brake model, which imho is its biggest weak point besides some niggles with aero, but overall it's a damn good simulation and it is being used by real drivers to train for real events, which is ultimately what most simulators are designed for. That said, until GTR and RBR come out F1C is an easy 2nd or 3rd for me depending on whether I'm more pissed off at it or GPL. There are some things I prefer about GP4 but the driving experience, while generally underrated, just isn't as good. >You can drive GPL like any other sim, and the results will be the same. You can drive GPL unlike the way the cars would really be driven, and ultimately be incredibly fast. It's a good sim, but I don't think it's stood the test of time as well as most do. If more historic sims would be released with the same simulation-based mindset I doubt people would be going gaga over it still. It sucks that we have dozens of simulators covering every aspect of the WWII airwar, but exactly one that covers pre-modern racing. Jason
"SimRacer" <nospam@[email hidden]> wrote in message news:gpdNc.156522$[email hidden]... > IAWTP uwe, this guy seems to like the gaming aspect and doesn't truly > understand the simming aspect. In those terms, EA was not even close to > being in the same state, much less the same ball park, as Papy and their > NASCAR sims. You can have both a simulation and a game, they are not mutually exclusive. How is a career mode not a simulation of something that happens in real life? I like career modes. Dirt Track Racing and Leadfoot have some great career modes, and its good NASCAR Thunder for the PC finally got one too. You start thinking strategicly when every crash or bump you make costs you money and can hurt you in the long run. > > EA "swears" they are going to go after and win over the simmers and bring > them into the small fold of gamers that already play the NASCAR Blunder > series. We'll see. If they can't get the damage, physics and onlinefeatures > implemented close to where Papy left off, You totally ignored the bit where I said Papyrus got the physics wrong. Real stock cars have power steering, but the cars in Papyrus games do not. It might not make a difference to you, but stop pretending that Papyrus has the market cornered on physical simulations. >it will be a mighty uphill > struggle. Us PC "simmers" could really care less about photorealism and > useless features like a career mode Not a useless feature, if like me you race mostly off-line. Have you even played NASCAR Thunder 2004? Or F1-C? Or NASCAR HEAT? "Papy" had plenty of competition, it's just some people didn't want to take the blinders off.
"Jason Moyer" <[email hidden]> wrote in message news:[email hidden]... > Console sales are irrelevant if you're talking about sims, since > there's been a total of 2 sims I can think of that have ever been > released on a console, and I'm pretty sure F355 was a disaster > sales-wise and RBR was released fully expecting it not do as well as > the PC version. Stop being so arrogant, OK? NASCAR HEAT and NASCAR Thunder on the PS2 both qualify as a simulation. You can make the physics just as demanding as the PC versions. Also, Dirt to Daytona is definitely in the "simulation" category, though you do have to unlock the hardest physical modelling level. The Formula 1 series by EA games is also on the console. And Gran Turismo definitely is a simulation in many ways. Sure, there is no damage modelling but it gets many other things right. > It is? I've never found any way to adjust power steering in either of > those titles, and there's nothing in the physics parameters for either > that has anything to do with power steering. Adjust the speed sensitivity of the control. Speed sensitivity is a part of most power steering mechanisms. Even Sports Car GT from ISI had speed sensitivity. Linearity is not the same as speed sensitivity. > I never had the impression ISI knew much about > NASCAR, nor did they really seem to care about the license the way > they did with the F1 titles. ISI isn't working on NASCAR Thunder, I believe it is Tiburon or some other EA developement team.
There's a "cult of Papyrus" that says they can do no wrong, that their games are the right way, blah blah blah. It's like arguing with a Jehovah's Wittness, ultimately it's just a waste of breath. They have the convictions that would make the Jesuits envious. I think we need a new newsgroup. Comp.sys.ibm.pc.games.racing. For discussiong would be any racing game, no matter wheather it was sim or arcade, or anywhere in between. Papyrus fans would be welcome but the focus of the group would be racing games in general.
What rubbish! Grand Prix Legends, for example, has been a fixture on my series of computer systems since The Day and yet I have only once raced online with it. Even now I am bashing it to death once again as I enjoy the 1965 mod. Geoff Crammond's "Grand Prix" series - up to and including GP3 - was also a fixture yet the only leagues I ever took part in were off-line. So please don't generalise. Bruce. "Tony Rickard" <[email hidden]> wrote in message news:tsbNc.8509$[email hidden]... > Absolutely. An offline career mode is fun but without the online aspectsits > once completed it just sits on the shelf just like an FPS.
"magnulus" <[email hidden]> wrote in message news:2A9Nc.1904$[email hidden]... > > And let's not mention the total absence of a career mode, or any other > frills, in Papyrus games. The only focus that they did well at was online > racing. Granted, it's no small feat to get 42 players online all on one > server playing the same game, racing around a virtual world at highspeeds. > And for that, they deserve praise. But beyond that, as games, they are > sterile affairs that will only appeal to hardcore "sim-ers" (can't use the > word game with these folks) who hold their noses up in the air ever so > slightly above the rest of us. This is simple - any "sim" released post GPL that doesn't do multiplay properly like Papy sims is worth nothing. About the only thing I use AI for these days is to check where cars slow down to pit speed limits - end of story. It's the same old story - there's those that wanna jump on in and kid themselves they're Jack Brabham (quick fix) and then there's those that want a "sim". Racing against human controlled cars is infinantly more realistic than AI - in fact that aspect is not even sim - it IS reality. With what Papy offer with GPL and Nascar 2003 + mods, there will be no need to look at anything that fails to equal these titles so far as multiplay is concerned - not in my book anyway. I hope GTR is done right.
"magnulus" <[email hidden]> wrote in message news:JRjNc.18582$[email hidden]... > > You can have both a simulation and a game, they are not mutually > exclusive. How is a career mode not a simulation of something thathappens > in real life? > But why would you want a company wasting time on that? Most of the freaks can't even get multiplay right! Join a league - there's your career mode right there pal! :) Why simulate what you can have on the net, in real life, anyway? > > You totally ignored the bit where I said Papyrus got the physics wrong. > Real stock cars have power steering, but the cars in Papyrus games do not. > It might not make a difference to you, but stop pretending that Papyrushas > the market cornered on physical simulations. > Papy do simulate that - it's called a non FF wheel!
"David G Fisher" <[email hidden]> wrote in message news:[email hidden]... > Once again, just like six years ago, it was *immediately* apparent thatthe > tires had too little grip. Never understood how that could of been so > vehemently denied by so many here. Finally admitted the truth tothemselves > after about four years (and Kaemmer saying it himself). I did enjoymyself, > but this never ending "Papyrus > makes the most ultra-realistic sims" stuff is just nonsense. F1C is easilya > more realistic experience IMO. > I don't know who to agree/disagree with here. Has GPL got too little grip or has the TA mod for N2003 got too much? :) After spending the last 4 months with TA I'll bet I'd be one of the "GPL is too slippery" advocates. I remember thinking TA was hooking up too well when I first started doing laps, especially on the GPL tracks where direct comparison is possible. But the technological differences are so great that I'm able to give the TA physics the benefit of the doubt at least. Seems very realistic to me - since times at Bathurst are 4 sec quicker than V8 Supercars, about exactly what you'd expect from engines spinning about 500 rpm more and a little more rubber, I'm very convinced. It's easy to jump to the conclusion that if it's not as difficult as GPL then it's not as realistic.
"Tony Rickard" <[email hidden]> wrote in message news:tJbNc.8535$[email hidden]... > "magnulus" wrote: > > > Papyrus self-destructed. That's what it sounds like to me (althoughno > > doubt Vivendi's mismanagement of all their gaming software divisionswas > > part of the problem). EA's racing simulations/games are far more > > approachable and don't just sell to gearheads and hardcore simulation > > nuts, and as the many mods show, not all race simulation fans areadverse > > to EA's approach. > > Once the cash cow of Nascar sims was lost due to Sierra no longer havingthe > license there was no real use for Papyrus at Vivendi. There were all sorts > of rumours they were to move into consoles. > One of the VU big wigs was seen in a shop recently, wallet bulging, asking to buy a real hard core sim. He got all upset when the salesman told him that the market was full of shit for brains monopoly players and thus no such thing was available. In fact, the whole planet was full of so many pitiful products that it made having excess money almost meaningful. The VU fella continued to be in disbelief that all his money couldn't get him a good sim and continued ranting to himself. Out of nowhere, this other bloke, rumoured to be a hardcore simmer, pulled a gun and blew the ranter's head clean off. He then put the gun away and walked out of the store shaking his head, never to be seen again!
On Tue, 27 Jul 2004 05:22:24 GMT, "Byron Forbes" <[email hidden]> wrote: > I don't know who to agree/disagree with here. Has GPL got too little >grip or has the TA mod for N2003 got too much? :) Both. Jason
"Bruce Kennewell" <[email hidden]> wrote in message news:[email hidden]... > What rubbish! > > Grand Prix Legends, for example, has been a fixture on my series ofcomputer > systems since The Day and yet I have only once raced online with it. > Even now I am bashing it to death once again as I enjoy the 1965 mod. > > Geoff Crammond's "Grand Prix" series - up to and including GP3 - was alsoa
Quoted text (13 lines)> fixture yet the only leagues I ever took part in were off-line. > > So please don't generalise. > > Bruce. > > "Tony Rickard" <[email hidden]> wrote in message > news:tsbNc.8509$[email hidden]... > > Absolutely. An offline career mode is fun but without the online aspect > sits > > once completed it just sits on the shelf just like an FPS. > >
"Bruce Kennewell" wrote: > What rubbish! > > Grand Prix Legends, for example, has been a fixture on my series ofcomputer > systems since The Day and yet I have only once raced online with it. > Even now I am bashing it to death once again as I enjoy the 1965 mod. Bruce, I was referring to career modes as referred to by the other poster, where you start in a lower series and work your way up. A bit like an FPS once you have done it on the hardest level do you start it over again? Rather than general offline racing against the AI. If that is decent enough then that can be equally good fun, but most career mode games I have seen don't have that quality of AI, the challenge is getting up the ladder. I am generalising again so I'll stop there :)
"Tony Rickard" <[email hidden]> wrote in message news:ponNc.9003$[email hidden]... > Bruce, I was referring to career modes as referred to by the other poster, > where you start in a lower series and work your way up. A bit like an FPS > once you have done it on the hardest level do you start it over again? > > Rather than general offline racing against the AI. If that is decentenough > then that can be equally good fun, but most career mode games I have seen > don't have that quality of AI, the challenge is getting up the ladder. Iam > generalising again so I'll stop there :) > > If you can beat all these games on high difficulty, then you have my respect (I seriously doubt you have beat GPL, though). However, I have not beat them all on high difficulty. And my guess is that it is quite hard to do so. So I can be safely sure there will always be some challenge in the singleplayer games.
"Byron Forbes" <[email hidden]> wrote in message news:[email hidden]... > But why would you want a company wasting time on that? Most of the > freaks can't even get multiplay right! Join a league - there's your career > mode right there pal! :) Why simulate what you can have on the net, inreal > life, anyway? > Most people cannot have a real life racing career. That's the most obvious difference. Also, why should I jump on the net? Can I be sure that I won't just end up spoiling everybody else's fun? How would I be pitted against players of similar experience and ability? Maybe in the future they will be able to integrate a multiplayer game as part of a career mode. It wouldn't be impossible. Motor City Online was a failure, but that doesn't mean other efforts would be doomed. > > Papy do simulate that - it's called a non FF wheel! That's not the same. FF doesn't change the fact there is no speed sensitive steering, it just takes away the feedback.
"magnulus" <[email hidden]> wrote in message news:sInNc.19852$[email hidden]... > > "Byron Forbes" <[email hidden]> wrote in message > news:[email hidden]... > > But why would you want a company wasting time on that? Most of the > > freaks can't even get multiplay right! Join a league - there's yourcareer
Quoted text (10 lines)> > mode right there pal! :) Why simulate what you can have on the net, in > real > > life, anyway? > > > > Most people cannot have a real life racing career. That's the most > obvious difference. > > Also, why should I jump on the net? Can I be sure that I won't just end > up spoiling everybody else's fun? How would I be pitted against players
of > similar experience and ability? > > Maybe in the future they will be able to integrate a multiplayer game as > part of a career mode. It wouldn't be impossible. Motor City Online wasa
Quoted text (7 lines)> failure, but that doesn't mean other efforts would be doomed. > > > > > Papy do simulate that - it's called a non FF wheel! > > That's not the same. FF doesn't change the fact there is no speed > sensitive steering, it just takes away the feedback.
FWIW, the speed-sensitive steering settings many driving games have used over the years (though never Papy as I recall) have nothing whatsoever to do with simulating real world power steering. All they do is reduce your raw inputs by some factor as your speed increases, and in fact were originally kludges to simulate the lack of inertial effects in the physics modeling. Once proper physics models were introduced, it became a redundant feature, though obviously one some people still wanted to see. It's basically become a help-feature along the lines of ABS or TC. But one would be mistaken to call it realistic. Does reality have a slider? ;-)
On Tue, 27 Jul 2004 03:43:27 -0400, magnulus wrote: > Also, why should I jump on the net? Can I be sure that I won't just end > up spoiling everybody else's fun? How would I be pitted against players of > similar experience and ability? You'll never find out unless you try it yourself. Especially with the GPL crowd, I have found mostly courteous drivers that won't mind a bump or two if you let them know in chat that you're a newbie and will do your best to try and stay out of the way. If you use common sense guidelines (just pretend you're racing on your local, real-life kart track) I see no reason at all how or why you'd "spoil everyone else's fun". Just give it a go and you'll be hooked in no time. (now that is something you'd want to avoid if you value your social life ;-) 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
Quoted text (7 lines)> > Bruce, I was referring to career modes as referred to by the other > > poster, where you start in a lower series and work your way up. > > A bit like an FPS once you have done it on the hardest level > > do you start it over again? > If you can beat all these games on high difficulty, then you have my > respect (I seriously doubt you have beat GPL, though).
GPL doesn't have a career mode though. Though it does have a championship, and yes there is plenty of challenge to win the championship at the harder levels. Personally I think relatively few would have played this for more than 5 years without the online aspect, but I will no doubt be proven wrong!
I've yet to have this answered by anybody. How can anything be called a sim if you have to drive it like you are flying a kite or sitting on the front bumper? "magnulus" <[email hidden]> wrote in message news:0%jNc.45200$[email hidden]... > And Gran Turismo definitely is a simulation in many ways. Sure, thereis > no damage modelling but it gets many other things right. >
"Tony Rickard" <[email hidden]> wrote in message news:JMfNc.8873$[email hidden]... > "David G Fisher" wrote: > After running the 1965 mod which has revised grip levels I would agree. If > you get time give it a go, it is a worthy experience and updates what you > correctly describe as a flaw in the original model. Tried it last night and I think it feels much better. Going to go online later and see if I can find a decent race at WG. I'd like to try the '67 cars with the new grip levels though since the cars are faster. > > I did enjoy myself, > > but this never ending "Papyrus > > makes the most ultra-realistic sims" stuff is just nonsense. F1C iseasily > > a more realistic experience IMO. > > It does work extremely well on-line though and probably still gives the > greatest experience of on-line racing on road courses available even now > with the 65 mod. I have a tremendous time racing online with tthe TPTCC cars in RASCAR. Neil and Ginger are always great competition, and the racing is usually extremely close. Unfortunately we don't have enough TPTCC road races in RASCAR during the Cup season. A really close race in F1C though is probably the biggest thrill online for me though, since it's such a high paced experience, and there's no room for error at all in the modern F1 cars. . > > You can drive GPL like any other sim, and the results will be the same. > > Bottom line, it's just > > a game like all the rest. :-) > > Troll !!!! I have to try harder. :-) -- David G Fisher
"David G Fisher" wrote:
Quoted text (7 lines)> > After running the 1965 mod which has revised grip levels I would agree. > > If you get time give it a go, it is a worthy experience and updates > > what you correctly describe as a flaw in the original model. > > Tried it last night and I think it feels much better. Going to go online > later and see if I can find a decent race at WG. I'd like to try the '67 > cars with the new grip levels though since the cars are faster.
Me too (and many others!). There is a 68 mod in the works for this. The concern with modding the 67 cars is that it invalidates the records. Doesn't bother me cos I don't have any! So we have to wait :( > A really close race in F1C though is probably the biggest > thrill online for me though, since it's such a high paced experience, and > there's no room for error at all in the modern F1 cars. I just can't get into it. Maybe it is because my initial interest was rallying and I don't have the right driving style. Maybe I just prefer the feel of Papy sims. Maybe it is because I don't like FF. Perhaps I'll give it another go... Cheers Tony
On Tue, 27 Jul 2004 22:51:08 GMT, "Tony Rickard" <[email hidden]> wrote: >The >concern with modding the 67 cars is that it invalidates the records. The silly thing is, if they change the drag as well as the tire model, in theory the laptimes should be higher at almost every track.
JP 27 Jul 2004 23:45 UTC↳ reply to jason moyer#33910
Jason Moyer <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> On Tue, 27 Jul 2004 22:51:08 GMT, "Tony Rickard" > <[email hidden]> wrote: > > >The > >concern with modding the 67 cars is that it invalidates the records. > > The silly thing is, if they change the drag as well as the tire model, > in theory the laptimes should be higher at almost every track.
That whole argument(records invalidation) is more than silly.
"Tony Rickard" <[email hidden]> wrote in message news:dJxNc.9466$[email hidden]... > GPL doesn't have a career mode though. Even former Papyrus people admit the lack of frills and the high difficulty contributed to its poor sales. They wanted to put Formula Ford and F3 training cars in, maybe Sierra rushed out the game.
"Steve Blankenship" <[email hidden]> wrote in message news:[email hidden]... > FWIW, the speed-sensitive steering settings many driving games have used > over the years (though never Papy as I recall) have nothing whatsoever todo > with simulating real world power steering. All they do is reduce your raw > inputs by some factor as your speed increases, and in fact were originally > kludges to simulate the lack of inertial effects in the physics modeling. As I understand it, several power steering systems have a heavy feel at low speeds, then they lighten up as the car increases in speed. The purpose is to make it easier to turn at high speeds, making smoother, gradual turns and movements. "Speed sensitive steering" in games is an approximation of this effect. It helps make the amount of wheel lock you need to turn more predictable. It also acts to damp the forces at high speed. In Papyrus games, at high speed the forces can become quite aggressive, but if you turn down force feedback, at low speed they become almost nonexistant. > Once proper physics models were introduced, it became a redundant feature, > though obviously one some people still wanted to see. It's basicallybecome > a help-feature along the lines of ABS or TC. But one would be mistaken to > call it realistic. Does reality have a slider? ;-) In real life you can no doubt adjust the power steering on a car for different speeds or feel (though I'd imagine, most people don't). If you want more forces and less speed assistance, you can always turn the setting down. I usually leave it at 50-70 percent. It gives me some feedback about the forces on the car, but not so much that it becomes difficult to drive. People can and do race with joysticks, yet this isn't realistic, either.
"Phillip Malphrus, Jr." <[email hidden]> wrote in message news:[email hidden]... > I've yet to have this answered by anybody. How can anything be called asim > if you have to drive it like you are flying a kite or sitting on the front > bumper? > Well, I suspect for Gran Turismo 3, it was difficult to model every single cockpit in the cars- maybe it didn't fit with the look they wanted, after all Polyhpony's previous GT games didn't have cockpits either. Personally, I would have preffered a generic cockpit. Bumper and hood cam's don't make or break a game for me, though. And many racing games on consoles do have cockpit views.
Jason Moyer wrote: > If you want a game with a career mode, buy a PS2 and play Gran Turismo > or something. The intended market for a Papyrus sim is the same as > the intended market for a game like IL-2 or Mig Alley or Flight > Simulator. People who want a believable experience first and > foremost, with everything else being a bonus. Here's a hypothetical question: Would Falcon 3.0/4.0 have been such a success if it didn't include a dynamic campaign? The dev's could have said "Here's your simulator, and we're including canned missions. A sim is a sim; you need no gameplay." (In this analogy: simulator is NASCAR Racing ****, and canned missions is the championship.) The reason I bought Falcon 3.0 was due to the physics /and/ campaign, and I bought Falcon 4.0 over Back to Baghdad because of the dynamic campaign. Food for thought? :) -Will
jason moyer 28 Jul 2004 05:28 UTC↳ reply to JP#33927
On Tue, 27 Jul 2004 18:45:19 -0500, "JP" <[email hidden]> wrote: > That whole argument(records invalidation) is more than silly. Being that I cared about GPL rank for all of about 2 months (if you combine all my 1-2 week sessions of hotlapping) I'd tend to agree. It's funny that I do thousands of laps a week in n2003 and I don't think I've ever bothered finishing any of the ranks or keeping my laptimes up to date. Jason
"magnulus" <[email hidden]> wrote in message news:N6ENc.21969$%[email hidden]... > > As I understand it, several power steering systems have a heavy feel at > low speeds, then they lighten up as the car increases in speed. Thepurpose > is to make it easier to turn at high speeds, making smoother, gradualturns > and movements. Nope; in fact, just the opposite - speed sensitive PS systems are mainly a passenger car item. They increase boost at low speeds, primarily to make steering effort easier for parking. Racing-type systems that I'm aware of are linear in boost. The only implementation I can imagine where higher boost at high speeds might possibly be useful is in F1, where there is enormous high-speed downforce involved. Nascar does have downforce, but is not such an extreme situation. > "Speed sensitive steering" in games is an approximation of this effect. > It helps make the amount of wheel lock you need to turn more predictable. > It also acts to damp the forces at high speed. In Papyrus games, at high > speed the forces can become quite aggressive, but if you turn down force > feedback, at low speed they become almost nonexistant. Nope again; I would suggest the increased downforce and inertial effects are what you're feeling (and attempting to dial out). The same happens in the ISI F1 sims at high speed if you don't use an aid to minimize it - you can easily feel the steering load up on long straights in F1C. > In real life you can no doubt adjust the power steering on a car for > different speeds or feel (though I'd imagine, most people don't). If you > want more forces and less speed assistance, you can always turn thesetting > down. I usually leave it at 50-70 percent. It gives me some feedbackabout > the forces on the car, but not so much that it becomes difficult to drive. > > People can and do race with joysticks, yet this isn't realistic,either. Your point about joysticks has some relevance here. As I noted before, the speed-sensitive steering in games/sims doesn't directly affect the forces at all. What it does at say, 50%, is to simply reduce your steering input gradually as speed increases so that at top speed it's reduced by 50%. So 20 degrees of lock at your wheel would only be interpreted as a 10 degree turn at top speed (or whatever speed the game brings in the full effect). It does make the car feel more settled, for sure and means you don't have to be as precise in your driving. As I also noted, it's basically a help function. And it's primarily left in to accommodate users with marginal controllers (like joysticks, or even cheap wheels with a narrow rotational range) who might otherwise find the game too difficult to control if they run enough steering lock to get around hairpins. As far as reality goes, as of a year or two ago such systems are beginning to make their way into passenger cars, such as the 7 and 5 series BMW's. But again, it's mainly to make parking and low-speed maneuvering easier and is phased out at pretty low speeds. Papy uses exactly such a system with their games, from GPL on; it boosts the lock at low speeds for use in hairpins and pit stalls. They only allow you to turn it on or off in a config file, not with a slider in the game menu. Whatever settings you like to use is fine of course. They're YOUR games, after all. But you might try to understand better what the effect actually is before suggesting that a company is derelict in their adherence to reality by leaving it out.
JP 28 Jul 2004 21:33 UTC↳ reply to jason moyer#33866
Jason Moyer <[email hidden]> wrote in message news:[email hidden]...
Quoted text (12 lines)> On Tue, 27 Jul 2004 18:45:19 -0500, "JP" <[email hidden]> wrote: > > > That whole argument(records invalidation) is more than silly. > > Being that I cared about GPL rank for all of about 2 months (if you > combine all my 1-2 week sessions of hotlapping) I'd tend to agree. > > It's funny that I do thousands of laps a week in n2003 and I don't > think I've ever bothered finishing any of the ranks or keeping my > laptimes up to date. > > Jason
Yeah, me too. I'll take an online race instead anyday.
"Steve Blankenship" <[email hidden]> wrote in message news:[email hidden]... > The same happens in the > ISI F1 sims at high speed if you don't use an aid to minimize it - you can > easily feel the steering load up on long straights in F1C. But I don't necessarily want the forces to dominate the wheel to the point I don't have good smooth control (and FF wheels aren't the most precise to begin with). That's why the speed sensitive steering is useful. It's not an aid, it's part of the control config, and it certainly is not a cheat and won't turn a bad driver into a good one. It's my understanding that power steering is rarer in F1 cars (I'm not sure if it will remain legal, I'm not an F1 expert), but all NASCAR racers in modern times have had them.
My point is simple - if a sim hasn't got the online right then I'd say the last thing they should be focusing on 'til they get the online right is AI/Career modes. As far as GPL's lack of sales, I'd say it's because of the era - most people think it's about old tubs wobbling around the track. I was highly uninspired when I first heard about GPL - my reaction was "why not a CHAMP Car or present F1 sim". That all changed when I saw the cars/tracks in action though. But for the average goose browsing the shelves at the local games store, GPL would get very fleeting interest, irrspective of game modes. "magnulus" <[email hidden]> wrote in message news:ADDNc.9072$[email hidden]...
Quoted text (10 lines)> > "Tony Rickard" <[email hidden]> wrote in message > news:dJxNc.9466$[email hidden]... > > GPL doesn't have a career mode though. > > Even former Papyrus people admit the lack of frills and the high > difficulty contributed to its poor sales. They wanted to put Formula Ford > and F3 training cars in, maybe Sierra rushed out the game. > >
On Wed, 28 Jul 2004 22:39:04 -0400, "magnulus" <[email hidden]> wrote: > It's my understanding that power steering is rarer in F1 cars (I'm not >sure if it will remain legal, I'm not an F1 expert), but all NASCAR racers >in modern times have had them. Power steering in F1 was first used in the early '90s, since 6-7 years or so all F1 cars have power steering. There was a suggestion a couple of years back that it would be banned, which I think a load of... Hell, even a $12000 shopping trolley has power steering these days. However I think if you're american the view may be little skewed when it comes to power steering... ;) The american cars I've driven had an insane amount of gain in the servo system that made road feedback through the wheel non-existant. You know, like you could turn the wheel with your pinky. Quite different in european cars, IME. I would think a racecar power steering system would be tunable and have rather small gain to get some surface feel, but I'm just pulling stuff out my wazoo really, OTOH.
Magnus Svensson wrote:
Quoted text (9 lines)> On Wed, 28 Jul 2004 22:39:04 -0400, "magnulus" > <[email hidden]> wrote: > >> It's my understanding that power steering is rarer in F1 cars (I'm >> not sure if it will remain legal, I'm not an F1 expert), but all >> NASCAR racers in modern times have had them. > > Power steering in F1 was first used in the early '90s, since 6-7 years > or so all F1 cars have power steering.
That�s true. Power steering is used in F1 for a long time. In this season I think every car has power steering, but some drivers don�t like it, that�s why Jacques Villeneuves BAR sometimes had no power steering. A few years ago the FIA wanted to ban power steering, but I don�t remember if it became true for one year or so. However today it�s allowed, but variable power assist or any other computer controlled steering aids are forbidden. [...] Stephan
The car's yaw damping reduces at higher speeds. It is possible that a simulated car with steering lags due to the PC joystick and graphics systems may approach instability at high speed through this effect, particularly without force feedback to at least tune the stick force. Reducing the steering gain at higher speeds helps control this effect. - Matt Steve Blankenship wrote:
Quoted text (19 lines)> "magnulus" <[email hidden]> wrote in message >> >>> Papy do simulate that - it's called a non FF wheel! >> >>That's not the same. FF doesn't change the fact there is no speed >>sensitive steering, it just takes away the feedback. > > > FWIW, the speed-sensitive steering settings many driving games have used > over the years (though never Papy as I recall) have nothing whatsoever to do > with simulating real world power steering. All they do is reduce your raw > inputs by some factor as your speed increases, and in fact were originally > kludges to simulate the lack of inertial effects in the physics modeling. > Once proper physics models were introduced, it became a redundant feature, > though obviously one some people still wanted to see. It's basically become > a help-feature along the lines of ABS or TC. But one would be mistaken to > call it realistic. Does reality have a slider? ;-) > >
"Byron Forbes" <[email hidden]> wrote in message news:[email hidden]... > My point is simple - if a sim hasn't got the online right then I'd say > the last thing they should be focusing on 'til they get the online rightis
Quoted text (9 lines)> AI/Career modes. > > As far as GPL's lack of sales, I'd say it's because of the era - most > people think it's about old tubs wobbling around the track. I was highly > uninspired when I first heard about GPL - my reaction was "why not a CHAMP > Car or present F1 sim". That all changed when I saw the cars/tracks in > action though. But for the average goose browsing the shelves at the local > games store, GPL would get very fleeting interest, irrspective of game > modes.
Agreed, I didn't buy it until I found this newsgroup full of GPL posts. Sadly I suck at it but it makes NR2003 seem easier. Tim
>Thanks Larry ;-) I've been part of the "Screamers Racing League" for >well over five years now, we've been racing GPL since shortly after its >release. Founded by the great Jeff "Murchman" Murchison and his dad >nicknamed "senior", we feature remarkably low fluctuation and >interesting conversations on the mailing list, both on racing and most >of life's other issues. No *kidding*...<g> Eldred -- http://www.umich.edu/~epickett Screamers League IICC League GPLRank -6.0 MoGPL rank +267.80 Ch.Rank +52.58 MoC +741.71 Hist. +82.34 MoH:na N2k3 rank:in progress Slayer Spektera lvl 72 assassin Slayer Spectral_K lvl 38 Necro US East
>Us PC "simmers" could really care less about photorealism and >useless features like a career mode, Useless? Some of us simmers *enjoy* a career mode. Problem is, that feature hasn't been included in very many mainstream sims... Eldred -- http://www.umich.edu/~epickett Screamers League IICC League GPLRank -6.0 MoGPL rank +267.80 Ch.Rank +52.58 MoC +741.71 Hist. +82.34 MoH:na N2k3 rank:in progress Slayer Spektera lvl 72 assassin Slayer Spectral_K lvl 38 Necro US East
>A really close race in F1C though is probably the biggest >thrill online for me though, since it's such a high paced experience, and >there's no room for error at all in the modern F1 cars. Any tips? As I've said before, I'm sure you and Neil have a great time running F1C. I wish more could share that experience. It's a cool game, but the majority of us can't keep up with you two. I usually end up running this one against the AI - at least I can seel *see* them after the first laps.<g> Eldred -- http://www.umich.edu/~epickett Screamers League IICC League GPLRank -6.0 MoGPL rank +267.80 Ch.Rank +52.58 MoC +741.71 Hist. +82.34 MoH:na N2k3 rank:in progress Slayer Spektera lvl 72 assassin Slayer Spectral_K lvl 38 Necro US East
EldredP 09 Aug 2004 16:32 UTC↳ reply to JP#33306
Quoted text (13 lines)> >Jason Moyer <[email hidden]> wrote in message >news:[email hidden]... >> On Tue, 27 Jul 2004 22:51:08 GMT, "Tony Rickard" >> <[email hidden]> wrote: >> >> >The >> >concern with modding the 67 cars is that it invalidates the records. >> >> The silly thing is, if they change the drag as well as the tire model, >> in theory the laptimes should be higher at almost every track. > > That whole argument(records invalidation) is more than silly.
I agree, seing that GPLRank is basically on the 'honor system' anyway... Eldred -- http://www.umich.edu/~epickett Screamers League IICC League GPLRank -6.0 MoGPL rank +267.80 Ch.Rank +52.58 MoC +741.71 Hist. +82.34 MoH:na N2k3 rank:in progress Slayer Spektera lvl 72 assassin Slayer Spectral_K lvl 38 Necro US East
On 09 Aug 2004 16:30:37 GMT, EldredP wrote:
Quoted text (8 lines)>>A really close race in F1C though is probably the biggest >>thrill online for me though, since it's such a high paced experience, and >>there's no room for error at all in the modern F1 cars. > > Any tips? As I've said before, I'm sure you and Neil have a great time running > F1C. I wish more could share that experience. It's a cool game, but the > majority of us can't keep up with you two. I usually end up running this one > against the AI - at least I can seel *see* them after the first laps.<g>
Hey! Even I ran close with DGF for a dozen laps or so at Barcelona, so just about everyone should be able to do it! ;-) 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 09 Aug 2004 16:12:34 GMT, EldredP wrote:
Quoted text (8 lines)>>Thanks Larry ;-) I've been part of the "Screamers Racing League" for >>well over five years now, we've been racing GPL since shortly after its >>release. Founded by the great Jeff "Murchman" Murchison and his dad >>nicknamed "senior", we feature remarkably low fluctuation and >>interesting conversations on the mailing list, both on racing and most >>of life's other issues. > > No *kidding*...<g>
Actually, I wonder how many other RAS'ers share the same experience, i.e. being part of a racing league for a longer period than a single season. If you'd care to share your experiences, I'd be happy to read them. 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
Uwe =?iso-8859-15?Q?Sch=FCrkamp?= <[email hidden]> wrote in news:[email hidden]:
Quoted text (20 lines)> On 09 Aug 2004 16:12:34 GMT, EldredP wrote: >>>Thanks Larry ;-) I've been part of the "Screamers Racing League" for >>>well over five years now, we've been racing GPL since shortly after its >>>release. Founded by the great Jeff "Murchman" Murchison and his dad >>>nicknamed "senior", we feature remarkably low fluctuation and >>>interesting conversations on the mailing list, both on racing and most >>>of life's other issues. >> >> No *kidding*...<g> > > Actually, I wonder how many other RAS'ers share the same experience, > i.e. being part of a racing league for a longer period than a single > season. If you'd care to share your experiences, I'd be happy to read > them. > > Cheers, > > uwe > >
TPTCC offline leagues since N2 came out...TPTCC online leagues since N3 & Nascar HEat. A couple of breaks, missing a winter season here, or a summer season there, but pretty much just that one league...I have dabbled in a CART league for F1 mods...but we have been waiting for an update for over a year now...everytime one is near finished...the author gives up or gets goofy. dave henrie
[email hidden] (EldredP) wrote in news:[email hidden]:
Quoted text (7 lines)>>Us PC "simmers" could really care less about photorealism and >>useless features like a career mode, > > Useless? Some of us simmers *enjoy* a career mode. Problem is, that > feature hasn't been included in very many mainstream sims... > > Eldred
If you ever read my race reports, you'd know I have been in career mode all my simming life. As the only Factory sponsored MOPAR driver in any league for years...it was a lonely time. Fortunately when Nickle & Dimeler Benz came along, I was able to subcontract out and get work test flying the Eurofighter. I have had crewmembers mysteriously disappear and Aussie reporters vanish. The Team Helicopter was a Military refurbished AH 64 Apache...not great for corporate entertaining...but it had it's uses. My first year in the TPTCC league...I set a record for the least amount of wheels still on the car at the finish. Team Crew members included such folks as Shinji MyKarnogo who started out as the left front tire changer and rose over the years to Crew Chief...Before he too disappeared while showing a potential sponsor the Team Helicopter at one of the annual Bullrun 1000 races held in Colorado.. Career mode? Who needs it....:) dave henrie
Uwe Sch�rkamp wrote: > > Actually, I wonder how many other RAS'ers share the same experience, > i.e. being part of a racing league for a longer period than a single > season. If you'd care to share your experiences, I'd be happy to read > them. I've been in a few, one for six seasons, but never experienced the "family" relationship the Screamers have. Much higher rate of turnover and no "discussions" of political issues. Don McCorkle
On Tue, 10 Aug 2004 06:56:56 -0400, Woodie83 wrote: > I've been in a few, one for six seasons, but never experienced the "family" > relationship the Screamers have. Much higher rate of turnover and no > "discussions" of political issues. > Hehe, they tend to add some spice to the mix, don't you agree, Don? ;-) 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
Uwe Sch�rkamp wrote: > On Tue, 10 Aug 2004 06:56:56 -0400, Woodie83 wrote: >>"discussions" of political issues. >> > > Hehe, they tend to add some spice to the mix, don't you agree, Don? Seeing as I start most of them, yes. Don McCorkle
> > Career mode? Who needs it....:) > Sounds like you're hard on equipment(and crew members)<g> Well, I guess I'm one of the few here who would still enjoy a career mode in racing games. But remember, we're a small subset of people who play the games in the first place. I'd guess that the vast majority never even ventures online. So, they would tend to want more stand-alone features like a career mode... Eldred -- http://www.umich.edu/~epickett Screamers League IICC League GPLRank -6.0 MoGPL rank +267.80 Ch.Rank +52.58 MoC +741.71 Hist. +82.34 MoH:na N2k3 rank:in progress Slayer Spektera lvl 72 assassin Slayer Spectral_K lvl 38 Necro US East
>Actually, I wonder how many other RAS'ers share the same experience, >i.e. being part of a racing league for a longer period than a single >season. If you'd care to share your experiences, I'd be happy to read >them. > Offline ICR league run by Dave Kadlcak - Pro95, Pro96 GPL Cooper league also run by DK - two seasons, I think That league turned into COBRHA(COoper, BRm, HondA) and ran for a few seasons until Dave got married...<g> Screamers GPL league - started as a server provider, got an invite into the league, ran for 3 or 4 seasons until I went back to school. Was never able to score a win like I did in my other leagues... :-( IICC GPL - I've run with them for maybe 3 seasons, and the start of a TPTCC season. Masters of GPL - again started as a serverdude, and got an invite from a team owner. RASCAR - not sure if that counts as a 'league' in this discussion... I've been in other groups/clubs, but none that I can recall stretching over seasons Eldred -- http://www.umich.edu/~epickett Screamers League IICC League GPLRank -6.0 MoGPL rank +267.80 Ch.Rank +52.58 MoC +741.71 Hist. +82.34 MoH:na N2k3 rank:in progress Slayer Spektera lvl 72 assassin Slayer Spectral_K lvl 38 Necro US East
>> Hehe, they tend to add some spice to the mix, don't you agree, Don? > > >Seeing as I start most of them, yes. No comment.<g> Eldred -- http://www.umich.edu/~epickett Screamers League IICC League GPLRank -6.0 MoGPL rank +267.80 Ch.Rank +52.58 MoC +741.71 Hist. +82.34 MoH:na N2k3 rank:in progress Slayer Spektera lvl 72 assassin Slayer Spectral_K lvl 38 Necro US East

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