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F1 Bug List

3 posts by 3 people · 04 Jan 1997 - 07 Jan 1997

F1 Bug List contents: Intro BUG LIST good stuff intro Good day everyone. This is a bug list I have compiled for the Plastation version of F1 racing by Psygnosis. The purpose of this document is NOT to flame Psygnosis, nor to incite a flame war on news group concerning which racing game/sim is best. There are three main reasons for this document. First, to inform people in RAS about this game. A small number of posts have been made there on this game, but people can always use more info. This is especially true because a PC version of this game will be available relativity soon. Secondly, most people in RGVS havent ever played a PC sim. Its important that they understand what a sim should have, and also that there are sims out there that dont have bugs. Third, I know that the Psy programmers know what they are doing, and I know most if not all of these bugs have already been pointed out to them, but I thought they should have a definitive list. You may get the idea from reading this that I greatly dislike Psy and will never buy another game from them again. Nothing could be further from the truth. I applaud Psy for being bold, visionary, and creative in the making of this game. Psy could have churned out yet another Ridge Racer clone, but they set there standards much higher. They just bit off more than they could chew. Making a complex sim from scratch takes years. In fact, IMO considering the time constraints that Psy had they did a great job. I hope they get it perfect the second time around. To this point, I have listed the admirable qualities of this game at the end of this writing. I have posted this document to rec.games.video.sony and also to rec.autos.simulators. Most people in RGVS are already familiar with F1 so I have the RAS people in mind most. I dont have the E-MAIL address for any of the Psy programmers and I would like to have a copy of this sent to them. I suppose it would be best for someone to E-MAIL me with the Psy address, rather than just forwarding this to Psy directly, because they might get more than one copy if various people forward this to them. Ok, here goes . . . BUG LIST NO LAP COUNTER the bottom of the screen briefly shows the lap that the leader is on when he crosses the start/finish line, but that isnt good enough. You should be able to see what lap you are on at any time. NO FUEL GAUGE Its possible to estimate the fuel amount by looking at the semi-sufficient lap counter that flashes at the bottom of the screen occasionally, so long as you remember what lap you have to pit on judging by the amount of fuel that you started with. The bottom of the screen informs you when your fuel is low, but is doesnt show until you only have about ? a lap of fuel left, so you sometimes dont make it around to the pits in time. A fuel gauge that that is visible all the time is a must. PHYSICS WHEN FRONT WING IS LOST your physics dont really become worse when your front wing is lost. some people believe that the car physics improve when your front wing is lost. I once was qualifying at Monaco and I lost my front wing by hitting three of the AI cars on the first lap. I ran the pole on the second lap without my front wing. This shouldnt even be close to possible. SHORT-CUTS ON ALL BUT 6 TRACKS The majority of the tracks have shortcuts. Adelaide, for example, has four shortcuts. You can drive right over the corners. The wheels dont lose grip when you drive on the dirt/sand. Of course, the AI cars dont know to drive slightly off the road, so they lose about ? second to you per shortcut. This adds up to 2 seconds per lap, which makes the race very easy to win. On Monaco you almost dont have to slow down at all for the chicane on the back straight, but the AI cars slow down to about 40 mph. Hockenheim is the worst. You can shortcut all three of the chicanes on that track, making that course a joke. You can drive across the grass at over 150 mph and the AI cars have to slow to 50 mph or less. Gee, I wonder who is going to win? There are only six tracks that arent completely ruined by shortcuts. NO 3 2 1 MARKERS there should be markers before each turn that let the drivers know when to break, as in real F1 racing CAR GETS STUCK IN THE PITS you dont control the car in the pits which is ok generally, but the program is very conservative when pulling you out of the pit stall. If an AI car is as close as ten to fifteen pit stalls behind you then you cant pull out. This might not sound like a big problem, but it is. Once I was driving a seven lap arcade race at Adelaide. I had the tire wear on, so I had to pit after 4 laps. I pulled into the pits with a lead of about 15 sec. My crew took about 5 sec to change my tires and then I had to sit in the pits for an additional 25 seconds waiting for my car to pull out. Of course, most of the AI cars passed me. On the instant replay I checked the rear view and found that my car wouldnt pull out when the AI cars hadnt even appeared around the corner. Thats 25 sec that the AI cars didnt lose. Obviously, you just dont have a chance when this happens. AI CARS PITTING some of the AI cars pit frequently, often on consecutive laps. This makes them quite easy to beat. Some of the AI cars dont pit at all, witch makes them next to impossible to beat, especially in a short (arcade length) race. NO SLIPSTREAMING (DRAFTING) you can call it slipstreaming, drafting, towing or anything else. Whatever you call it, it ant in there. This is particularly noticeable on courses like Hockenheim. AI CARS DONT LEAVE RACING LINE there is only racing line that the AI cars know. If you are driving on the edge of the track and the AI racing line moves out toward the edge the AI cars will run you off the road. The AI cars should know to back off if you are slightly in front i.e. they should back off and give you the line if there front tire will hit your back tire. For a more through revision, the AI should know 3 racing lines. One for when there are no other cars around. Then two more for 2 wide racing. I believe this is the way it is in the Papy games, although I really wouldnt know. The AIs in ICR2 and GP2 are well done, there isnt a good reason that F1 cant manage the same. AI CARS DONT DRIVE DIFFERENTLY ON EMPTY/FULL Im not as sure on this one as the others, but I believe that the AI cars drive the same throughout the race. Of course, this means all other things being equal you will be worse then the AI at the beginning and better at the end. AI CARS QUALIFY SLOOWWWWW the AI cars drive at about 80% in qualifying. I dont know why this is. The problem with this is that they slow you down, making a good qualifying lap almost impossible. Because they drive so slowly you are bound to catch up to at least one each lap. When .75 seconds is the difference between a good qualifying lap and a bad one this makes qualifying vary frustrating and almost impossible. AI CARS DONT QUALIFY RANDOMLY if driver X runs the pole at course Y with time Z, then he will always do so. X and Z should be variables but they are constants. The pole position shouldnt be completely random, but it shouldnt be ran by the same driver with the same time every time. CANT TURN TEXTURES ON/OFF I know that this isnt a standard option, but those of us who would like to exchange textures for fps should be able to do so. This especially should be an option for the PC version. NO REARVIEW MIRRORS OR IN CAR VIEW the closest thing to a in-car view is a view looking down on the front wing and wheels. The stuff like speed and gear that should be on a dash is put in the upper corners of the screen giving the game an unacceptable arcade look. At least you can see the front wheels, a must in my book and something that I believe is missing in GP2 if I remember correctly. But not having a real in-car view is a real minus to sim fans. What makes this problem even worse is that the dash on an in car view would take 1/3 to ? of the screen, saving enough processor power to put in real rearview mirrors. The substitute for the rear view mirrors is a button that you can press to change the view to behind you momentarily but this is lame. BAD CLIPPING there is lots of clipping on many of the tracks. For example, the track on the first turn at Interlagos is covered in blue clipping lines which makes it very difficult to get the break point correct. DAMAGE/COLLISION PHYSICS This game is supposed to be more forgiving (playable) than the more exacting PC sims but it goes to far. The cars never lose grip no matter what kind of accident you may get into. you can drive into the back of a car going 50 mph at 200 mph and instead of crashing or at least spinning off the road you come to a gentle stop. At the beginning of a race instead of braking you can just slam into the back of the other cars on the first couple turns. Its also impossible to crash out of a race no matter what. if you slam into a wall at 200 mph you bounce off and can keep on driving. NO GARAGE IN BETWEEN PRACTICE/QUALIFY/RACE if you are running qualifying you have to set your fuel low to run your best times. If you finish qualifying then the race starts and you cant set your fuel to a race level. The result is that you have to remember to pit at the end of qualifying and set your fuel to race level. This is a bad problem if you run out of qualifying laps. GOOD STUFF this game has a lot of good points, but the above bugs ruin it. The point is the game has great potential. In the interest of objectivity I will now list some of the good stuff. LIMITED GARAGE the only garage option is down force, and even that is very general. You can set your wings for one of five settings ranging from "min" to "max". the wings ... read more »
Samuel N 06 Jan 1997#352140
Quoted text (16 lines)> BUG LIST > NO LAP COUNTER > the bottom of the screen briefly shows the lap that the leader is on > when he crosses the start/finish line, but that isnt good enough. You > should be able to see what lap you are on at any time. > NO FUEL GAUGE > Its possible to estimate the fuel amount by looking at the > semi-sufficient lap counter that flashes at the bottom of the screen > occasionally, so long as you remember what lap you have to pit on > judging by the amount of fuel that you started with. The bottom of the > screen informs you when your fuel is low, but is doesnt show until you > only have about ? a lap of fuel left, so you sometimes dont make it > around to the pits in time. A fuel gauge that that is visible all the > time is a must.
Similarly, no tire wear indicator. Don't know whether real F1 cars have it, but at least they can communicate with the pits during a race. Andretti racing has it, do something similar to that. One thing that I found does a similar trick is this... On most hard turns on most tracks, there're advertising signs before them. Start braking when you go past them is a good strategy, I found. One time, I was racing in Adelaide, 100%, grand prix. I pitted, got stuck in the pits because of upcoming cars, but I kept my finger on left to pull out. When I can, my car went through the barrier, and back to the track. It started racing by itself without my control, always get stuck in 1st gear, and it believed like other AI cars. Racing on AI lines, etc... I *think*, from my obversation, the second car in a team will start to pit every lap once the first car of that team has pitted. And tell them to pull over when you lap them. :) I suspect in real life, you just can't stop the qualifying session for everyone once you got pole/are happy with your position and decide to race. Seems very unfair to me... One more thing, put in back lights from AI cars. Your own car has it, but not others. When in tunnel, you can't see other cars until too late. It's totally useless when you have one, but not the others. I care more about that's ahead of me than what's behind me when I'm going forward... That's all for the moment... :) Samuel -- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Samuel Ng Victoria University of Wellington New Zealand URL: [link lost in import: /~samuel/] Phone: 64-4-495-5233 x8193 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
psygtec 07 Jan 1997#352315
> F1 Bug List <list deleted> Consider it forwarded to the development team. Psygnosis Tech Support

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