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Rec.Autos.Simulators Archive

Serious comments and Q's about Cart Precision Racing (no flames please)

3 posts by 3 people · 27 Jan 1998 - 29 Jan 1998

Well, I gave myself a week to evaluate the patched version of CPR and here are my comments and some questions for those of you that have considerably more saddle time. I never ran the unpatched version so my comparisons are the demo (which I assume is like the unpatched) and the patched final version. Other racers that I have driven are GP2, Nascar2, Toca (demo), F1RS(demo), ICR2(demo), Int. Rally Car Champ. and a bunch of others that fall into the arcade category (Screamer2, Pod....etc.) I'm currently running a P200mmx w/3Dfx. First, I think this sim is one heck of a nice attempt for a 1st shot coming out of the blocks for TRI and MS. The graphics are state of the art (w/3D card) and give a sense of immersion into the whole racing environment. The sounds are the best I've heard from any sim. There are enough settings to keep the racing enthusiast busy for a long time and the racing engineer (that helps you set the car up) is a fantastic innovation. There is plenty of customization available for a wide range of driving tastes (in car, behind, hud...etc.) Handling is trickier to call. For my first few hours behind the wheel of these Carts I was convinced that the steering was totally wrong. I was soooo loose and tried everything from monkeying around with all the nonlinearity and speed sensitivity settings in the game to recalibrating my controller settings. Still, out on the track I felt like I was driving a minivan in a 50mph crosswind with a steering wheel shaft made of ***. Hours later and several visits to the garage engineer have tightened up my steering considerably. The verdict is still out but, based on the huge improvement with only 20 hours under my belt, I may well find that the problem with the steering was me. Not to beat a dead horse but the artificial intelligence of the demo is so bad as to be unplayable. They knock you off line, slam into the back of you and make nearly complete stops for what appears to be no apparent reason. Your only chance is treat them all as DWI nuts and give them a wide berth. Of course, this makes racing against them dicey at best. Unfortunately, the patched AI has lots of problems too. While they no longer seem to slam into you at the slightest provocation their collision avoidance leaves a lot to be desired. They seem to see you if you are following the racing line but god forbid you spin and slide up the track. If you cross the line in a slide or spin they will slam into you without any attempt at avoidance and keep pushing you down the track as long as you are in front of them. They also seem to still enjoy pushing you through corners when you are going a little too slow for their taste. Excuse me? Do you really think drivers of open wheel cars like to bash their delicate air dams into the rear wheels of their opponents? Final verdict? Well, I find myself reaching for the MS Cart CD more and more and leaving the GP2 and Nascar2 CD's to collect dust. Of course that means I am spending more and more time online to find worthy opponents and less time racing against the computer. I think this is a worthy sim that warrants consideration in any avid racers library. Unfortunately, I fear Microsoft will follow in their previous footsteps (i.e.. Flight Simulator) and not issue patches to fix the broken stuff but instead package the fixes into Cart Precision Racing '98 with some other "extras." Some other disturbing bugs I have noticed are: 1. Selected race in multiplayer games keeps switching back to Miami as new racers enter the forum. 2. Multiplayer racers ending up in their own private race instead of together on the track. 3. The occasional lockup after entering and leaving multiplayer races several times. Some curious missing elements are: 1. How can MS talk in the racing school of trailing braking then not include separate axis control for the accelerator and brake? 2. Why no yellow flags when there are accidents? In fact, there is a curious absence of flags in general...except for that dreaded blue flag that tells you the AI is about to slam in to the back of your vehicle. 3. Why no changing weather? Again, a nice first attempt. A great multiplayer game...weak racing against the computer. -- Please remove the NOSPAM from my email address to reply to me directly. I am sorry for this inconvenience but I have been overwhelmed by junkmail.
Target 12 27 Jan 1998#394084
I think the AI is great with the patch. So far I don't have any compliants about it. I did a quick race at Miami with some great racing action by the AI. I can hardly wait to see if Papyrus makes CART Racing 2 (would orginally be ICR3) as good of a CART game as Microsoft did.
I agree. There have been a lot of justified negative comments about CPR around here, but it does have redeeming qualities. AI needs improvement for sure, but for me, it's not a show stopper. Given a chance, it is simply fun to play. It's immersive, gives a great impression of speed, and the sounds are wonderfully impressive. Yea, it's misses the boat on some technicalities; and yes, I wish MS would address these further in another patch, but it's still quite enjoyable. As a medium-core simmer, I give it four out of five stars. Dave
Quoted text (15 lines)>Well, I gave myself a week to evaluate the patched version of CPR and here >are my comments and some questions for those of you that have considerably >more saddle time. I never ran the unpatched version so my comparisons are >the demo (which I assume is like the unpatched) and the patched final >version. Other racers that I have driven are GP2, Nascar2, Toca (demo), >F1RS(demo), ICR2(demo), Int. Rally Car Champ. and a bunch of others that >fall into the arcade category (Screamer2, Pod....etc.) I'm currently >running a P200mmx w/3Dfx. >First, I think this sim is one heck of a nice attempt for a 1st shot coming >out of the blocks for TRI and MS. The graphics are state of the art (w/3D >card) and give a sense of immersion into the whole racing environment. The >sounds are the best I've heard from any sim. >There are enough settings to keep the racing enthusiast busy for a long
time
Quoted text (17 lines)>and the racing engineer (that helps you set the car up) is a fantastic >innovation. There is plenty of customization available for a wide range of >driving tastes (in car, behind, hud...etc.) >Handling is trickier to call. For my first few hours behind the wheel of >these Carts I was convinced that the steering was totally wrong. I was >soooo loose and tried everything from monkeying around with all the >nonlinearity and speed sensitivity settings in the game to recalibrating my >controller settings. Still, out on the track I felt like I was driving a >minivan in a 50mph crosswind with a steering wheel shaft made of ***. >Hours later and several visits to the garage engineer have tightened up my >steering considerably. The verdict is still out but, based on the huge >improvement with only 20 hours under my belt, I may well find that the >problem with the steering was me. >Not to beat a dead horse but the artificial intelligence of the demo is so >bad as to be unplayable. They knock you off line, slam into the back of
you >and make nearly complete stops for what appears to be no apparent reason. >Your only chance is treat them all as DWI nuts and give them a wide berth. >Of course, this makes racing against them dicey at best. Unfortunately, the >patched AI has lots of problems too. While they no longer seem to slam into
Quoted text (7 lines)>you at the slightest provocation their collision avoidance leaves a lot to >be desired. They seem to see you if you are following the racing line but >god forbid you spin and slide up the track. If you cross the line in a >slide or spin they will slam into you without any attempt at avoidance and >keep pushing you down the track as long as you are in front of them. They >also seem to still enjoy pushing you through corners when you are going a >little too slow for their taste. Excuse me? Do you really think drivers
of >open wheel cars like to bash their delicate air dams into the rear wheels of
Quoted text (27 lines)>their opponents? >Final verdict? Well, I find myself reaching for the MS Cart CD more and >more and leaving the GP2 and Nascar2 CD's to collect dust. Of course that >means I am spending more and more time online to find worthy opponents and >less time racing against the computer. >I think this is a worthy sim that warrants consideration in any avid racers >library. >Unfortunately, I fear Microsoft will follow in their previous footsteps >(i.e.. Flight Simulator) and not issue patches to fix the broken stuff but >instead package the fixes into Cart Precision Racing '98 with some other >"extras." >Some other disturbing bugs I have noticed are: >1. Selected race in multiplayer games keeps switching back to Miami as new >racers enter the forum. >2. Multiplayer racers ending up in their own private race instead of >together on the track. >3. The occasional lockup after entering and leaving multiplayer races >several times. >Some curious missing elements are: >1. How can MS talk in the racing school of trailing braking then not >include separate axis control for the accelerator and brake? >2. Why no yellow flags when there are accidents? In fact, there is a >curious absence of flags in general...except for that dreaded blue flag
that >tells you the AI is about to slam in to the back of your vehicle. >3. Why no changing weather? >Again, a nice first attempt. A great multiplayer game...weak racing against >the computer. >-- >Please remove the NOSPAM from my email address to reply >to me directly. I am sorry for this inconvenience but I have >been overwhelmed by junkmail.

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