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Precision Racing: Microsofts Cart 98 simulator

6 posts by 5 people · 19 Nov 1997 - 27 Nov 1997

Kevin Hill 19 Nov 1997#383191
I have just completed racing several races at Milwaukee (quite fun) with Microsofts newest simulation game. Precision Racing.. Let me give you some insight into the game, and tell you why this new game from microsoft is exactly like Microsofts Famous Flight Simulator Series. I have racing experience, albiet in Karts - a different beast, but I have driven fast, and at least experienced driving in a racing environment. I don't claim to be good at racing, or an expert, but I do have a little experience under my belt. Your comments and constructive criticism are welcome. First of All, let me tell you about all the things that I like. Yes, I do like some of the things that Microsoft as added to the "Racing Genre" Precision Racing (PR) simulates the physics of racing in the CART league. The physics model of the race cars feels realistic. This is the first game where I have raced where I actually had to attempt to conserve my tires for the last half my run between pit stops. Indycar, Indycar II, Nascar and Nascar II never made me feel as if my tires "went away". Imagine my surprise when I am racing first at Milwaukee turning 187mph laps in professional mode, and suddenly, after I have burned about 20 gallons of gas, I start getting loose in the turns. Just to expirement a bit, I went in for a pit stop for just 20 gallons of gas (yes, I wanted to see if it was my tires going away or just the large shift of weight from the gas I had burned). I jump out onto the track, reset my weight jack, and start turning laps, and sure enough, my tires are just gone. No grip the corners. I go in yet again, do the full pit stop and come out and turned fast laps again. The next time, I was determined to "save" my tires for the latter laps between pit stops. I turned the boost down to 1, popped my fuel up to 11. I figured that since Gas was not the determining factor on pit stops, but worn out tires were, I might as well turn up the juice - to help my car get lighter quicker. My strategy now was simple - burn rich on gas and take it easy in the corners so that my tires don't go away. The strategy worked, and I noticed that my tires now stayed with me quite a bit longer than before. Also, while I was cruising the tracks in the game, I noticed that the shifting weight of the car plays a much more dramatic role that the other Papyrus racing sims that I have raced. Apply the breaks in a fast corner, and most of the time, I understeered and dug into the corner. My rear slipping a bit? feather the throttle, throw some weight to the rear wheels and the car tightened up. cool! Another new feature which is just awesome. Microsoft sticks with their Wizard paradigm. now, instead of deciphering the various arcane settings that you can play with on your CART car, you can tell a mechanic wizard how your car handles in high speed turns, low speed turns, during braking etc.. when you complete the five questions, the mechanic then recommends changes, and asks if it is ok to make these changes. When I have used the wizard, I was instantly able to tell that changes had been made. And, furthermore, the changes related directly to how I answered the wizards questions. In Papyrus' series, I could pretty much change things drastically, and I would feel little if any change in the car. That does not mean that their models were right or wrong, it means that Microsofts game lets the racer concentrate on racing, and not on the arcane mechanics of race car trim! good move microsoft! I have a matrox Millinium and a Monster 3D card, 200MMX Pentium, 64Megs of Ram and the game is very fast with all options turned on. It gets even faster if I turn the***pit display off. Generally, I race with the ***pit display off. Pit stops are great! when you enter pit lane, the computer takes over driving your car leaving you to handle a pop down menu that asks what you want changed. The choices are quite complete: Recommended, Custom or Spash and Go You can hit enter and the crew will do what it thinks is best. (The pop down menu gives you a quick summary of this). If you choose spash and go, you will get a splash and go. If you choose custom, you have a comprehensive list of items to change - make sure that you select quickly! If you have not completed selection before you pull into pit lane, the pit crew will wait until you finish your choices before starting the pit stop. They could have changed this last part by following papyrus's lead and allow you to build up pit stop choices during racing, OR allow you to hit the escape key to pause the race and then make your choices. However, you can imagine the problems that would cause during a multiplayer race! Now, on to the downsides. Just like Microsofts first Flight Simulator simulated flight very well, but everything else was kinda lame, Precision Racing is the same kind of deal. I hope that we don't have to wait years for PR to turn into a product like Microsofts latest Flight Sim 98. Crashes are just not right - it is actually very hard to munch your car. Testing crashes involved Fontana Speedway going the wrong direction at about 200mph and crashing head on into a computer car. I was lucky, both of us drove away to continue the race unscathed. Well, I guess that microsoft created a racing game, not a crash simulator! The damage is just as bad when racing normally also. Yellows are almost never thrown unless you have damage on, and you blow some wheels off the car. Generally, if you crash into a wall, you will damage or lose a tire. If you clip a car you might crunch a wing. The car definately feels the effects of damage, and generally you can get the damage repaired during pit stops. If you do happen to damage your car, you can toggle the damage key (X) and your car will be repaired instantly. I like that feature because for someone like me, I can continue to race if I goof up. Please note however, if you do lose a tire, it will look like it was repaired, but it really is not - leading to major confusion and handling problems. The missing tire only becomes apparent when you pit and you see that one or more of the wheels is missing. It's kinda neat to watch your car cruise into the pit with all wheels, and then, the second that you stop, the damaged tires dissapear only to be replaced by the pit crew during the pit stop. The car AI is terrible. Just try and get all 35+ drivers onto a track at once! It does not work. The cars sometimes get out of your way if you are way faster, but most often, they stick to their lines and crash into you and other computer cars. When this happens you end up with a knot of crashed and moving cars in the middle of the track! No yellow flies of course!!! Then, when the computer cars try to get out of the way, they spin, and crash into each other, often taking many, many laps to clear the knot. Bottom Line? Good buy. I am pleased with spending money on this game. I am waiting for Microsoft to attend to some of the more grevious problems in the game, but computer AI aside, crash physics aside, it is a good game with a seemingly solid model based on actual racing physics. Details? PRO: Race Setup Wizard! Great car physics Good pit stop idea with the computer driving you into and out of the pits Good modelling of tire wear Good modelling of pit stops Ok flexibility of pit stop changes. CON: Racing AI sucks Computer cars get lost when they are involved in a crash Computer cars have a tough time trasitioning from 0mph to full speed Yellow flag logic almost not present at all Inability of computer cars to handle congested traffic Please write with comments or observations! -Kevin Hill
Stuart Boo 22 Nov 1997#383573
>I have just completed racing several races at Milwaukee (quite fun) with >Microsofts newest simulation game. Precision Racing.. [munch] Many thanks for the review. I'm just starting to try and determine where CPR sits with regards to Papyrus' excellent products. Seems like the AI is the big factor against MS's attempt. Quick query for you: what are the multi-player options in this game? Like N2: Modem, serial, IPX? Ta, Stuart -- Stuart Booth Somewhere in Buckinghamshire, England, UK Note: My email address is in disguise! Remove trailing Z
Jim Getzen 23 Nov 1997#383765
The upcoming patch is supposed to address the AI. Hopefully, it will do a good job of it. Better still -- free 8-player internet racing via the Internet *** Zone. Racing against real people sure beats driving against the current AI! Jim Getzen Unofficial CART Precision Racing HQ http://members.home.net/getzen/
Paul Sander 25 Nov 1997#384083
>Better still -- free 8-player internet racing via the Internet *** Zone. >Racing against real people sure beats driving against the current AI! Also, remember the Zone is not mandatory. You can play over the internet as long as one player hosts. You just need to get your IP address to everyone involved. -Paul
Stuart Boo 26 Nov 1997#384234
>>Quick query for you: what are the multi-player options in this game? >>Like N2: Modem, serial, IPX? >Better still -- free 8-player internet racing via the Internet *** Zone. >Racing against real people sure beats driving against the current AI! Thanks for the info, but what is this I.G.Z? Seems to me, from the sound of it, that I'll have to dial up to my ISP via my modem to access it. In which case it'll cost me, and therefore I can't play with my friends over our own peer2peer network! Does it support normal IPX play as well as this I.G.Z? Cheers, Stuart -- Stuart Booth Somewhere in Buckinghamshire, England, UK Note: My email address is in disguise! Remove trailing Z
John 27 Nov 1997#384431
Yes normal IPX is supported and I have played it over a LAN before. Thanks John The APEX - The source for CART Precision Racing setups, editing, FAQ's, and more! [link lost in import] >>>Quick query for you: what are the multi-player options in this game? >>>Like N2: Modem, serial, IPX? >>Better still -- free 8-player internet racing via the Internet *** Zone.
Quoted text (19 lines)>>Racing against real people sure beats driving against the current AI! >Thanks for the info, but what is this I.G.Z? Seems to me, from the >sound of it, that I'll have to dial up to my ISP via my modem to >access it. In which case it'll cost me, and therefore I can't play >with my friends over our own peer2peer network! >Does it support normal IPX play as well as this I.G.Z? >Cheers, >Stuart >-- >Stuart Booth >Somewhere in Buckinghamshire, England, UK >Note: My email address is in disguise! Remove trailing Z

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