Race Sim Central
Rec.Autos.Simulators Archive

More CPR patch beta opinions...

4 posts by 4 people · 09 Jan 1998 - 09 Jan 1998

XRaceTr 09 Jan 1998#390987
This is a long post, so for those of you with short attention spans, here's a summary of my opinions: CPR before the patch: B- CPR after the patch: B+ Based on what this patch fixed, the estimated number of patches before I'm completely happy: 3 (including this one) Why? Mainly because of St. Louis and Cleveland scenery (and accuracy in Cleveland's case) as well as the ugly brown tracks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Now, the details (best viewed with monospaced font): Equipment: ~~~~~~~~~~ Computer: Micron Millenia XKU Processor: PII-266 RAM: 96 Megs (SDRAM) Video Card: Diamond Viper 330 AGP Controller: Gravis joystick (an older cheap model) Misc. Settings: ~~~~~~~~~~~~~~~ Graphics: ALL graphics ON except steering wheel Quality: 640x480, Best, Hardware acceleration w/smoothing Clipping: 31 (maximum) Sound: 8-bit Mono Race settings: ~~~~~~~~~~~~~~ Track: Fontana Skill level: Professional Race Length: 5% (12 laps) # Cars: 20 Weather: 75 Degrees, clear Misc: Temp. effects, pit stops, tire wear, fuel cons. all on (All of the above settings were common to both the original version of CPR and the patched version...) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Frame rates: ~~~~~~~~~~~~ Pre-patch: Post-patch: ========== =========== Test session: 28-30 fps 38-42 fps Race: Start: 15-18 fps 18-20 fps In Traffic: 20 fps 25-26 fps Clear track: 25-26 fps 25-26 fps S/F Line: 18 fps 23-25 fps AI/Setup Notes: ~~~~~~~~~~~~~~~ Setup used: <Default> <Default> (NOT "Fontana Sample") Starting position: 20/20 20/20 My top speed: 214 MPH 238 MPH My position after 1 lap: 5/20 16/20 Lap # when I encountered back markers: 4/12 Never Lap # when I took the lead: 6/12 6/12 Number of cars I lapped by the finish: 15 (!) None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ My random thoughts: ~~~~~~~~~~~~~~~~~~~ - Frame rates: Improved! Yes! I didn't have time to test them at home fully, but I did a very quick test session and on my P-133 (with Viper 330 PCI), using my pre-patch settings where I was getting 15-17 fps, I saw 22-25 fps! Quite a gain there! (did not test in a race) - Null zone slider: since I was using a joystick, I can't really comment on this improvement... I never had problems with the steering on my computer at home anyway (where I have a T2) - Object brightness: the cars can be made much more visable. This is a nice improvement - no more slamming into the back of the otehr cars. I found a setting of 75-80% to be about right. Any brighter and the cars get washed out and their tires turn gray... - I thought there was going to be gamma correction for the tracks, too? Apparently not - the tracks are still too dark and way way too brown. The Cleveland surface looks about right, but the other tracks don't even come close... - AI: *Much better* than the original, but superspeedway AI still needs work. I didn't have time to test it on the other ovals, however. And forget about road courses for me - the computer ***es at *me* for my "intelligence" there... - Rain tire cheat: I didn't use it in the pre-patch version, so I didn't test the fix now. - Better default setups: Definitely. Not the best, but half the fun is finding the best setup for yourself so they shouldn't be the best. I think the new default setup is a good place for novices and experts alike to start (At least for Fontana). Good job! - Traction on grass: Cool - put it in first and floor it and just watch yourself go nowhere... Er, I mean, I don't ever end up in the grass, so I don't know..... ;-) - Being able to control the car in the pits: GREAT!! Now, just give me some way of finding my pit!! Also, how about a way to tell my pit crew what I want BEFORE I enter the pits?? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lingering complaints (most of these concern the advertised "racing reality" and were probably not intended to be part of this patch anyway... I just hope there is another patch to follow this one...): - Still no yellow flags!! - The tracks are still too brown and too dark... - Cleveland track not fixed (that annoys me). GPS precision? I think not... it's not even close. I've read that there was a problem getting the AI to work with the real Cleveland layout... uh, how about fixing what's broke instead of making up a new "reality"? - Asphalt is black. Weathered asphalt is gray. Never is asphalt brown (unless it's covered with dirt...) - I've been to Cleveland and Gateway, and the scenerey at those two tracks is just attrocious (sp??). At both tracks, the city skyline is backwards. Cleveland appears to be floating on Lake Erie (which, despite popular belief, is NOT the case!). You should be able to see downtown from the front stretch, not the back side of the course. St. Louis appears to be down river and WAY WAY too close to the track. You should only be able to see the arch when you are going through Turn 3, and then only in the distance... Papyrus/Sierra did an excellent job with the St. Louis skyline and other horizon scenery in the BGN expansion pack. I suggest MS/TRI buy a copy of that sim and take notes. - I'd like to see lap SPEEDS, not lap times, on ovals... - What is up with the brown tracks anyway?? - Michigan pit bug: still there... if you lose it in T4 and just barely hit the concrete pit surface, you're going to pit whether you want to or not... - I apprecaite the artists' beautiful work in creating the St. Louis and Cleveland skylines, but you can't have both reality and artistic license at once... I much prefer reality! - It would be nice to independantly control MY skill level and the computer cars skill level. What I mean is, sometimes I NEED help braking and shifting, but if I set the computer cars to intermediate or rookie where I can choose those settings, I can blow them away too easily. - The extra chicane at Cleveland has got to go... - Would it really be that hard to fix the track color? For what it's worth, - Mike. ============================================ Mike Holthouse - Indianapolis, IN My new philosophy is to never explain my philosophies. I wish I could tell you why. ============================================
Randy BO 09 Jan 1998#390988
I disagree (at least somewhat). I'd like to see both values shown, but time should come first. That's how its really measured on the track. You look at shaving time off your laps, not increasing average speed. They are one and the same, but in terms of measuring, its all done on the clock. NASCAR 2 is nice that they let you toggle. I'd just as soon see the time on the course and then when I go to the session results screens see both speed/time. That's how it works if you watch real CART races and look on the timing and scoring web sites. Randy Randy Magruder Staff Writer Digital Sportspage http://www.digitalsports.com/
I, too, would like to see speeds on ovals, but what I wish for more would be a comparison of qualifying speeds during the session! I have not seen this anywhere, and if you have the order shown on the pitboard, it is only a lap counter (from what I have seen). How about something like in GP2 where it would show place and speed on the dash, or on the T&S board. Dan. "Three options: Right, Fast, and Cheap. Pick Two." Like everyone else, I've changed my reply address. To reply, remove ._nospam_ from address.
Kevin 09 Jan 1998#390990
I think the track color varies based on your graphics card. If I select software rendering, the tracks are brown and ugly. When I use my Pure3D card, the tracks are a nice black/gray color. I'm not sure why this is. -- Kevin (Remove the "x-" prefix from my address in order to reply via email)

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