Race Sim Central
Rec.Autos.Simulators Archive

Team F1 - opinions (long)

1 post by 1 person · 03 Jan 1997 - 03 Jan 1997

Karim Khal 03 Jan 1997#351666
I have spent the New Year holidays playing Team F1 by Ascaron Software (and published by Electronic Arts). I did not find any reference to this game on the Net, and decided I'd buy it anyway then post my opinions (I wouldn't dare call it a review). Team F1 is a Formula 1 management game a la Grand Prix Manager by Microprose, so excuse me if I compare a lot. The player hires/fires people, buys/develops parts, interacts with sponsors/banks then sets up the cars and watches his cars win. The game starts on January 1st, 1995. It is impossible to rename teams (but the player's own) and drivers. You can start a team from scratch or choose to manage an existing team. One big difference with GPM is that this game is real-time. Yes, a real-time management game. At the start one has the choice between 3 difficulty levels: easy, medium and difficult. Those 3 levels differ by the amount of money the player starts with and the speed at which the clock ticks. The latter is incremented by five minutes every 7, 5 or 2 seconds, so one 8-hours work day in the game lasts 11, 8 or minutes of real-time depending on the difficulty level. When I read that I thought I'd return the game right away (the box did not mention real-time at all, but when I got into it I even liked it. Even on the hardest level one has plenty of time to do everything, and real-time adds a new dimension when the player replaces parts, overhauls the car, etc. To get a break from GPM where I took existing teams, I decided to start a new one from scratch at easy level. I did not find a way to choose my team's nationality. So the new scuderia 'Kate' is Brazilian, but has Monza as test track (the name of the test track is not given, you just 'go do a test', but Monza can't be mistaken). When I started the game on the hardest setting I found myself with the same amount of money as on the easiest level, although the manual states I should have had none. So the rate at which game time runs is the only difference I found between the difficulty levels. To build cars in his new team the player has to buy parts from other teams or suppliers. It is possible to design proprietary parts but a design department has to be set up first, then a deal has to be made with some independant supplier to build those parts (GPM allowed to build proprietary production facilities and wind tunnel, this is completely missing in TF1). It takes some time to hire a design department, as usually 1-3 people send resumes per month, and the offices at the start of the game are cramped (about 6 months are needed to expand the building so more than 6 designers can be hired - I'd let them work at home :) An interesting thing is that I can buy parts from other teams that they use in this season. Like I can buy carbon brakes from Williams, the 1995 model, even when I am a few positions ahead of them in the team championship. Since all big drivers were under contract, I hired Fittipaldi and Zanardi. My cars are a mix of 1994 and 1995 parts from Williams, Benetton, Tyrrell, Sauber, etc. Yet on my first race I get pole and second position on qualifying, and get 1st and 2nd in the race. This on the hardest level. I thought I'd get fun trying to bring a new team with hybrid cars and 'average' drivers to finish races, but now I'm tired of winning races. After 6 races, with FIA race and sponsor bonuses I got richer than Williams and Ferrari. I am far from being a genius, it's the game that's screwed. Even if I didn't know the game developers were german I would have guessed it. The tops positions are being disputed between Schumacher, Coulthard and my 2 drivers; Hill rarely gets into the points, he's mostly lagging behind 10th position. How often did we see Minardi and Ligier getting poles at Monaco, or Forti and Tyrrell poles in Argentina, with >1 sec better than others? Or Inoue in his Arrows overqualifying Hill by 2 seconds? I understand things happen, but not as often as in TF1. Another example: qualifying times at Montreal are around 1:50-1:55; at the same race lap times revolve around 1:33 (best lap 1:29). This happens at all races. I am sure I am using the 'Authentic' opponents level setting. Am I missing something here? The race, qual and training can be viewed in different views: a 3-D view or a top-down view a la GPM. The 3-D view is crappy, 320x200 with horrible colors. 10 cameras around the track are supposed to show your car but miss it most of the time:) All cars look the same, only Ferrari is easily distinguishable. Fights between Kate, Benetton and Williams cars are a mess, it wouldn't be possible to know where your car is without the position digits at the bottom of the screen. If I wanted to just a race between seasons I'd run a tape in my VCR or run a computer controlled race in GP2. The only useful view is the 'medium' or top-down view. The problem in this view is that the time runs a lot faster, a lap is done in about 5 seconds at the slowest setting. The cars are white crosses running around the track, on the players cars have _identical_ markings on them. Only a table with relative car positions is available - so much for control over the race. I liked the only view GPM had a lot more, with lap times, times between cars, etc. The only commands one can give a car are: 'come into pits', 'get out of the slipstream', 'block car' or 'let car pass'. No customizing like GPM's 'drive harder' are available. So: the 3-D or 'Slow' view is really to slow when tuning a car, time cannot be accelerated; the top-down view is too fast, a training session lasts about 3 minutes where the player has to assess results, make changes and wait for cars to do their laps. The pits are a mess. When the player goes into training or qual he is first asked if he wants to do changes for both cars. After this cars go to some kind of Ascaron-invented launchpad where they await instructions. The only available instruction is 'Go'. So if in training I launch a car, then after a few laps I decide that the fear ratio has to be shortened, to do these changes on the 2nd car I have to launch it too for one lap in order to access the garage. A car on the launchpad cannot be brought back into the garage to make settings. If that's not weird I don't know what is. In the garage the player does not see race figures like max revs, lap times, max speed, etc. You have to go to the launchpad to see them, then make a useless lap to get back to the pits to change settings. But if before going into the launchpad the player has not specified that he wanted only one lap to be done, launches the car then commands it to return to the pits - the car loses a lap. I.e. whenever a car is ordered to get back to the pits it does an extra lap, even if the command came when the car received that order on the s/f line. Also the program assumes that the player has to start his qualifying run with 20 liters of fuel (and training with around 100). These values cannot be decreased, even if it takes 9-10l to do 3 laps. Then the player must not forget to tell the crew to load say 10l on the next stop, or he gets stuck with the default 40. Nothing better to screw a qual session. The player can go beyond the official 12 qual laps, though it is hardly possible to run more than 4 four-laps rounds since the time runs so fast. Car setups: the player can manually change spoiler settings, gear ratio and engine rev limits, or can hire a Race Manager to suggest those settings. Usually those settings are OK, I am the top team, but quite inexplicably every third race the RM miserably fails. With his settings I get one car in the lower half of the field and the other does not even pass the 107%. If I fire the RM and use a consultant for that race I get about 5 positions higher. With all the money I have thanks to my winnings in the previous GPs I sell all parts and buy new ones, so I am sure it's not parts wear. The pattern of two races with 1st and 2nd position and then one where one car does not qualify is getting boring. It is possible to set up the car manually, but unlike in GPM it is not possible to fly to a track earlier to test on location, the player is limited to the free testing during the GP weekend. And due to the design problems I have already related of what happens in training the player has to do the old reload-reload-reload routine. In between races I might want to check some car improvements on my Brazilian home Monza circuit. When I ask the Race Manager for settings he does not care, he always give me settings for the next GP race track. The player can do it manually but again the interface on the track makes it boring and time consuming. I never heard any speech from the drivers or race experts as advertised on the box, only completely useless speech from the commentator, like 'Yes, he's done it, he's overtaking him', but you don't know who did what since it's almost impossible to tell one car from another. The box says 'Real data, personnalities & facts from the FIA Grand Prix season' (whatever that means), but in the 'Drivers Championship Points (all-time)' table, there is Prost on pole with 799 pts, and Verstappen and Lehto at the bottom with 10 pts, with no for instance Senna in between. (Gives a new dimension to the Jos posts in rasf1;) Enough of this, I'll go download the latest BC3K patch instead. I'll return the game tomorrow, in hope the store has GPM2 already. Without the bugs GPM would have been a lot better in terms of playability. An interesting fact that no search engine has a reference to Ascaron, and the Electronic Arts site does not feature Team F1 at all. Summary: * Good office interface (the only true statement on the box), non-existant track interface * Too easy (in terms of wins and money) on the hardest level * Strange lap times * Useless speech and 3-D view. * Too fast top-down track view, making adjustments and assessing values too difficult. Now I'd appreciate it if someone posts a detailed description of what is wrong with F1 Manager, or how debugged GPM2 is :) Sincerely, Karim ---------------------------------------- Warning: e-mail address protected by Anti-Bot Protection:) Please double any reply with an e-mail. My ISP loses them less often :(

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy