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CART PR - A plethora of points to ponder...

4 posts by 4 people · 03 Nov 1997 - 06 Nov 1997

Hi gang, At firs glance MS-CART gives the impression of being a great sim struggling to get out, but having spent some time with it I think that it flatters to deceive. By that I mean that the realism of the game feels contrived, as though the outcomes are predetermined somewhat. While driving I have the distinct feeling that my car is the Airbus of Indycar - five computers are voting on everything I try to do and deciding if I'm going to be allowed to do it or not. My own thoughts on this game overall would depend upon the judging criteria. Taken as a sim I think it's a valiant first effort but fatally flawed. Too many things not only wrong, but fundamentally wrong - issues which are intertwined with the game engine and beyond the reach of a "quick fix". That said, I really don't think this is a full-blown "simulator" in the manner of GP2, ICR2, NASCAR etc - if it is then it has managed to drag itself out of the primordial ooze a rung or two down the evolutionary ladder from the current crop. Issues like automatically steering away from CCs before you hit them, getting smoke from your rears when you slow down to a crawl, front wheelspin when in neutral(!), extremely strange relationship (if any) between what your engine sounds like it is doing compared to what it's actually doing (and the same can be said for the braking sounds). These (and a plethora of others I haven't mentioned) are pretty damning for a sim, but in the contest of a hugely entertaining piece of multi-player fun they aren't too important. That's pretty much how I see CPR, as an extremely fun multiplayer racer. It certainly WOWs you the first time out with the graphics and sound, and it gives a great feeling of being there, with the car jumping around under braking and tires chirping as the rear breaks loose. Many of these and other things seem to be exaggerated for effect, excessive suspension movements, exciting sounds, easily caught slides, I even have the impression that halfway through the season Alex Zanardi starting cutting doughnuts and these were levered into the sim so people could do them - no harm in that (they are fun after all!), I'm just making the distinction between an engine that genuinely allows you to do doughnuts through realistic modelling and an engine which has a "doughnuts" feature added onto it (like GP2's spin turn for example). Delving deeper into it I find that something feels disconnected between me and the car. In ICR2 I know whether I am on a better lap than my previous one, even if the difference is half a second or less - since the control is so precise and the engine note closely linked with the speed and gearing, you know instantly whether the car was placed more precisely than the last lap, whether you carried more speed or whether that error cost you any time. At first in CPR I found myself constantly adjusting gear ratios in the garage since the engine sounded like it was dropping out of the power band in fifth and sixth. To my surprise it always sounded like that, regardless of the changes I made. That, in conjunction with the slightly "woolly" steering makes it difficult to follow your lap, how consistently you are running. Braking into the Corkscrew is an exercise in luck for me, the car refusing to turn to an early apex even when the brakes aren't locked and the speed is down. It seems I'm "not allowed" to do that for some reason, and I can't fathom why. All that aside I am having lots of fun with CPR and will undoubtedly buy the full thing if only for racing on the Zone and hotlapping. I had two races on the Zone last night to try it out and thoroughly enjoyed it. I don't think the above comments are related to speed, my best lap is now sub 1:07 and race laps are consistently 1:10 or below (this is on Pro and with all help off of course), but I still have the impression that something else is pulling the strings with me as the advisor. It has certainly set a new standard in auto-sims for features, for presentation and for sound, and any future sims should take a good look at the crew chief, racing school, configurability, ease of multiplayer, hall of fame and such features. Perhaps not the next-step that I was looking for, but a very enjoyable game nonetheless. I'll see you all on the Zone :) Senna_McNailz is my new sign-up since I forgot my previous password :) I'll be the one doing 140mph out of the gravel at T5 ;-) Cheers! John PS - I didn't mention the AI, and that's probably for the best. "Needs attention" I should say.
% Hi gang, % At firs glance MS-CART gives the impression of being a great sim % struggling to get out, but having spent some time with it I think that % it flatters to deceive. By that I mean that the realism of the game % feels contrived, as though the outcomes are predetermined somewhat. % While driving I have the distinct feeling that my car is the Airbus of % Indycar - five computers are voting on everything I try to do and % deciding if I'm going to be allowed to do it or not. John, I think you have hit the nail on the head. My impressions are there are 2 different avenues to attack a racing simulation: 1) create the physics engine of the car/track/etc. 2) Tweak the software to mimic the results of said physics I feel that Papyrus' sims basically take tack #1. They first build a physics engine around which the simulation is based. From what I have seen MS-CART took tack #2, look at the physics and then write software that gives this effect. I think GP1 & GP2 fall somewhere in between, but weighs in more in at approach #2. That is why the difference in the "feel" between these sims. This is also why some people like one over the other. <snip> % Issues like automatically steering away from CCs before you hit them, % getting smoke from your rears when you slow down to a crawl, front % wheelspin when in neutral(!), extremely strange relationship (if any) % between what your engine sounds like it is doing compared to what it's % actually doing (and the same can be said for the braking sounds). % These (and a plethora of others I haven't mentioned) are pretty % damning for a sim, but in the contest of a hugely entertaining piece % of multi-player fun they aren't too important. I found the "official" reply to "steering away from CCs" to be totally flawed. Yeh, right, one certainly doesn't want to bang wheels in an open wheel, delicate supension machine. But, the "real world" hasn't quite gone the route of "collision avoidance systems" (not yet anyway). That's part of racing, the driver controlling the car. The sounds not related to the reality of what is happening (engine sound vs. rpm) appears to be another case of creating software that "mimics" (not simulates) the physics of a race car. <snip> % PS - I didn't mention the AI, and that's probably for the best. "Needs % attention" I should say. And unless it's addressed then your other observations about this being a delightful "multi-player" racing program is right on the money. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
maps 06 Nov 1997#381381
<... a lot of very thoughtful observations> This is the necessary welcoming for any new simulator to this group. When GP2 came out, half the threads in this group were about how it wasn't really a simulator... and when ICR2 came out, I don't remember a single positive thread about it. People crucified it, from the motorcycle sounds to the AI to the fact people considered it just a repackage of ICR... and then all those traction issues came up, got way too ugly. But in retrospect, these two are classics. I think the MS one will be a classic too one day. But I think you had some good observations- for instance, MS really does need to stay away from "canned features" like the god-awful GP2 spin. Let an "arcade mode" put all that stuff together, but the sim has got to be a sim, or it will be useless. Even the music in the menus is a turn off for me, syaing "arcade, arcade." You don't hear metal music in MS' Flight Sim, do you? Another good observation- your point that the computer seems to be deciding if it is "your turn" to win... MS really needs to watch out for this. In ICR2, GP2, CART-WS, N2, etc., you always do have the sense that you earn your wins... I occasionally also have had this sense that the cars around me are staying a certain distance from me. If this is not the case, great. But it is something for MS to be alert to. Fact is, I hope MS takes their time getting this sim right before putting it out officially. They are going to learn a lot from this group and e-mails. Lastly, remember how lousy the N2 demo was as compared to what finally came out. In this light, I'd say this MS demo is more on the mark, comparatively-speaking.
John Brown 06 Nov 1997#381382
Just as an FYI, we have no code in CART to decide if it's "your turn to win". You win based on the same criteria as in a real race: position on the last lap. there are no canned physics effects, like the power turn. You can cut donuts in CART because you have 850 hp and and normal racing tires. Cheers, John Browne CART Team
Quoted text (15 lines)>I think the MS one will be a classic too one day. But I think you had >some good observations- for instance, MS really does need to stay >away from "canned features" like the god-awful GP2 spin. Let an >"arcade mode" put all that stuff together, but the sim has got to be a >sim, or it will be useless. Even the music in the menus is a turn off >for me, syaing "arcade, arcade." You don't hear metal music in MS' >Flight Sim, do you? >Another good observation- your point that the computer seems to be >deciding if it is "your turn" to win... MS really needs to watch out >for this. In ICR2, GP2, CART-WS, N2, etc., you always do have the >sense that you earn your wins... I occasionally also have had this >sense that the cars around me are staying a certain distance from me. >If this is not the case, great. But it is something for MS to be alert >to.

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