> >I've decided what the best thing about F1RS is. I's not the fancy
> >graphics, the great sound, or the superb handling. It's the fact that
> >you can see the front wheels. Read on...
> ne
SNIP! SNIP!
Here is a thought. I had GP1(World Circut) before ICR1. when my friend told
me about ICR1 he was going banannas over the spinning wheels..Just loved seeing
goodyear spin into a blur. So I had NO wheels and then, with ICR, WHEELS. I
didn't miss them in GP1. But I think I would in ICR1/2. So why not an option.
Everybody is screaming about making the arms/wheel of GPL a switchable item, why
not the wheels on all open wheel sims. ABC, ICR,CPR,F1RS,GP2 etc etc. That
way those comfortable with the wheels get their cake and those who don't want it
aren't forced by a programming choice to be forever boxed in.dave henrie
hi to all TPTCCers!
> Any comments?
Well, I wonder about the effect on consistency of GP2's strange
design decision (IMO) to allow time to compress/expand like
an accordian in favor of maintaining frame rate.
- Matt
Quoted text (29 lines)
>I've decided what the best thing about F1RS is. I's not the fancy >graphics, the great sound, or the superb handling. It's the fact that >you can see the front wheels. Read on... >A friend came round who's played GP2 a lot. >He saw F1RS, with me driving, and was amazed by my consistency. I was >clipping exactly the same piece of kerb, and just locking up slightly at >the last moment, in exactly the same way - lap after lap. He was amazed, >and gave me many compliments on my driving. He then pointed out how much >difficulty he had doing that in GP2. >What I had to admit to was that I was the same as him in GP2. I used to >get a bit fed up with it, because there were times when I went off, and >didn't know why or what I did wrong. This NEVER happens is F1RS. If I go >off I ALWAYS know what happened. >Eventually I worked out why. It's because I can see the front wheels, >and they are so accurately modelled. >You can SEE when you've locked up, you can place the car very accurately >in a corner, you can see when you're using too much lock and that's why >the car is understeering. Once you get used to the sim it all becomes >very natural, and because it's a sim you need this sort of feedback. >I wonder if you'll be able to see the front wheels in GP3? >I have to say "Well done UbiSoft". >--I agree that the having the front wheels is terrific. I missed them in
GP2 and am glad that Ubi thought enough to have them in the best F1
sim around.....
PAPA DOC
Pierre PAPA DOC Legrand
Infamous
Pink Flamingo Pilot...
Great comments from both Richard and Dennis. Two great sims with
striking similarities and striking differences. Both with flaws, both
with brilliant aspects.
Right now, for me, F1RS' better visibility, as Dennis points out, and
many aspects of its physics model make it my current favorite. If I
didn't have a Voodoo card, I'd be playing GP2 a lot, now that CPUs fast
enough to run it well have come into the price range which I can afford.
Alison
On Sat, 24 Jan 1998 11:37:16 +1100, "Dennis"
>>I've decided what the best thing about F1RS is. I's not the fancy
>>graphics, the great sound, or the superb handling. It's the fact that
>>you can see the front wheels. Read on...
[snip]
Alison
> > Any comments?
> Well, I wonder about the effect on consistency of GP2's strange
> design decision (IMO) to allow time to compress/expand like
> an accordian in favor of maintaining frame rate.
To my mind this is a much better solution than maintaining a 1:1 time
ratio and suddenly finding yourself 20yds down the track in a single
frame at a busy corner (ala papy's ICR).
WRT 'canned spins', I can't imagine a program designer modeling the
physics of a car in the real world, then reverting to a 'canned spin'
when the end's swap round.
Having now given F1RS a fair go, I can only say that it is a fine
siumlator, badly let down by bugs and poor design in the menu and
configuration screens. Keep rolling out the patches UBI, this product
needs them.
--
Suck The Goat
Quoted text (16 lines)
>On Fri, 23 Jan 1998 21:07:59 -0800, "Matthew V. Jessick" >>> Any comments? >>Well, I wonder about the effect on consistency of GP2's strange >>design decision (IMO) to allow time to compress/expand like >>an accordian in favor of maintaining frame rate. >>- Matt >Im very glad you posted this, I was afraid to be the only one to >realize this. That is a very crucial difference, IMO disqualifying GP2Quoted text (7 lines)
>>Well, I wonder about the effect on consistency of GP2's strange >>design decision (IMO) to allow time to compress/expand like >>an accordian in favor of maintaining frame rate. >Im very glad you posted this, I was afraid to be the only one to >realize this. That is a very crucial difference, IMO disqualifying GP2 >(though, when there was nothing better, I stuck with it for quite some >time).>Further, you'll find that time is slightly accelerated! Test it, you'll find
>that a 1:20 lap actually takes only, say 1:18. Maybe not enough to upset
Huh, I thought it was the other way around. I thought that GP2 slowed down
to make sure every frame was displayed. Making the actual time on a
stopwatch
longer than the game lap time. It didn't?
--
Header address intentionally scrambled to ward off the spamming hordes.
>>Further, you'll find that time is slightly accelerated! Test it, you'll
>find that a 1:20 lap actually takes only, say 1:18. Maybe not enough to upset
>Huh, I thought it was the other way around. I thought that GP2 slowed down
>to make sure every frame was displayed. Making the actual time on a
>stopwatch longer than the game lap time. It didn't?
Usually what you said is the case, ie you set an optimistic framerate, get
high PO, then the game slows and your watch reads longer than lap time.
But what I referred to above was when you anticipate this and instead set a
low fps to keep PO always below 100%, you'll have times where the PO drops
around 50% and a lap actually takes less time than elapsed stopwatch time. Me,
I think games like this should be real-time, period. Is it that hard to do?
Sim programmers response??
OK good I'm glad you were specific about this. I agree completely.
By contrast F1RS displays in real time as far as I know. So obviously
the bad part is whenever there are pauses the framerate will pause,
but your progress around the track does not. Kind of like warping in
Warbirds or Airwarrior. I have had pauses on turns and ended up
in the gravel with not hope of preventing it. I will point out though
that for me with P5-200MMX, 32MB ram, 3dfx and a partridge in
a pear tree, pauses of this type are *VERY* rare. Usually if I run
the game after connecting to my ISP without re-booting (reset
button after a proper W95 SHUTDOWN.
--
Header address intentionally scrambled to ward off the spamming hordes.
Quoted text (14 lines)
> >>Further, you'll find that time is slightly accelerated! Test it, you'll > >find that a 1:20 lap actually takes only, say 1:18. Maybe not enough to upset > >Huh, I thought it was the other way around. I thought that GP2 slowed down > >to make sure every frame was displayed. Making the actual time on a > >stopwatch longer than the game lap time. It didn't? > Usually what you said is the case, ie you set an optimistic framerate, get > high PO, then the game slows and your watch reads longer than lap time. > But what I referred to above was when you anticipate this and instead set a > low fps to keep PO always below 100%, you'll have times where the PO drops > around 50% and a lap actually takes less time than elapsed stopwatch time. Me, > I think games like this should be real-time, period. Is it that hard to do? > Sim programmers response??<...>
> In my experience, this is wrong. When the PO is below 100% (anywhere
>below 100%) then GP2 is in real time. I'm sure I would have noticed
>otherwise!
On my machine when PO is below 100% (like 50-70%), GP2 runs faster than
real time. I've used a stop watch to verify this, and also a friend of
mine reported the same behaviour. The only "reason" I can think of is
that after GP2 installation I've overclocked my machine from 200 to 225
(and the bus speed from 66 to 75), could this confuse GP2 ? Then again,
my friend hasn't changed his configuration...
-Teemu.
--
Quoted text (11 lines)
> <...> > > In my experience, this is wrong. When the PO is below 100% (anywhere > >below 100%) then GP2 is in real time. I'm sure I would have noticed > >otherwise! > On my machine when PO is below 100% (like 50-70%), GP2 runs faster than > real time. I've used a stop watch to verify this, and also a friend of > mine reported the same behaviour. The only "reason" I can think of is > that after GP2 installation I've overclocked my machine from 200 to 225 > (and the bus speed from 66 to 75), could this confuse GP2 ? Then again, > my friend hasn't changed his configuration...Lets do the math :o). 1:18 is 78 sec, 1:20 is... 80, yeah that's right :o). It looks as the error is
around 2 or 3 percent. Not much really and hardly noticable. What it means is that when driving on the
straight and your speedo meter is showing 300 kph, you're actually at around 307 :o). No matter what PO
you have at average below 100% the diff should not be more than around 3 percent. This is easy to check
for anyone. There are machines around now that can average 50% PO, and if the real clock then shows half
the time of the GP2 clock, I'll eat my hat :o). I bet the difference is still only about 2 to 3 percent.
/Christer, have 800 hours in GP2 below 100% :o)


































