I don't know if Ubisoft reads this newsgroup as they should, but in
case they do I'd suggest giving them some constructive suggestions for
their next sim "Monaco Grand Prix - Racing Simulation 2"
Here are my suggestions:
1- AI is too weak, even on the professional level. And I'd like it to
be more adjustable; the three settings just aren't enough. You should
instead use an numeric value that can be adjusted by the user to set
the strenght of the AI (as done in papyrus sims).
2- The computer cars look too small when you come real close to them.
Your front wheels shouldn't look twice as big as their rear wheels.
3- Make sure it'll be easy for us to replace the engine's sound
loop...
4- I'd like to see, apart from the race's results, the best time for
every driver when a race is complete.
5- How about adding a user-activated rev limiter button for when
you're on pit lane?
6- The grass is still too sticky. You should loose almost all
traction when you're on the grass instead of being slowed down. I
hate it when I'm pushing as hard as I can and loose 40 km/h just
because I touched the grass.
Anything I've missed?
A. Renault
I agree with all of your points (the sound isn't much of an issue 'cos it can
be changed). Here are few more things:
- I coudn't agree more with the "cars" being too small when you're right on
their but. Though, the perspective is also wrong... I feel like I'm looking
oner the top of the car while I should be looking almost under the rear
wing... again fixing the size might fix this.
- This is my biggest problem... the "throttle". it feels like you're either
barelly moving or spinning the hell out of the rear wheels... it seems very
digital to me. Also, one the wheels are spinning then it feels like the
throttle "sticks" ie. I eaze of the throttle but the revs stay the same and
the wheels are still spinning. This renders the game almost unplayable to me
even though I know there is a fine game past the control.
Regards,
David Mocnay
snip
> I agree with all of your points (the sound isn't much of an issue 'cos it can
> be changed). Here are few more things: snip
> - This is my biggest problem... the "throttle". it feels like you're either
> barelly moving or spinning the hell out of the rear wheels... it seems very
> digital to me. Also, one the wheels are spinning then it feels like the
This is really the biggest complaint I have regarding MGPR. And I'm sure
it
would be an easy fix, just increase the range for the sensitivity in the
controller setup for gas and brake.
l8er
ronny
--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
>Anything I've missed?
Well, I would like a better handling of the input. Most wheels don't
like the DirectX DINPUT way of callibration. I would suggest to
Ubisoft to look at GPL....
Remco
Then it would be back to the original in F1RS....
> Then it would be back to the original in F1RS....
Huh? I have the feeling, it's worse in MGPR than it was in F1RS after
the patches. Could be just like that in the demo...
l8er
ronny
--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
The same effect is in F1RS, too. Tried to patch the dinput.dll:s
deadzone -value, but it didn't make much difference. In my opinion the game
(F1RS) is otherwise OK, but this control issue keeps it from competing
against Papy's titles and even GP2.
--
Sami Gr?nstrand
www.hut.fi/home/sgronstr
- A wise remark -


































